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Reference and Scripting Guide

Legal Notices Published by Toon Boom Animation Inc.


Corporate Headquarters
7 Laurier Avenue East Montreal, Quebec Canada H2T 1E4 Tel: (514) 278-8666 Fax: (514) 278-2666 toonboom.com

Disclaimer
The content of this manual is covered by a specific limited warranty and exclusions and limit of liability under the applicable License Agreement as supplemented by the special terms and conditions for Adobe Flash File Format (SWF). Please refer to the License Agreement and to those special terms and conditions for details. The content of this manual is the property of Toon Boom Animation Inc. and is copyrighted. Any reproduction in whole or in part is strictly prohibited. For additional copies of this manual, please contact Toon Boom Animation Inc. at the Corporate Headquarters address. Copyright 2007 by Toon Boom Animation Inc. All rights reserved.

Trademarks
Toon Boom Digital Pro is a trademark owned by Toon Boom Animation Inc. All other trademarks are the property of their respective owners.

Credits
Documentation Development: Peter Cawthorne Content Development: Marie-Eve Chartrand

Publication Date
August 2007

Contents
Chapter 1: About the Guide ........................................................................13 Chapter 2: Reference Introduction ........................................................15
Toon Boom Digital Pro Interface .....................................................................................15 Toolbars ...........................................................................................................................16 Commands ......................................................................................................................17 Dialog Boxes ....................................................................................................................18 Effect Modules ................................................................................................................20

Chapter 3: Toon Boom Digital Pro User Interface ..................23

Welcome Screen .............................................................................................................24 User Interface ..................................................................................................................26 View Tabs ..................................................................................................................27 Window Workspace ............................................................................................28 Panning and Zooming Windows ........................................................................29 View windows ..................................................................................................................30 Camera View .............................................................................................................31 Colour View ...............................................................................................................34 Coordinates and Control Points View .......................................................................35 Selection Coordinates ........................................................................................35 Control Point and Keyframes .............................................................................36 Drawing View ............................................................................................................37 Free View ..................................................................................................................39 Function View ............................................................................................................40 Displaying a Function Curve in the Function View .............................................40 Setting Stop-Motion Keyframes .........................................................................42 Message Log View ....................................................................................................44 Model View ...............................................................................................................45 Module Library View .................................................................................................47 Module Properties View ............................................................................................48 Morphing View ..........................................................................................................49 Network View ............................................................................................................50 Pen View ....................................................................................................................51 Texture ...............................................................................................................51 Playback View ...........................................................................................................53 Side View ...................................................................................................................54 Template Library View ..............................................................................................55 Timeline View ............................................................................................................56 Copying and Pasting Keyframes in the Timeline ................................................56 Filtering the Layers that Appear in the Timeline View .......................................57 Enabling and Disabling Modules from the Timeline ..........................................58
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Toon Boom Digital Pro: Reference and Scripting Guide

Locking Drawing Elements and Pegs ................................................................ 59 Collapsing Pegs and Child Layers in the Timeline ............................................. 60 Displaying Groups, Sounds and Effects in the Timeline .................................... 61 Displaying Functions in the Timeline ................................................................. 61 Changing the Track Colour of Layers in the Timeline ....................................... 62 Top View ................................................................................................................... 62 Xsheet View .............................................................................................................. 63

Chapter 4: Toolbars ............................................................................................ 65


Animation Tools .............................................................................................................. 67 Drawing Tools ................................................................................................................. 71 Display Toolbar ............................................................................................................... 80 Easy Flipping ................................................................................................................... 80 Edit .................................................................................................................................. 81 File ................................................................................................................................... 81 Flip .................................................................................................................................. 82 Inverse Kinematics .......................................................................................................... 83 Onion Skin ....................................................................................................................... 85 Playback .......................................................................................................................... 86 Rendering ........................................................................................................................ 87 Scripting .......................................................................................................................... 87 Workspace ...................................................................................................................... 88

Chapter 5: Commands ..................................................................................... 89

Toon Boom Digital Pro UI Menu Bar .............................................................................. 89 Animation ................................................................................................................. 90 Compositing ........................................................................................................... 103 Drawing .................................................................................................................. 108 Edit ......................................................................................................................... 136 File Menu ................................................................................................................ 142 Help Menu .............................................................................................................. 145 Play Menu ............................................................................................................... 146 Scene Menu ............................................................................................................ 148 View Menu .............................................................................................................. 152 Windows Menu ....................................................................................................... 173 Camera View Menu ....................................................................................................... 176 Colour View Menu ........................................................................................................ 195 Drawing View Menu ...................................................................................................... 200 Free, Side and Top View Menus ................................................................................... 212 Function View Menu ..................................................................................................... 215 Model View ................................................................................................................... 216 Module Library Menu .................................................................................................... 218 Network View Menu ..................................................................................................... 219 Pen View Menu ............................................................................................................. 223

Contents

Playback View Menu ......................................................................................................224 Template Library Menu .................................................................................................226 Timeline View Menu ......................................................................................................229 Xsheet View Menu .........................................................................................................239 Thumbnail Panel Contextual Menu ...............................................................................250

Chapter 6: Dialog Boxes ...............................................................................251

Buttons ..........................................................................................................................253 3D Path Editor ...............................................................................................................254 Point ........................................................................................................................255 Parameters ..............................................................................................................255 Other 3D Path Editor Commands ...........................................................................256 Add Columns .................................................................................................................257 Add Frames ...................................................................................................................258 Adjust Line Texture Opacity ..........................................................................................258 Alignment ......................................................................................................................259 Apply Velocity on Editor ................................................................................................260 Bezier Editor ..................................................................................................................262 Point ........................................................................................................................262 Left/Right Handle ....................................................................................................263 Other Bezier Editor Commands ..............................................................................263 Bitmap Image Quality ....................................................................................................264 Close Gaps ....................................................................................................................265 Colour Picker .................................................................................................................265 Colour Recovery ............................................................................................................268 Column Editor (Drawing) ...............................................................................................269 Column Types ................................................................................................................270 Convert Morphing to Drawings .....................................................................................270 Create Cycle ..................................................................................................................271 Ease Editor ....................................................................................................................272 Point ........................................................................................................................272 In/Out ......................................................................................................................272 Other Ease Editor Commands ................................................................................273 Export to Flash Movie (Swf) ...........................................................................................274 Export to .................................................................................................................274 Export from Display module ...................................................................................275 Export Range ..........................................................................................................275 Options ...................................................................................................................275 Export to QuickTime Movie ..........................................................................................276 Export to .................................................................................................................276 Export from Display module ...................................................................................276 Export Range ..........................................................................................................276 Video Options .........................................................................................................277
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Toon Boom Digital Pro: Reference and Scripting Guide

Sound Options ....................................................................................................... 277 Expression ..................................................................................................................... 278 Using the Expression Column ................................................................................ 278 Extend Exposure ........................................................................................................... 281 Fill Selection .................................................................................................................. 282 Fill Cells Randomly ........................................................................................................ 283 Go to Frame .................................................................................................................. 283 Hold Value Editor .......................................................................................................... 284 Import Drawings ........................................................................................................... 285 Load Playback ............................................................................................................... 287 Morphing Inspector ...................................................................................................... 288 New Scene .................................................................................................................... 289 OpenGL Frames ............................................................................................................ 290 Palette Browser ............................................................................................................. 291 Palette Browser ...................................................................................................... 291 Advanced Palette Browser ..................................................................................... 292 Paste Special ................................................................................................................. 293 Playback Start/Stop Frame ........................................................................................... 297 Preferences ................................................................................................................... 298 Shortcuts ................................................................................................................. 299 General ................................................................................................................... 300 Save .................................................................................................................. 300 Colour Management ........................................................................................ 300 Colours ............................................................................................................. 301 Playback View .................................................................................................. 301 Options ............................................................................................................ 302 Settings ............................................................................................................ 302 Snap Keyframe ................................................................................................. 303 Camera ................................................................................................................... 303 Tools ................................................................................................................. 304 Zoom Settings .................................................................................................. 304 Settings ............................................................................................................ 304 Control Size ...................................................................................................... 304 Wash Background ............................................................................................ 304 Control Points .................................................................................................. 305 Network .................................................................................................................. 305 Navigator ......................................................................................................... 305 Port Options ..................................................................................................... 306 Element Module Drawing Options .................................................................. 306 Exposure Sheet ...................................................................................................... 307 Filtering ............................................................................................................ 307 Options ............................................................................................................ 308 New Element .................................................................................................... 308 Function Editors ............................................................................................... 308 Drawing Creation ............................................................................................. 308 Apply/Next ....................................................................................................... 308 Drawing .................................................................................................................. 309
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Contents

