Is it possible to simulate something like this: http://blog.ninapaley.com/2013/07/12/th ... a-feature/ with masks? That would allow me to have limbs on separate layers, which is easier and has far more editing options than having everything as a single shape on one layer. I realize it wouldn't look the same, it would simply turn parts of black shapes to white where they overlap. But I can't figure out how to set it up. Any suggestions?
Thanks!
--Nina
masks to simulate even-odd fills
Moderators: Víctor Paredes, Belgarath, slowtiger
Re: masks to simulate even-odd fills
I hope I understand your question. I think what you described is how I do a lot of my characters.
I like having the "continuous" outer spline as one shape, but need to split off the arms and legs on other layers to animate layer order.
I simply find a spot on the "limb" and cut across it with a vector. So you have your entire outer shape and split off the arm at the shoulder where there are two points approximately on either side. I can then duplicate that shape and ONLY fill the arm splines. Since all the vectors are exactly the same, the arm moves just like everything else but appears to be "connected" as one shape to the rest of the body.
The other thing you want to simulate is the "overlapping" areas yes? You want to keep that effect while still having the limbs on separate layers? That would be... interesting... excuse me while I ponder this... Feel free to get some coffee or use the rest rooms... I will be back shortly...
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Okay... I am back. This wouldn't use masking. I just couldn't figure out how to do it that way, plus it would probably really complicated even if I could come up with a masked solution.
I did figure out a way to do this using the layer blending mode with separate limb shapes I described above.
Problem is... you can't see it. All the shapes are white, on white. The render looks fine!
The other problem is that there are fringes at the joins of the limbs.
Anyway here's the file so I don't have to explain how it's done. I used a named applied style for all the shapes to make changes easier.
overlap-shapes-using-difference-layer-blend-mode
I like having the "continuous" outer spline as one shape, but need to split off the arms and legs on other layers to animate layer order.
I simply find a spot on the "limb" and cut across it with a vector. So you have your entire outer shape and split off the arm at the shoulder where there are two points approximately on either side. I can then duplicate that shape and ONLY fill the arm splines. Since all the vectors are exactly the same, the arm moves just like everything else but appears to be "connected" as one shape to the rest of the body.
The other thing you want to simulate is the "overlapping" areas yes? You want to keep that effect while still having the limbs on separate layers? That would be... interesting... excuse me while I ponder this... Feel free to get some coffee or use the rest rooms... I will be back shortly...
---------
Okay... I am back. This wouldn't use masking. I just couldn't figure out how to do it that way, plus it would probably really complicated even if I could come up with a masked solution.
I did figure out a way to do this using the layer blending mode with separate limb shapes I described above.
Problem is... you can't see it. All the shapes are white, on white. The render looks fine!

Anyway here's the file so I don't have to explain how it's done. I used a named applied style for all the shapes to make changes easier.
overlap-shapes-using-difference-layer-blend-mode
Re: masks to simulate even-odd fills
Thank you heyvern! I learned a lot from the file you shared. Yes, "difference" layer blending was the way to go.
Do you think there's any way to eliminate the "fringes" at the "seams"? Even if not, I have promising options now I didn't have before. Thanks again!
--Nina
Do you think there's any way to eliminate the "fringes" at the "seams"? Even if not, I have promising options now I didn't have before. Thanks again!
--Nina
Re: masks to simulate even-odd fills
No I can't seem to remove the fringes with this specific technique.
This is an issue I've had with this technique on my own characters and it is frustrating but can be worked around using "normal" blend mode. The problem is the specific technique with the difference blend mode doesn't work with the solutions I use. I even tried the "Gap Filling" checkbox on the vector layers with no luck. I even added a stroke to the overlapping shapes but the difference mode seems to work differently with the strokes and simply makes the "edge" more pronounced.
Maybe playing around with this you can come up with a solution. I did try a few things but I certainly didn't exhaust all possibilities.
Another option would be to "offset" the shape edge overlap on all the layers? But that difference thing would create a white overlap... <sigh> it's a tricky one.
[edit] I think this has to do with antialiasing. The antialiasing is ALSO being "difference blended". The few pixels of the edge will "soften" to blend the edges but everything is also difference blended creating a double compounded reversed color edge. [edit]
This is an issue I've had with this technique on my own characters and it is frustrating but can be worked around using "normal" blend mode. The problem is the specific technique with the difference blend mode doesn't work with the solutions I use. I even tried the "Gap Filling" checkbox on the vector layers with no luck. I even added a stroke to the overlapping shapes but the difference mode seems to work differently with the strokes and simply makes the "edge" more pronounced.
Maybe playing around with this you can come up with a solution. I did try a few things but I certainly didn't exhaust all possibilities.
Another option would be to "offset" the shape edge overlap on all the layers? But that difference thing would create a white overlap... <sigh> it's a tricky one.

