I’ve been back to working on 3D. My last upset was quite bitter. I lost an unfortunate amount of work to file corruption. However I decided to update and start again. I also got a trial of the latest Maya LT. The first time I was unimpressed. Second time round with their limitations lifted to something more reasonable and OBJ and FBX export I am enjoying it more. Still buggy.
Using Stingray was interesting but it is way to confusing for me to learn at this stage. I’m trying to make the choice between Blender Game Engine or Unity for a project idea. I can’t quite figure which one will be the most suitable.
There are two ways to select things on the timeline. One frame, or the whole timeline. You can split your timeline but only if the right conditions are met. I still don’t fully understand why I can and why I can’t sometimes but I’m getting use to it.
Picking up one frame is easy. Hold down shift to select more than one frame. A red marker appears at the front of each selected frame. Click+Hold+Drag to where you want. That’s it. Enjoy guys and my apologies for the speed of the video!
Even though now I realise that I could change the frame time and didn’t need a million tiles, I’m glad I did because I can still take, copy and edit the sprite sheet and the gif if I wanted to,
I also could not find the onion skin but I found it when I realised there were two very small buttons unpressed in the frame window.
Overall I’m extremely impressed with the tile live update. I’d always wanted something like this for making tilesets in RPGMaker or GameMaker. The only reason I don’t do it in Krita is because I can’t figure out how to make a pixel brush. One day I will though.
For almost 5hrs straight I streamed my first use of Toonz. I spent the day before trying to get it to stop crashing on startup.
So far many aspects of it function like Retas Studio. For me it is intuitive because I learned from very old software in the beginning of my journey but compared to today’s standards of 3D animation, Flash (now Adobe Animate CC) and Toon Boom’s Harmony 12, the layout and use is not very intuitive to most new users.
One thing to get use to is to use the preview frequently, especially when applying effects. The best advice I can give to new users is click everything and try everything. I haven’t explored it enough just yet to give it a full review but my first impression is simply this:
Assuming you already have an animation folder of your sketched out animation draft and you’re ready to move onto inking add a New animation folder above your draft animation folder.
Before you begin, skip back to frame 1 in the timeline.
In your new animation folder delete the first frame. Click on the animation folder and then add a new grouping folder. It will be auto-named to 1 as in frame 1 as it adds itself to the animation folder. If you added it outside the folder, drag and drop it in and name it 1.
Add a raster layer for colouring and two vector layers. One vector layer for inking, the other for shadow and highlight markup.
Ink on the vector layer above the raster layer like in the video. Add animated shadow/highlight markup on the vector layer above your inks.
Go to bucket tool and enable multilayer fill. Enable gap fill and if you need it, area scaling.
Select the bottom raster layer.
Fill in only one side of your animation. Go back and hide the shadow markup on each animation frame then fill in the other side with your other colour.
This is the easiest and bare basics way to ink, colour and shade your animation. Other techniques you could use would be the use of clipping layers and painting them in manually. The onion skin does allow for some shadows to be visible but it’s difficult to tell which is which when you have a lot of frames.
This isn’t the only way to do this, it’s just one method.
If you do not use grouping folders in the animation folder, each frame outside a grouping folder is a single separate frame entity of it’s own meaning it can’t be referred to as a fillable option for the bucket tool.
Again, some freaking out with new beginners. They can’t understand why their layer is hidden and not editable.
Take a breath, slow down.
Why can’t I use and edit my duplicated layer in my animation?
Where the hell is my layer? Why can’t I edit it?!
You haven’t specified it.
Right click your timeline, you will see your layer or duplicated layer there. Click it to unhide it from the timeline. Once it’s been specified you can continue animating and editing your layers.
Here’s a video:
You can also use your vector layers as well, just make sure you unhide it in the animation Timeline by specifying it. This is also true for using grouping folders within the animation folder for line art and colouring. You need to define or specify the folder before it is useable.
Some of you might have nocticed that regular layers and raster layers are not animatable or work in the animation folder.
I’ve done my line art on the wrong layer and now I can’t get it into the animation folder. I tried copy and pasting but that didn’t work. What can I do so I don’t have to redraw my lineart?
If you have done your inking on a raster layer hover the mouse over the layer thumb of the lineart you are trying to lift and right click it. Choose Selection From Layer >> Create Selection.
Hide the lineart layer and go to your blank animation cel keyframe. Select the pen tool and make it as large as possible and colour in the entire selection. Deselect and your line art will be identical and on the correct layer. It is now editable and in the timeline.