Light Table ........................................................................................................309 Options .............................................................................................................310 New Colour Pots ..............................................................................................310 Settings .............................................................................................................311 Template .................................................................................................................311 Paste/Drag and Drop .......................................................................................312 Editing a Template ...........................................................................................312 Timeline ...................................................................................................................313 Default ..............................................................................................................313 OpenGL ...................................................................................................................314 Settings .............................................................................................................314 Advanced ................................................................................................................315 Advanced Options ............................................................................................316 Preview Manager ...........................................................................................................316 Elements Tab ..........................................................................................................317 Frames Tab ..............................................................................................................318 Memory Tab ............................................................................................................319 Quality ..............................................................................................................319 TVG Options .....................................................................................................320 Vector Quality ...................................................................................................320 Memory ............................................................................................................320 Preview Options ............................................................................................................321 Render View Tab .....................................................................................................322 Other Views Tab .....................................................................................................323 Remove Dirt ...................................................................................................................325 Remove Hair ..................................................................................................................325 Rename Palette .............................................................................................................326 Render Network ............................................................................................................327 Range ......................................................................................................................327 Other Render Network Options .............................................................................327 Field Composite Options .................................................................................328 Resolution/Frame Rate ..................................................................................................328 Saving a Scene ...............................................................................................................329 Saving the current version of a scene .....................................................................329 Saving a different version of a scene ......................................................................329 Select Colour .................................................................................................................330 Sequence Fill .................................................................................................................331 Set Exposure ..................................................................................................................332 Show Hidden Columns ..................................................................................................332 Sound Element Editor ...................................................................................................333 Tint Offset/Blend ...........................................................................................................335 Toolbar Manager ...........................................................................................................337 Vectorization Parameters ..............................................................................................338 Options Tab ............................................................................................................339 Help Tab ..................................................................................................................342 Velobased Editor ...........................................................................................................343
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Toon Boom Digital Pro: Reference and Scripting Guide

Velocity Editor - Bezier ................................................................................................. 345 Workspace Manager ..................................................................................................... 347 Xsheet Column Width ................................................................................................... 349

Chapter 7: Effect Modules .......................................................................... 351

Anti-Flicker Module ...................................................................................................... 354 Anti-Flicker Module Editor ..................................................................................... 354 Blur-Directional Module ................................................................................................ 355 Blur-Directional Module Editor .............................................................................. 355 Blur-Radial Module ....................................................................................................... 357 Blur-Radial Module Editor ...................................................................................... 357 Blur-Variable Module .................................................................................................... 358 Blur-Variable Module Editor ................................................................................... 358 Brightness-Contrast Module ......................................................................................... 359 Brightness-Contrast Module Editor ....................................................................... 359 Camera Module ............................................................................................................ 360 Camera Module Editor ........................................................................................... 361 Colour Art Module ........................................................................................................ 362 Colour Art Module Editor ...................................................................................... 362 Colour-Card Module ..................................................................................................... 363 Colour-Card Module Editor ................................................................................... 364 Colour-Override Module .............................................................................................. 365 Colour-Override Module Editor ............................................................................. 366 Colour-Scale Module .................................................................................................... 368 Colour-Scale Module Editor ................................................................................... 369 Colour-Screen Module .................................................................................................. 370 Colour-Screen Module Editor ................................................................................ 371 Composite Module ....................................................................................................... 371 Composite Module Editor ...................................................................................... 372 Composite-Generic Module ......................................................................................... 374 Composite-Generic Module Editor ........................................................................ 375 Contrast Module ........................................................................................................... 378 Contrast Module Editor .......................................................................................... 379 Crop Module ................................................................................................................. 379 Crop Module Editor ............................................................................................... 380 Cropping tab .................................................................................................... 381 Enabling tab ..................................................................................................... 382 Cutter Module ........................................................................................................ 383 Cutter Module Editor ............................................................................................. 384 Display Module ............................................................................................................. 385 Display Module Editor ............................................................................................ 385 Dither Module ............................................................................................................... 386 Dither Module Editor ............................................................................................. 386 Element Module ........................................................................................................... 387

Contents

Element Module Editor ...........................................................................................387 Drawing tab ......................................................................................................388 Transformation tab ...........................................................................................390 Advanced Thickness tab ...................................................................................391 External Module ............................................................................................................394 External Module Editor ...........................................................................................394 Field-Chart Module .......................................................................................................395 Field Chart Module Editor ......................................................................................396 Focus-Multiplier Module ...............................................................................................399 Focus-Multiplier Module Editor ..............................................................................399 Focus Module ................................................................................................................400 Focus Module Editor ...............................................................................................400 Glow Module .................................................................................................................402 Glow Module Editor ................................................................................................403 Glue Module ..................................................................................................................405 Glue Module Editor ................................................................................................406 Gradient Module ...........................................................................................................407 Gradient Module Editor ..........................................................................................407 Grain Module .................................................................................................................408 Grain Module Editor ...............................................................................................409 Greyscale Module ..........................................................................................................410 Greyscale Module Editor ........................................................................................410 Group Module ...............................................................................................................411 Group Module Editor ..............................................................................................412 Highlight Module ...........................................................................................................412 Highlight Module Editor .........................................................................................413 Line Art Module .............................................................................................................414 Line Art Module Editor ...........................................................................................415 Matte-Blur Module ........................................................................................................415 Matte-Blur Module Editor .......................................................................................416 Matte-Resize Module ....................................................................................................417 Matte-Resize Module Editor ...................................................................................418 Motion-Blur Module ......................................................................................................418 Motion-Blur Module Editor .....................................................................................419 Multi-Port-In Module .....................................................................................................420 Multi-Port-In Module Editor ....................................................................................421 Multi-Port-Out Module ..................................................................................................422 Multi-Port-Out Module Editor ................................................................................422 Negate Module .............................................................................................................423 Negate Module Editor ............................................................................................423 Note Module .................................................................................................................424 Note Module Editor ................................................................................................424 Offset-Position Module .................................................................................................424 Offset-Position Module Editor ................................................................................425
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Toon Boom Digital Pro: Reference and Scripting Guide

Offset-Position-Legacy Module .................................................................................... 425 Offset-Position-Legacy Module Editor ................................................................... 426 Peg Module .................................................................................................................. 426 Peg Module Editor ................................................................................................. 427 Position tab ...................................................................................................... 427 Transformation tab ........................................................................................... 428 Pivot tab ........................................................................................................... 429 Advanced tab ................................................................................................... 429 Pixelate Module ............................................................................................................ 430 Pixelate Module Editor ........................................................................................... 431 Placeholder Module ...................................................................................................... 431 Placeholder Module Editor .................................................................................... 431 Quadmap Module ......................................................................................................... 432 Quadmap Module Editor ....................................................................................... 434 Refract Module ............................................................................................................. 435 Refract Module Editor ............................................................................................ 435 Remove-Transparency Module ..................................................................................... 436 Remove-Transparency Module Editor .................................................................... 436 Scale-Output Module ................................................................................................... 437 Scale-Output Module Editor .................................................................................. 438 Shadow Module ............................................................................................................ 438 Shadow Module Editor ........................................................................................... 439 Sparkle Module ............................................................................................................. 441 Sparkle Module Editor ........................................................................................... 443 Tone Module ................................................................................................................. 444 Tone Module Editor ............................................................................................... 445 Transparency Module ................................................................................................... 446 Transparency Module Editor .................................................................................. 447 Write Module ................................................................................................................ 447 Write Module Editor ............................................................................................... 448 Output tab ....................................................................................................... 448 Enabling tab ..................................................................................................... 449

Chapter 8: Scripting Overview .............................................................. 451

Using Qt Script to Automate Toon Boom Digital Pro Functions ................................. 451 Creating a Qt Script ...................................................................................................... 452 Exporting and Importing Scripts ................................................................................... 454 Linking a Script to a Toolbar Button ............................................................................. 455 Customizing a Scripting Toolbar Button ................................................................ 455

Contents

Chapter 9: Scripting Introduction .........................................................457 Chapter 10: Script Reference ...................................................................459