[edit] I think this has to do with antialiasing. The antialiasing is ALSO being "difference blended". The few pixels of the edge will "soften" to blend the edges but everything is also difference blended creating a double compounded reversed color edge. [edit]
Re: masks to simulate even-odd fills
Now I'm curious to see examples of your work. I couldn't find a link when I clicked your name. Is there a directory of works/websites on this board, or could you post some links here?
Re: masks to simulate even-odd fills
Unfortunately my primary job is web design, with only the ocassional animation project. Most of the animation stuff I do is "fun" projects or experiments specifically for Anime Studio to push the limits. The two "characters" on the home page and the people on our about page were created in Anime Studio.
2 of my "experiments" are available in Anime Studio Library content: /Characters/Partners/Hubumedia/
Frits and The Technician
Here are some video samples on my company site, HubuMedia.com
http://hubumedia.com/animation-samples/ ... -demo-reel
This is a compilation of stuff done over the years.
This one starts with a character using the technique described in this topic.
In the very beginning (about 15 seconds in) there is a character featured that I created for Smith Micro, I call him "Alex". He is tall and thin with blue hair. He started as one continuous shape. The entire body including arms and legs are one continuous vector outline, then split apart so I had layers for arms, legs, and body parts.
The shading was complicated because you I couldn't use shape shading effect on the individual parts. I wanted continuous blended shading for the whole shape AND maintain the layer ordering for body parts. So I used a combination of "layer shading" and a "whole body" shading on a shape over all the parts with layer blending (screen and multiply on two layers).
It's a tad complicated but works.
http://hubumedia.com/animation-samples/ ... conference
The is a character for a company that does educational read along books for education products. They required a series of animations for an existing character to be projected on a big screen for a trade show event.
The character already existed so I had to jump through some hoops to animate it.
The same "trick" of a continuous outline but separate shapes on layers is used on the arms and legs.
The arms and legs are one continuous shape, but split apart for layer order (forearms and biceps).
The elbow and knees with the masked "glow" was tricky but not too complicated. I ended up with two layers for each "part"; A glow layer masked by the part fill color layer (Add to Mask). The glow was a simple gradient filled circle shape masked by the main shape layer.
2 of my "experiments" are available in Anime Studio Library content: /Characters/Partners/Hubumedia/
Frits and The Technician
Here are some video samples on my company site, HubuMedia.com
http://hubumedia.com/animation-samples/ ... -demo-reel
This is a compilation of stuff done over the years.
This one starts with a character using the technique described in this topic.
In the very beginning (about 15 seconds in) there is a character featured that I created for Smith Micro, I call him "Alex". He is tall and thin with blue hair. He started as one continuous shape. The entire body including arms and legs are one continuous vector outline, then split apart so I had layers for arms, legs, and body parts.
The shading was complicated because you I couldn't use shape shading effect on the individual parts. I wanted continuous blended shading for the whole shape AND maintain the layer ordering for body parts. So I used a combination of "layer shading" and a "whole body" shading on a shape over all the parts with layer blending (screen and multiply on two layers).
It's a tad complicated but works.

http://hubumedia.com/animation-samples/ ... conference
The is a character for a company that does educational read along books for education products. They required a series of animations for an existing character to be projected on a big screen for a trade show event.
The character already existed so I had to jump through some hoops to animate it.
The same "trick" of a continuous outline but separate shapes on layers is used on the arms and legs.
The arms and legs are one continuous shape, but split apart for layer order (forearms and biceps).
The elbow and knees with the masked "glow" was tricky but not too complicated. I ended up with two layers for each "part"; A glow layer masked by the part fill color layer (Add to Mask). The glow was a simple gradient filled circle shape masked by the main shape layer.