Function Summary .........................................................................................................460 Scene .............................................................................................................................471 beginUndoRedoAccum ...........................................................................................472 coordAtCentreX ......................................................................................................472 coordAtCentreY ......................................................................................................472 currentScene ...........................................................................................................473 endUndoRedoAccum ..............................................................................................473 numberOfUnitsX .....................................................................................................473 numberOfUnitsY .....................................................................................................474 numberOfUnitsZ .....................................................................................................474 setCoordAtCentre ..................................................................................................474 setNumberofUnits ...................................................................................................475 setUnitsAspectRatio ................................................................................................475 unitsAspectRatioX ...................................................................................................475 unitsAspectRatioY ...................................................................................................476 Frame .............................................................................................................................476 current .....................................................................................................................477 insert .......................................................................................................................477 numberOf ................................................................................................................478 remove ....................................................................................................................478 Element ..........................................................................................................................479 add ..........................................................................................................................479 getName .................................................................................................................480 id .............................................................................................................................480 numberOf ................................................................................................................480 Column ..........................................................................................................................481 add ..........................................................................................................................482 clearKeyFrame ........................................................................................................482 getElementOfDrawing ............................................................................................483 getEntry ...................................................................................................................483 getName .................................................................................................................483 getTextOfExpr ........................................................................................................484 isKeyFrame ..............................................................................................................484 numberOf ................................................................................................................485 rename ....................................................................................................................485 setElementOfDrawing .............................................................................................485 setEntry ...................................................................................................................486 setKeyFrame ...........................................................................................................486 setTextOfExpr .........................................................................................................487 type .........................................................................................................................487
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Toon Boom Digital Pro: Reference and Scripting Guide

Node ............................................................................................................................. 488 add .......................................................................................................................... 490 coordX .................................................................................................................... 490 coordY .................................................................................................................... 491 dstNode .................................................................................................................. 491 equals ..................................................................................................................... 491 flatDstNode ............................................................................................................ 492 flatSrcNode ............................................................................................................. 492 getName ................................................................................................................. 492 getTextAttr ............................................................................................................. 493 isGroup ................................................................................................................... 493 isLinked ................................................................................................................... 493 link .......................................................................................................................... 494 linkAttr .................................................................................................................... 494 linkedColumn ......................................................................................................... 495 noNode ................................................................................................................... 495 numberOfInputPorts .............................................................................................. 495 numberOfOutputLinks ........................................................................................... 496 numberOfOutputPorts ........................................................................................... 496 numberOfSubNodes .............................................................................................. 496 parentNode ............................................................................................................ 497 rename .................................................................................................................... 497 root ......................................................................................................................... 497 setCoord ................................................................................................................. 498 setTextAttr .............................................................................................................. 498 srcNode .................................................................................................................. 498 subNode ................................................................................................................. 499 type ......................................................................................................................... 499 unlink ...................................................................................................................... 499 unlinkAttr ................................................................................................................ 500 Selection ....................................................................................................................... 500 numberOfColumnsSelected ................................................................................... 501 numberOfNodesSelected ...................................................................................... 501 selectedColumn ...................................................................................................... 502 selectedNode ......................................................................................................... 502 Function Curve .............................................................................................................. 503 addCtrlPointAfter3DPath ....................................................................................... 505 addKeyFrame3DPath ............................................................................................. 506 angleEaseIn ............................................................................................................ 507 angleEaseOut ......................................................................................................... 507 holdStartFrame ....................................................................................................... 507 holdStep ................................................................................................................. 508 holdStopFrame ....................................................................................................... 508 numberOfPoints ..................................................................................................... 508
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Contents

numberOfPoints3DPath ..........................................................................................509 pointBias3DPath .....................................................................................................509 pointConstSeg ........................................................................................................509 pointContinuity .......................................................................................................510 pointContinuity3DPath ...........................................................................................510 pointEaseIn .............................................................................................................510 pointEaseOut ..........................................................................................................511 pointHandleLeftX ....................................................................................................511 pointHandleLeftY ....................................................................................................512 pointHandleRightX ..................................................................................................512 pointHandleRightY ..................................................................................................512 pointLockedAtFrame ..............................................................................................513 pointTension3DPath ...............................................................................................513 pointX ......................................................................................................................513 pointX3DPath ..........................................................................................................514 pointY ......................................................................................................................514 pointY3DPath ..........................................................................................................514 pointZ3DPath ..........................................................................................................515 removePoint3DPath ................................................................................................515 setBezierPoint .........................................................................................................515 setEasePoint ............................................................................................................516 setHoldStartFrame ..................................................................................................517 setHoldStep ............................................................................................................517 setHoldStopFrame ..................................................................................................517 setPoint3DPath .......................................................................................................518 setVeloBasedPoint ..................................................................................................518 Timeline .........................................................................................................................519 firstFrameSel ...........................................................................................................520 isAncestorOf ...........................................................................................................520 layerIsColumn ..........................................................................................................520 layerIsNode .............................................................................................................521 layerToColumn ........................................................................................................521 layerToNode ...........................................................................................................521 numFrameSel ..........................................................................................................522 numLayers ...............................................................................................................522 numLayerSel ............................................................................................................522 parentNodeIndex ....................................................................................................523 selIsColumn .............................................................................................................523 selIsNode ................................................................................................................523 selToColumn ...........................................................................................................524 selToLayer ...............................................................................................................524 selToNode ...............................................................................................................524 setDisplayToUnconnected ......................................................................................525 View ...............................................................................................................................525
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Toon Boom Digital Pro: Reference and Scripting Guide

column .................................................................................................................... 525 currentView ............................................................................................................. 526 group ...................................................................................................................... 526 type ......................................................................................................................... 526

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Chapter 1 About the Guide


This guide is split into two sections:

The Reference Guide The Scripting Guide

Here is a brief description of each: The Reference Guide provides information about the descriptions and purpose of toolbars, commands, path of access and dialog boxes. This explains the following:

Toon Boom Digital Pro User Interface on page 23 Toolbars on page 65 Commands on page 89 Dialog Boxes on page 251 Effect Modules on page 351

The Scripting Guide provides an overview of Qt, the scripting language supported by Toon Boom Digital Pro. It explains the following:

Using Qt Script to Automate Toon Boom Digital Pro Functions on page 451 Creating a Qt Script on page 452 Exporting and Importing Scripts on page 454 Linking a Script to a Toolbar Button on page 455

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Toon Boom Digital Pro: Reference and Scripting Guide

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Chapter 2 Reference Introduction


This chapter gives a brief overview of the main categories of Toon Boom Digital Pro. In the reference section you will find information which will allow you to understand the purpose of the following:

Toon Boom Digital Pro Interface on page 15 Toolbars on page 16 Commands on page 17 Dialog Boxes on page 18 Effect Modules on page 20

Each of these chapters provides you with reference information detailing the purpose and functionality of the chapter topic.

Toon Boom Digital Pro Interface

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Toon Boom Digital Pro: Reference and Scripting Guide

This chapter provides information on the different views and workspace management features that are available. This chapter covers three main topics:

Welcome Screen on page 24 User Interface on page 26 View windows on page 30

Toolbars

The Toolbars chapter provides information on the different toolbars and their icons available in the user interface. This chapter covers the following toolbars:

Animation Tools on page 67 Display Toolbar on page 80 Drawing Tools on page 71 Easy Flipping on page 80 Edit on page 81 File on page 81 Flip on page 82 Inverse Kinematics on page 83 Onion Skin on page 85 Playback on page 86 Rendering on page 87 Scripting on page 87 Workspace on page 88

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Chapter 2: Reference Introduction

Commands

The Commands chapter provides information on the different commands that are encountered in Toon Boom Digital Pros diverse menus. This chapter covers the following menus:

Animation on page 90 Compositing on page 103 Drawing on page 108 Edit on page 136 File Menu on page 142 Help Menu on page 145 Play Menu on page 146 Scene Menu on page 148 View Menu on page 152 Windows Menu on page 173 Camera View Menu on page 176 Colour View Menu on page 195 Drawing View Menu on page 200 Free, Side and Top View Menus on page 212 Function View Menu on page 215 Model View on page 216 Module Library Menu on page 218 Network View Menu on page 219 Pen View Menu on page 223 Playback View Menu on page 224 Template Library Menu on page 226 Timeline View Menu on page 229 Xsheet View Menu on page 239 Thumbnail Panel Contextual Menu on page 250

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Toon Boom Digital Pro: Reference and Scripting Guide

Dialog Boxes

The Dialog Boxes chapter provides information on the different dialog boxes that are available in Toon Boom Digital Pro. This chapter covers the following dialog boxes:


18

Buttons on page 253 3D Path Editor on page 254 Add Columns on page 257 Add Frames on page 258 Adjust Line Texture Opacity on page 258 Alignment on page 259 Apply Velocity on Editor on page 260 Bezier Editor on page 262 Bitmap Image Quality on page 264 Close Gaps on page 265 Colour Picker on page 265 Colour Recovery on page 268 Column Editor (Drawing) on page 269 Column Types on page 270 Convert Morphing to Drawings on page 270 Create Cycle on page 271 Ease Editor on page 272 Export to Flash Movie (Swf) on page 274 Export to QuickTime Movie on page 276 Expression on page 278 Extend Exposure on page 281 Fill Selection on page 282 Fill Cells Randomly on page 283

Chapter 2: Reference Introduction

Go to Frame on page 283 Hold Value Editor on page 284 Import Drawings on page 285 Load Playback on page 287 Morphing Inspector on page 288 New Scene on page 289 OpenGL Frames on page 290 Palette Browser on page 291 Paste Special on page 293 Playback Start/Stop Frame on page 297 Preferences on page 298 Preview Manager on page 316 Preview Options on page 321 Remove Dirt on page 325 Remove Hair on page 325 Rename Palette on page 326 Render Network on page 327 Resolution/Frame Rate on page 328 Saving a Scene on page 329 Select Colour on page 330 Sequence Fill on page 331 Set Exposure on page 332 Show Hidden Columns on page 332 Sound Element Editor on page 333 Tint Offset/Blend on page 335 Toolbar Manager on page 337 Vectorization Parameters on page 338 Velobased Editor on page 343 Velocity Editor - Bezier on page 345 Workspace Manager on page 347 Xsheet Column Width on page 349

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Toon Boom Digital Pro: Reference and Scripting Guide

Effect Modules

The Effect Modules chapter provides information on the different effect modules that are available in Toon Boom Digital Pro and how to use them. This chapter covers the following effect modules:


20

Anti-Flicker Module on page 354 Blur-Directional Module on page 355 Blur-Radial Module on page 357 Blur-Variable Module on page 358 Brightness-Contrast Module on page 359 Camera Module on page 360 Colour Art Module on page 362 Colour-Card Module on page 363 Colour-Override Module on page 365 Colour-Scale Module on page 368 Colour-Screen Module on page 370 Colour-Screen Module Editor on page 371 Composite Module on page 371 Composite-Generic Module on page 374 Contrast Module on page 378 Crop Module on page 379 Display Module on page 385 Dither Module on page 386 Element Module on page 387 External Module on page 394

Chapter 2: Reference Introduction

Field-Chart Module on page 395 Focus-Multiplier Module on page 399 Focus Module on page 400 Glow Module on page 402 Glue Module on page 405 Gradient Module on page 407 Grain Module on page 408 Greyscale Module on page 410 Group Module on page 411 Highlight Module on page 412 Line Art Module on page 414 Matte-Blur Module on page 415 Matte-Resize Module on page 417 Motion-Blur Module on page 418 Multi-Port-In Module on page 420 Multi-Port-Out Module on page 422 Negate Module on page 423 Note Module on page 424 Offset-Position Module on page 424 Offset-Position-Legacy Module on page 425 Peg Module on page 426 Placeholder Module on page 431 Quadmap Module on page 432 Refract Module on page 435 Remove-Transparency Module on page 436 Scale-Output Module on page 437 Shadow Module on page 438 Sparkle Module on page 441 Sparkle Module on page 441 Tone Module on page 444 Transparency Module on page 446 Write Module on page 447

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Toon Boom Digital Pro: Reference and Scripting Guide

22

Chapter 3 Toon Boom Digital Pro User Interface


This chapter contains information on the Toon Boom Digital Pro interface.

This chapter is divided into three topics:

Welcome Screen on page 24 User Interface on page 26 View windows on page 30

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Toon Boom Digital Pro: Reference and Scripting Guide

Welcome Screen
When you launch Toon Boom Digital Pro, a welcome screen appears.

The Welcome Screen allows you to:

Create new scenes Set the scene resolution and frame rate Open scenes by browsing Open recent scenes from a list Access Support, ELearning, Toon Boom Digital Pro web page and the Forum Access Tutorials

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Chapter 3: Toon Boom Digital Pro User Interface

To create a new scene from the Welcome Screen: 1. 2. 3. 4. 1. 2. 3. To select the Project Directory location, browse the files by clicking on the Choose button. In the Project Name field, enter the scenes name. In the Resolution window, select the scenes resolution or click on the Add button to add a new resolution to the list. Click on the Create button. In the Recent Scenes section, click on the Open Scene option. The Open Digital Pro Scene dialog box opens. Browse to the scene file. Click on the OK button to open the scene. In the Recent Scenes section, select a scene from the list. To access the tutorials: In the Tutorials section, select the desired tutorial. To access the support and web help: At the bottom of the New Scene section, click on the corresponding icon.

To open a scene from the Welcome Screen:

To open a recent scene from the Welcome Screen:

Toon Boom Digital Pro web page

ELearning

Support

Forum

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Toon Boom Digital Pro: Reference and Scripting Guide

User Interface
As soon as you open a scene, a number of View windows appear.

You can open different scene Views in any window and move them from one window to another by dragging and dropping. You can save the placement of View windows in a variety of workspaces patterns that you can later return to by selecting the appropriate name from the Workspace menu.

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Chapter 3: Toon Boom Digital Pro User Interface

View Tabs
To optimize the workspace of your Toon Boom Digital Pro window, you can open new View windows in tabs. This means that you can access multiple Views from the same window, maintaining a clean and organized workspace. The view tabs can be used to organize your workspace.

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Toon Boom Digital Pro: Reference and Scripting Guide

Window Workspace
Toon Boom Digital Pro offers the option of changing the default window workspaces. This is done by opening views in tabs, changing their positions, and then saving the workspace. The Workspace Manager allows you to create, reorder, rename, and customize icons, as well as hide workspaces. To open the Workspace Manager: 1. To open the Workspace Manager: In the Workspace toolbar, click on the Workspace Manager button.

In the top menu select Windows > Workspace > Workspace Manager

Managing Workspaces
With the Workspace Manager, you can create, delete, hide, show, rename and reorder workspaces. To show a workspace: 1. 2. Open the Workspace Manager. In the Available Workspaces list, select the workspace to be displayed and click on the right arrow To hide a workspace: 1. 2. Open the Workspace Manager. In the Workspace Toolbar, select the workspace to be deleted and click on the left arrow button to send it to the Available Workspaces List. button to send it to the Workspace Toolbar.

If you not only want to modify the existing workspace, but also want to create a new one, you must create a new workspace first using the Workspace Manager. To create a new workspace: 1. 2. 3. 4. 5. 6.
28

Open the Workspace Manager. In the Available Workspace list, select an existing workspace. At the bottom of the Available Workspace list, click on the Add a new workspace. button to add

Select the new workspace, click on the Rename button and rename the workspace. Select the new workspace and click on the right arrow Workspace Toolbar. Click on the OK button. button to send it to the

Chapter 3: Toon Boom Digital Pro User Interface

To delete a workspace: 1. 2. Open the Workspace Manager. In the Workspace Toolbar, select the workspace to be deleted and click on the left arrow 3. 4. 1. 2. 3. 1. 2. button to send it to the Available Workspace List. button to delete the

At the bottom of the Workspace list, click on the Delete workspace. Click on the OK button. Open the Workspace Manager. Double-click on the workspace to be renamed and rename it. Click on the OK button. Open the Workspace Manager.

To rename a workspace:

To reorder workspaces: In the Workspace Toolbar, select the workspace to be reordered and click on the up or down 3. arrow buttons to move it accordingly

Click on the OK button.

Panning and Zooming Windows


You can pan and zoom most of the View windows using your mouse. To pan a View window: Hold the [Spacebar] down while you click and drag the View window. Your cursor becomes a small hand when you press and hold the [Spacebar]. To zoom a View window: Hold the [Spacebar] down, use the middle-mouse button and drag the View window up to zoom out or drag down to zoom in. You can also zoom out using the keyboard shortcut [1] and zoom in with [2].

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View windows
There are a number of View Windows that can appear in after you open a scene:

Camera View on page 31 Colour View on page 34 Coordinates and Control Points View on page 35 Drawing View on page 37 Free View on page 39 Function View on page 40 Message Log View on page 44 Model View on page 45 Module Library View on page 47 Module Properties View on page 48 Morphing View on page 49 Network View on page 50 Pen View on page 51 Playback View on page 53 Side View on page 54 Template Library View on page 55 Timeline View on page 56 Top View on page 62 Xsheet View on page 63

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Camera View
The Camera View displays your scene exactly as the active camera records the elements. This window offers a frontal view of your scene in which you can select and modify elements.

You can also playback selected frames in the Camera View window by clicking on the Play button on the Playback toolbar. You can select the range of frames that you want to playback by entering Start Frame and Stop Frame values in the Playback toolbar. The Camera View is the main view used in Toon Boom Digital Pro. It is used to setup a scene, perform the compositing, animate, draw and paint. You can use Drawing and Animation tools in this view.

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The Camera view can display the scenes elements in three modes:

OpenGL: a fast display mode used to animate and playback animation in real time. This is the principle mode used to draw, animate and setup the scene.

Render: a display mode used to see the final image. The Render mode will calculate effects and anti-aliasing on the current frame.

Note
To see the full scene as final images, you need to calculate the scene from the Playback view.

The Auto-Render see rendered frames.

button in the Rendering Toolbar must be enabled to

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Matte: a display mode used to see the elements matte. This is the opaque shape of a drawing and can be thought of as the drawings silhouette.

The Camera view has a toolbar placed at the bottom which allows you to switch between the different display modes, display selected information and modify the view.

Calculates the final image on the current frame. Click and choose Auto-Render to have the system automatically calculate the final image each time you do a modification.

Displays the scene in OpenGL View. Displays the scene in Render View. Displays the scene in Matte View. Shows or hides the Camera cone. Shows or hides the Camera Mask Prevents you from drawing in the Camera view while working. Resets the Camera view to its default position. Resets the Camera views rotation to its default position. Displays only the Colour Art (layer) of a drawing.
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Displays only the Line Art (layer) of a drawing. Displays both Line and Colour Art (layers) of a drawing. Note that even in Preview Line and Colour Art mode, you must select either the Line or Colour Art to edit. To apply a tool to both, you need to enable the Apply Tool to Line and Colour Art option. In the Drawing or Camera View, click on the Menu Drawing > Apply Tool to Line and Colour Art. button and select

Colour View
Use the Colour View to organize and maintain colour palettes linked to your element.

In the upper portion of the Colour View window is the palette list. You can use the up and down arrow buttons, or the Move Palette Up and Move Palette Down commands, to change the order of palettes in the list. In the lower portion of the Colour View window are the colour pots. Palette List

Use the Menu button to access commands and options for colour palette management.

Colour Pots

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Coordinates and Control Points View


Use the Coordinates and Control Points View to modify the pegs position values and keyframes.

Selection Coordinates

Separate: Select the Separate check-box when you want to have different X, Y and Z functions. When you select this checkbox, the Y (separate Y) and Z (separate Z) fields become editable. You must have a peg selected for this option to be available. X (Left-Right): The X value of the selected element or motion point. Positive values are in the east quadrant and negative values are in the west quadrant. Y (Up-Down): The Y value of the selected element or motion point. Positive values are in the north quadrant and negative values are in the south quadrant. Z (Front-Back): The Z value of the selected element or motion point. Positive values are in the front quadrant, closer to the eye, and negative values are in the back quadrant. Cumulative Z: The Cumulative Z value shows you the front-back value of the selected element, including its offset, or motion point, and taking into consideration all pegs that the selection might be attached to.

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Separate Scale: Select the Separate Scale check-box when you want to have different X and Y values for the scaling of a peg. When you select this checkbox, the SY (separate Y) field becomes editable. You must have a peg selected for this option to be available. Separate X Scale: Enter a value for the horizontal scale of the peg in the SX field. If the Separate check-box is not selected, the value you enter will be applied to the vertical (Y) scaling. You must have a peg selected for this option to be available. Separate Y Scale: Enter a value for the vertical scale of the peg in the SY field. You must have a peg selected and you must select the Separate check-box for this field to be available. Angle: Use this field to enter a value for rotation of the peg. You must have a peg selected for this option to be available. Skew: Enter a value for the skew of the peg in the Skew field. You must have a peg selected for this option to be available.

Control Point and Keyframes



Locked In Time: Select this option to turn your control point into a keyframe, locked at a specific frame number. Stop-Motion Keyframe: Select this option to set a Stop-Motion keyframe if you want your animation pose to jump to the next one without a gradual progression of motion. Tension: Enter a value for the tension in the motion point. The tension value controls how sharply the path bends at a motion point on a peg spline. Set to +1, a sharp angle is formed between the lines before and after the point. Continuity: Enter a value for the continuity of the motion point. This value controls the smoothness of a transition between segments that are joined by a motion point on a peg spline. The closer this value is to -1 or +1, the sharper the transition will be between the segments. Typical values used are 0 and 1: a value of 0 creates a continuous motion effect; a value of 1 will completely lack continuity. You might want to use a discontinuous effect on a jump or a punch, where there is an abrupt change in direction. Bias: Enter a value between -1 and +1 for the bias of the motion point. The Bias value controls the slope of the path, so that it goes towards one side of a motion point. When it is set to 0, neither side of the point is favored.

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Drawing View
In the Drawing View window, you can create new drawings, correct existing ones, and ink and paint Toon Boom Vector Graphic (.TVG) drawings. You can have only one Drawing View in your workspace.

There are a number of different display modes that you can use to view your artwork, including:

Colour Art Mode: displays the zones that you can paint. Line Art Mode: displays the lines that you can ink. Preview Line and Colour Art Mode: displays the Colour Art and Line Art, with the line texture from the original paper drawing

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You must send a drawing from the Xsheet or Timeline View to the Drawing or Camera View to see and modify the drawings. Select the cell in the Xsheet or Timeline View, and click to send a single drawing or [Alt]+click to send a selected range of drawings.

Information about the drawing, the active tool, and the mode are displayed in the Drawing or Camera Views status bar.

Note
Scanned drawings must be vectorized and turned into TVGs to be displayed in the Drawing View window.

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Free View
The Free View window allows you to move around your elements in your scene as if you were a director in a chair that can move closer to, on top of, and behind the elements. This view is particularly useful to understand the scene's layout. You can not modify any elements or pegs in this view but you can see where elements are positioned in the current frame.

Zoom: press [Spacebar], click on the middle-mouse button, and drag up or down with the mouse. You can also use the default keyboard shortcuts [1] and [2]. Pan: press [Spacebar], click on the left-mouse button and drag the mouse up, down, left or right. Rotate: press [Spacebar]+[Alt], click on the left-mouse button and drag the mouse up, down, left or right to move around the elements in your scene. To return the Free View window to its original view settings, click on the Menu button and select View > Reset View, Reset Pan or Reset Zoom. You can rotate the scene so that you can see all of the elements from the side.

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Function View
The Function View allows you to see the function curves, keyframes and values of functions that you select. Instead of opening an editor to display a function curve, you can display the curve in this window from a column in the Xsheet View or from a module in the Network View or the Timeline View.

Displaying a Function Curve in the Function View


To display a function curve from the Xsheet View, do one of the following: From the Xsheet View window, click on the Menu button and select View > Send to Function View. From the Xsheet View window, press [Alt] and click on the column header. To display a function curve from the Network or Timeline View: Click on a Peg module in the Network or Timeline View window. Displaying Multiple Function Curves at the Same Time You can display multiple function curves at the same time. This can help you to compare the values of keyframes on the X, Y and Z of the 3D path functions. You can edit only one function curve at a time.

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To select the functions you want to display: Click on the Function to the function view. button and select the functions that you want to add

To select the function you want to edit: Select the function you want to edit from the drop-list menu. Use this menu to select the function you want to display and edit.

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The name of the function you are editing appears in the Editing field.

Note
You can also press [Alt] and click a function column in the Xsheet View to load it into the Function View.

Setting Stop-Motion Keyframes


When you create a change over time with a peg, Toon Boom Digital Pro automatically interpolates the values between two keyframes. However, you may not want this effect for your animated sequences. For example, you might want one the animated element positions to go straight to the next without any interpolation. To achieve this effect, you can use the Stop-Motion Keyframe option in the Function Editors, Camera, Top, Side and Timeline Views. The shortcut for Stop-Motion Keyframe is [S].

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Take a look at the selected keyframe in the following image. Notice that the graph maintains the same value until the last keyframe.

You can set Stop-Motion keyframes on the following function curves: Scale Angle Skew Velocity On a 3D Path function, you cannot set Stop-Motion Keyframes solely on X, Y or Z curves without affecting all three and the velocity. This is because the interpolation on these curves are controlled by the same velocity function. When you set Stop-Motion Keyframes on a Velocity function, the curves in the X, Y and Z functions change to reflect the constant velocity between keyframes.

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Message Log View


When you launch Toon Boom Digital Pro, a log file is created. The Message Log View window displays information related to each action you perform. The provided history can help you to track your work and isolate any problems that you might have with your scene.

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Model View
In the Model View window, you can load drawings which can be used as reference models while you ink and paint in the Drawing or Camera View window.

Work with the Colour View and use the Dropper to select a colour in a drawing loaded in the Model View. Toon Boom Digital Pro selects the associated colour pot from the colour palette. This can be used to paint a drawing in the Drawing or Camera View. The colour palettes used by the colour model drawing must be added to the palette list of the drawing that you will paint. If the colour model palettes are not loaded, the colour model will appear painted in the unrecovered palette colour, which is red by default.

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Note that when a paint bucket tool is selected, you will automatically switch to the dropper tool once you use the Model View.

When you click a painted area in the Model View, Toon Boom Digital Pro selects the colour pot in the Palette View. You can then switch to the Drawing View window to ink your line or paint your colour art.

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Module Library View


The Module Library View stores and organizes the Toon Boom Digital Pro effects and compositing modules. These are used to create effects, change elements over time, and group modules. You can also see plug-in modules developed by third-party providers. Tabs organize the modules by type:

Favourites: includes the most common modules. Filter: includes effect modules, such as blurs. Group: includes modules used for grouping, like Group Modules and PortImage-In and -Out Modules. IO: includes Display, Element, Write and Note Modules. Move: includes modules used to change elements over time, like Peg Modules. Plug-ins: includes plug-in modules. All modules: lists all of the modules available.

Click this button to display a list of the modules.

Different tabs organize the effects and compositing modules.

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Module Properties View


The Module Properties View automatically displays the selected modules editor.

Refer to the Dialog Boxes chapter to learn about the module editors functions.

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Morphing View
Use the Morphing View to add new layers and manage morphing hints.

Deformation Path section.

Layers section: use this to create all of the different layers in your morphing key drawings. Hints section: use this to modify the hint type for all hints in a layer.

Velocity section.

All of the different layers of your drawing are created in the Layers section. The order of the layers indicates how they are stacked in the drawing. Layers at the top of the list are displayed in front of the layers at the bottom of the list.


Note

Name: the name of the layer. Drawing From: the first drawing in the layer. Drawing To: the last drawing in the layer. From Frame: the first frame the layer appears in. To Frame: the last frame the layer appears in.

When you create a drawing that starts or ends during the morphing sequence, Toon Boom Digital Pro inserts a green (representing the start) or red (representing the end) square in the Xsheet View cell where a layer starts or ends.

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Network View
In the Network View, you connect effects and compositing modules forming a network. The organization of modules determines the flow of data during the composition process and how your animation elements are composited.

You can use Group Modules to help you organize modules in your Network View. You can also use the Navigator square to pan the entire network.

Use the Navigator to pan the Network View window.

After you set up your elements in the Xsheet View, you can manually build a network. You need to manually add modules from the Module Library to the Network View. A network includes:

Element (Drawing) Module for each element, which incorporates visual data into the compositing network. Composite Module, which combines all elements and effects you have built. Write Module, which writes final frames to your file system. Display Module, which displays your image for display in several Toon Boom Digital Pro views. Effect module, which process different effects on element modules.

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Pen View
Use the Pen View to control the size of the drawing tool that you are using. It can also be used to create or modify styles that you will use to retouch your drawings.

Use the New Pen button and the Delete Pen delete pen styles from the Pen list. Use the New Texture Pen

button to add and

button to add a textured pen style.

Use the Minimum Size and Maximum Size sliders to select the thickness of lines you draw. The default keyboard shortcuts are [Shift]+[O] and [O]. When you draw with the Brush tool, the width of the line varies between the Maximum Size and Minimum Size values based on the amount of pressure you apply with a graphic tablet and pen. Other drawing tools (such as Pencil or Line) use only the Maximum Size value for the line thickness. Use the Smoothness slider to adjust the of smoothness that Toon Boom Digital Pro will apply to lines you draw with the Brush and Pencil tool.

Texture

In the Texture tab, you can adjust the characteristics of pen styles that use texture images (bitmaps with noise, or various levels of opacity) to create unique line textures when

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drawing with the Brush tool. Based on the qualities of the texture image and the settings in this panel, Toon Boom Digital Pro generates a bitmap that defines the opacity of each pixel in the brush line. This bitmap is mapped on top of the vector to create the final line.

Alpha Pressure Max and Alpha Pressure Min: controls the change in opacity of the stroke from the centre to the edge. A value of 1 means full opacity and a value of 0 is fully transparent. For example, enter 1 for the centre value and 0.1 for the edge value to make the centre more opaque than the edge. If you put the same value in each field, the opacity will remain consistent from the lines centre to edge. Gamma: adjusts the opacity of the entire bitmap fill by applying a gamma correction to each pixel. The gamma value is applied after the Alpha and Pressure values are calculated. Try values between 0.5 and 6. Values less than 1 will make the pixels in the line more transparent; values greater than 1 will make them less transparent. Texture Scale: changes the resolution of the bitmap image. Drawing with a texture produces a large bitmap file, so you may end up with very large drawing files that can affect the performance of your system. For larger pen styles, use a larger scale value to improve performance. The quality of the resulting line may vary because of the scaling, so you will have to experiment with different settings. If you have a smaller pen style you can use a value below 1 for higher quality. Eraser Blur: adds a smoothness to the erasers edge while erasing textured lines.

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Playback View
In the Playback View you can play back the output from a Display Module as final images or selected frames of rendered animation, including effects and anti-aliasing. When you playback from this view, you can also hear the sound synchronized to the animation in your scene. You can have only one Playback View in your workspace. Playback controls appear at the bottom of the Playback View when you load frames from a directory. When you load frames from a Display Module, you can use the playback controls in the Playback Controls Toolbar.

Playback controls appear at the bottom of the view. If you load frames from a Display Module, you can also use the controls in the Playback Toolbar.

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Side View
The Side View window shows you how the elements of your scene look from the side. From this view, you can evaluate each elements relative up/down and front/back position. Element thumbnails are displayed based on each elements front/back order in the scene.

U D

The camera cone represents the cameras field of view. In the Side View, elements appear as lines. Imagine looking at a stack of animation cels from the side. From this angle you can just see the edge of the piece of celluloid. However, with this view you can see how close each element is to each other, as well as to the camera. The Side View window includes:

a thumbnail of each drawing element in your scene. The order of the thumbnail images is based on each elements FB position in the scene space. a cone that represents the cameras field-of-view (FOV).

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Template Library View


The Template Library View window is your centre for managing re-usable content in Toon Boom Digital Pro. The Template Library includes:

Libraries: contain templates. Templates are files that you can use to store pieces of animation, such as individual drawings, entire elements, a selection of frames from several elements, or effects modules. Drawing Substitution panel: displays the contents of the selected Drawing Element. Use this panel to change the drawing that is displayed in the selected frame. Preview panel: allows you to playback your template.

Preview panel

The Drawing Substitution panel replaces the Preview panel when a Element module is selected. The Library folders store your templates.

You can display your animation assets as thumbnails, a general list or a detailed list.

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Timeline View
The Timeline View is the centre of many of the operations you perform while animating a character or a prop.

See Also Copying and Pasting Keyframes in the Timeline on page 56 Filtering the Layers that Appear in the Timeline View on page 57 Enabling and Disabling Modules from the Timeline on page 58 Locking Drawing Elements and Pegs on page 59 Collapsing Pegs and Child Layers in the Timeline on page 60 Displaying Groups, Sounds and Effects in the Timeline on page 61 Displaying Functions in the Timeline on page 61

Copying and Pasting Keyframes in the Timeline


You can drag and drop selected frames and their values in the Timeline View to move or copy the entire contents of the frame or copy only selected contents. To copy keyframe values in the Timeline View Select the frames that you want to copy. Drag the selection to the new location and release the mouse button.

The selected frames are copied to their new location. Toon Boom Digital Pro extends the exposure from the old to the new frame. To copy selected keyframe values in the Timeline View select the frames you want to copy and use the Paste Special dialog box to select the properties that you want to move or copy to the new frames.
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The Paste Special dialog box can be selected in two ways: 1. Selecting the Edit > Paste Special command OR 2. Dragging the selection, pressing [Alt] and releasing the mouse button.

Filtering the Layers that Appear in the Timeline View


The Timeline View allows you to display all layers in the scene or only those that are connected to a Display Module in the Network View. As you are building the content of your scene using templates or elements you create in the scene, you can display all layers by selecting Display All from the Display toolbar dropmenu. Once you have started to build the effects and render the network, you can use the Display filter to show only those that are connected to Display Modules. This can make it easier to manage the layers in your scene and to verify the results of your created effects.

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Select the desired display module from the Display toolbar drop-menu. To change only the display module in one view, you must set your Preferences to be on Advanced Display Mode. Select the desired display module from the View Display drop-menu. To filter the layers that appear in the Timeline View, do one of the following: To see only those modules that are connected to a Display Module, select the the name of the Display Module from the drop-down menu. To see all modules, select Display All.

Enabling and Disabling Modules from the Timeline


Modules can be enabled or disabled using the Timeline View. When modules are disabled, they are not rendered in the Camera Render View and Playback View, and they are not composited in the final render. To enable or disable modules from the Timeline: Click on the Show/Hide button next to the module name in the Timeline View.

Click on the Show/Hide button next to a module name to disable it.

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Locking Drawing Elements and Pegs


You can lock the drawing elements and pegs that you want to protect from being modified while you are making modifications in the Camera, Top or Side Views. Once the elements are locked, they cannot be selected or modified in the Camera, Top or Side Views. You can select the Locked drawing elements to appear as outlines in the Camera View. To set the Outline Locked Drawings option: In the Camera View menu > Outline Locked Drawings.

Locked drawing elements appear as outlines in the Sceneplanning Views. In this shot, all of the birds layers are locked and the trees are not.

When you are working on a scene that has many elements, you can lock certain drawings in order to isolate the ones that you want to modify. To lock drawing elements and pegs that you want to protect from modification, select them in the Timeline View and select one off the following criteria from the Timeline view menu > Edit > Lock:

Lock: locks the current selection and all child layers. Unlock: unlocks the current selection and all child layers. Lock All: locks all drawing elements and pegs. Unlock All: unlocks all drawing elements and pegs. Lock All Others: locks all drawing elements and pegs not in the selection.

See Also Enabling and Disabling Modules from the Timeline on page 58

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Collapsing Pegs and Child Layers in the Timeline


After you add a peg and attach an element to it, you will notice that there is an arrow button next to the icon for the peg. This button helps simplify the display of elements in your Timeline and makes it easier for you to work on the timing of your pegs and their child elements. In this example, pegs have been used to organize the pieces of our cut-out character. Notice the arrows next to the peg icons. You can use the arrow button to show or hide child elements and change their timing. This simplifies the display of elements in your Timeline. When you collapse the parent peg in a hierarchy of elements, all changes that you make to the timing of the parent peg are applied to the elements beneath it, including other pegs and drawing elements. If you are animating a cut-out character, you can collapse the top-most peg in the hierarchy to simplify your Timeline. You can then use the Transform tool to select and animate the parts of the character visually in the Camera View. This is easier than trying to locate the peg that you want to animate in the Timeline View and then transforming it in the Camera View. The parts of this cut-out character are organized on numerous pegs. There is one parent peg that organizes all of the parts of the character.

You can collapse all of the child elements in the hierarchy to simplify your Timeline. You can then use the Transform tool to select and animate the parts of the character.

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Displaying Groups, Sounds and Effects in the Timeline


By default, Toon Boom Digital Pro displays drawing elements and pegs, groups, sounds and effects in the Timeline. Displaying these layers in the Timeline can help preview the timing of your scene. However, displaying all of these layers can make the Timeline more difficult to manage. To show or hide elements in the Timeline View: 1. In the Timeline View, click on the Menu View > View > View > View > Show > Show Manager Show > Show Effects Show > Show Groups Show > Show Sounds button and select:

Displaying Functions in the Timeline


You can display functions for pegs and effects in the Timeline View to see and modify keyframes values by clicking on the Peg Functions button and selecting Show > Show Functions. When you display peg functions in the Timeline, you can see all of the keyframes for the functions in your pegs. button or clicking on the Menu

See Also Displaying Groups, Sounds and Effects in the Timeline on page 61

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Changing the Track Colour of Layers in the Timeline


You can change the track colour of selected layers in the Timeline View to help you organize and identify layers more easily.

Select a drawing layer in the Timeline and click on the Menu button and select View > Change Track Colour. Use the colour dialog box that appears to 25select a new colour for the track.

Top View
The Top View window shows you how the elements of your scene look from the top looking down. From this view, you can evaluate each elements relative left/right and front/ back position. In this view, elements appear as lines. Imagine looking at a stack of animation cels from the top. From this angle you can just see the edge of the piece of celluloid. This view enables you to see how close each element is to each other, as well as to the camera. The Top View window includes:

A thumbnail of each drawing element in your scene. The order of the thumbnail images is based on the each elements FB position in the scene space.

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A cone that represents the cameras FOV. Element thumbnails are displayed based on each elements front/back order in the scene.

The camera cone represents the cameras field of view.

B L R F

Xsheet View
In the Xsheet View, you organize the columns (elements) in your scene and their timing.

columns organize the animation levels. cells represent the value of the element at each frame number. rows represent all of the contents of the scene at the frame number. Column Cell Row The status bar displays the selected column and frame number. It indicates if you are working in Overwrite or Insert mode. Press [Insert] (Windows) or the [I] key (Mac OS X) to switch between these two modes.

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At the bottom of the Xsheet View is a status bar indicating the column and frame number of the selection. It also indicates if you are in Overwrite or Insert mode for working in the Xsheet View. You can switch between these two modes by pressing the [Insert] or [I] key.

Overwrite: Toon Boom Digital Pro replaces the cells value with the one you are entering. Insert: Toon Boom Digital Pro adds the value to the current cell and moves all subsequent cell values down.

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Chapter 4 Toolbars
You can customize your Toon Boom Digital Pro workspace by positioning toolbars according to your working requirements. Each View window toolbar can be customized using the Toolbar Manager, which allows you to add and remove functions to the toolbar. By default, global toolbars are displayed directly below the menu bar. Click and drag a handle to move a toolbar to the sides or bottom of the Toon Boom Digital Pro window. Right-click on the top menu area to see a list of toolbars you can display or hide.

Detach or re-attach a toolbar to the window by dragging it away from or towards the Toon Boom Digital Pro menu bar.

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This chapter describes the following Toon Boom Digital Pro toolbars:

Animation Tools on page 67 Display Toolbar on page 80 Drawing Tools on page 71 Easy Flipping on page 80 Edit on page 81 File on page 81 Flip on page 82 Inverse Kinematics on page 83 Onion Skin on page 85 Playback on page 86 Rendering on page 87 Scripting on page 87 Workspace on page 88

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Animation Tools
Use the Animation Tools toolbar to apply transformations to elements and pegs in the Camera, Top and Side views.

Command
Keyframe

Action
Use the Keyframe mode to select peg elements and animate them in the Camera view.

Access Methods

In the top menu, select

In the Camera View, click on the


Menu button and select Animation > Keyframe Mode In the Camera View, right-click and select Keyframe Mode. Press [Shift]+[K], the default keyboard shortcut. Animation > Inverse Kinematic Tool. In the Camera View window, click button and on the Menu select Animation Tools > Inverse Kinematics Tool. In the Camera View, right-click and select Animation Tools > Inverse Kinematics Tool. Press [Alt]+[8], the default keyboard shortcut. Animation > Element Mode.

Animation > Keyframe Mode.

Inverse Kinematic

Use the IK tool to animate the joints in an IK chain.

In the top menu, select


Element Mode Use the Element mode to select drawing elements in the Camera view.

In the top menu, select

In the Camera View, click on the


Menu button and select Animation > Element Mode In the Camera View, right-click and select Element Mode. Press [Shift]+[E], the default keyboard shortcut.

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Command
Maintain Size

Action
Use the Maintain Size tool to reposition elements in depth (move them from front-to-back) and preserve their apparent size.

Access Methods

In the top menu, select

All Keyframes Mode Use the All Keyframes Mode to select peg elements without animating them in the Camera View.

Animation > Animation Tools > Maintain Size. In the Camera View window, click on the Menu button and select Animation Tools > Maintain Size. If you are in animation mode in the Camera View window, rightclick and select Animation Tools > Maintain Size. Press [Alt]+[6], the default keyboard shortcut. Animation > All Keyframes Mode. In the Camera View, click on the button and select Menu Animation > All Keyframes Mode. In the Camera View, right-click and select All Keyframes Mode. Press [Shift]+[A], the default keyboard shortcut. Animation > Animation Tools > Rotate. In the Camera View window, click on the Menu button and select Animation > Rotate. Press [R], the default keyboard shortcut.

In the top menu, select


Rotate Use the Rotate tool to change the angle of elements in your scene. You must first select them with the Select tool or by pressing [Ctrl].

In the top menu, select

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Command
Scale

Action
Use the Scale tool to change the size of elements in your scene. You must first select them with the Select tool or by pressing [Ctrl].

Access Methods

In the top menu, select

Animation > Animation Tools > Scale. In the Camera View window, click on the Menu button and select Animation Tools >Scale. If you are in animation mode in the Camera View window, rightclick and select Animation Tools > Scale. Press [Alt]+[4], the default keyboard shortcut. If the Select tool is active, press [Ctrl]+[middle mouse button] to temporarily switch to the Scale tool. Animation > Animation Tools > Select. In the Camera View window, click on the Menu button and select Animation Tools >Select. If you are in animation mode in the Camera View window, rightclick and select Animation Tools > Select. Press [Alt]+[1], the default keyboard shortcut. Animation > Animation Tools > Skew. In the Camera View window, click on the Menu button and select Animation Tools >Skew. If you are in animation mode in the Camera View window, rightclick and select Animation Tools > Skew. Press [Alt]+[5], the default keyboard shortcut.

Select

Use the Select tool to select elements or pegs you want to Scale, Rotate, Translate or Maintain Size. You can press the middle mouse button and use the Select tool to move elements.

In the top menu, select


Skew Use the Skew tool to distort elements attached to pegs in the Camera View.

In the top menu, select

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Command
Offset Spline

Action
Use the Offset Spline tool to offset a pegs visual trajectory to another location without offsetting or modifying the animation itself. You need to display the peg elements control parameters in order to see the visual trajectory. In the Camera View, right-click a selected Peg element and select Show Control Parameters [C] to display the Spline.

Access Methods

In the top menu, select

Transform Use the Transform tool to select, move, rotate, scale and skew peg elements in the Camera View.

Animation > Animation Tools > Offset Spline. In the Camera View, click on the Menu button and select Animation Tools > Offset Spline. If you are in animation mode in the Camera View window, rightclick and select Animation Tools > Offset Spline. Press [Alt]+[9], the default keyboard shortcut. Animation > Animation Tools > Transform. In the Camera View window, click on the Menu button and select Animation Tools >Transform. If you are in animation mode in the Camera View window, rightclick and select Animation Tools > Transform. Press [Alt]+[7], the default keyboard shortcut. Animation > Animation Tools > Translate. In the Camera View window, click button and on the Menu select Animation Tools >Translate. If you are in animation mode in the Camera View window, rightclick and select Animation Tools > Translate. Press [Alt]+[2], the default keyboard shortcut. If the Select tool is active, you can use the [middle mouse button] to temporarily switch to the Translate tool.

In the top menu, select


Translate Use the Translate tool to reposition elements or motion points on pegs.

In the top menu, select

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Drawing Tools
Use the Drawing Tools toolbar to select your preferred drawing tool.

Command
Brush

Action
Use the Brush tool to draw and sketch. Pressure sensitivity is taken into account, allowing you to create lines with variable thicknesses. Press [Shift] to draw a straight line.

Access Methods

In the top menu, select


Close Gap Use the Close Gap tool to fill small gaps in a drawing. Display strokes with the Show Strokes command [K] to see the closed gaps.

Drawing > Drawing Tools > Brush. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Brush. In the Drawing and Camera View, right-click and select Drawing Tools > Brush from the pop-up menu. Press [Alt]+[B], the default keyboard shortcut. Drawing > Drawing Tools > Close Gap. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Close Gap. In the Drawing and Camera View, right-click and select Drawing Tools > Close Gap from the pop-up menu. Press [Alt]+[C], the default keyboard shortcut.

In the top menu, select

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Command
Contour Editor

Action
Use the Contour Editor tool to change the shape of a pencil line or a brush stroke.

Access Methods

In the top menu, select


Cutter Use the Cutter tool to cut out strokes or shapes from objects you draw in the Camera or Drawing View window. You can use the Apply Tool to Line and Colour Art option to cut both the line art and colour art simultaneously.

Drawing > Drawing Tools > Contour Editor. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Contour Editor. In the Drawing and Camera View, right-click and select Drawing Tools > Contour Editor from the pop-up menu. Press [Alt]+[Q], the default keyboard shortcut. Drawing > Drawing Tools > Cutter. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Cutter. In the Drawing and Camera View, right-click and select Drawing Tools > Cutter from the pop-up menu. Press [Alt]+[T], the default keyboard shortcut. Drawing > Drawing Tools > Deform. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Deform. In the Drawing and Camera View, right-click and select Drawing Tools > Deform from the pop-up menu. Press [Shift]+[F4], the default keyboard shortcut.

In the top menu, select


Deform Use the Deform tool to reshape Brush strokes using a centreline.

In the top menu, select

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Command
Dropper

Action
Use the Dropper tool to identify the colour of a painted zone or line on your drawing. When you click a colour in your drawing, Toon Boom Digital Pro selects the corresponding colour in the Colour View.

Access Methods

In the top menu, select

Drawing > Drawing Tools > Dropper. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Dropper. In the Drawing and Camera View, right-click and select Drawing Tools > Dropper from the pop-up menu. Press [Alt]+[D], the default keyboard shortcut. When the Paint, Brush, or the Pencil tools are active, press [D] to temporarily switch to the Dropper tool to select a colour. Release the button to return to your original tool. Drawing > Drawing Tools > Edit Gradient/Texture. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Edit Gradient/ Texture. In the Drawing and Camera View, right-click and select Drawing Tools > Edit Gradient/ Texture from the pop-up menu. Press [Shift]+[F3], the default keyboard shortcut. Drawing > Drawing Tools > Ellipse. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Ellipse. In the Drawing and Camera View, right-click and select Drawing Tools > Ellipse from the pop-up menu.

Edit Gradient/ Texture

Use the Edit Gradient/Texture tool to change the shape, size, and orientation of gradient and bitmap texture fills.

In the top menu, select


Ellipse Use the Ellipse tool to draw circles and ellipses. Press [Shift] to start the ellipse from its centre. Press [Alt] to draw the ellipse with a 1:1 fixed aspect ratio.

In the top menu, select

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Command
Eraser

Action
Use the Eraser tool to trim areas from a drawing object.

Access Methods

In the top menu, select


Grabber Use the Grabber tool to change the Camera and Drawing views.

Drawing > Drawing Tools > Eraser. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Eraser. In the Drawing and Camera View, right-click and select Drawing Tools > Eraser from the pop-up menu. Press [Alt]+[E] (Windows) or [Ctrl]+[E] (Mac OS X), the default keyboard shortcut. Drawing > Drawing Tools > Grabber. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Grabber. In the Drawing and Camera View, right-click and select Drawing Tools > Grabber from the pop-up menu. Hold down the [Spacebar] while you click and drag the window. Drawing > Drawing Tools > Line. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Line. In the Drawing and Camera View, right-click and select Drawing Tools > Line from the pop-up menu.

In the top menu, select


Line Use the Line tool to draw straight lines. This is a central vector type of line.

In the top menu, select

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Command
Morphing

Action
Use the Morphing tool to add and select hints for morphed drawings in the Drawing and Camera views.

Access Methods

In the top menu, select


Paint Use the Paint tool to paint colour zones in your animations.

Drawing > Drawing Tools > Morphing Tool. In the Drawing and Camera View, click on the Menu button and select Morphing > Morphing Tool. In the Drawing and Camera View, right-click and select Drawing Tools > Morphing Tool from the pop-up menu. Press [F3], the default keyboard shortcut. Drawing > Drawing Tools > Paint. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Paint. In the Drawing and Camera View, right-click and select Drawing Tools > Paint from the pop-up menu. Press [Alt]+[I] (Windows) or [Ctrl]+[I] (Mac OS X), the default keyboard shortcut. Drawing > Drawing Tools > Paint Unpainted. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Paint Unpainted. In the Drawing and Camera View, right-click on the Drawing View window and select Drawing Tools > Paint Unpainted from the pop-up menu. Press [Alt]+[Y], the default keyboard shortcut.

In the top menu, select


Paint Unpainted Use the Paint Unpainted tool to only paint zones that are not already filled with colour.

In the top menu, select

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Command
Pencil

Action
Use the Pencil tool to draw centreline shapes with your mouse or graphic tablet and pen.

Access Methods

In the top menu, select


Perspective Use the Perspective tool to change the orientation of a drawing. With this tool, you can take a 2D object and make it appear as if it is stretched across 3D space.

Drawing > Drawing Tools > Pencil. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Pencil. In the Drawing and Camera View, right-click and select Drawing Tools > Pencil from the pop-up menu. Press [Alt]+[/], the default keyboard shortcut. Drawing > Drawing Tools > Perspective. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Perspective. In the Drawing and Camera View, right-click and select Drawing Tools > Perspective from the pop-up menu. Press [Alt]+[0] (zero), the default keyboard shortcut. Drawing > Drawing Tools > Polyline. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Polyline. In the Drawing and Camera View, right-click and select Drawing Tools > Polyline from the pop-up menu.

In the top menu, select


Polyline Use the Polyline tool to draw vector shapes consisting of many continuous points that form different angles. Add a point and pull on its bezier handle to shape the line.

In the top menu, select

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Command
Rectangle

Action
Use the Rectangle tool to draw rectangles and squares. It is a central vector type of line. Press [Shift] to start the rectangle from its centre. Press [Alt] to draw the rectangle with a 1:1 fixed aspect ratio.

Access Methods

In the top menu, select

Drawing > Drawing Tools > Rectangle. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Rectangle. In the Drawing and Camera View, right-click and select Drawing Tools > Rectangle from the pop-up menu. Drawing > Drawing Tools > Repaint. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Repaint. In the Drawing and Camera View, right-click and select Drawing Tools > Repaint from the pop-up menu. Press [Alt]+[R], the default keyboard shortcut. Drawing > Drawing Tools > Repaint Brush. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Repaint Brush. In the Drawing and Camera View, right-click and select Drawing Tools > Repaint Brush from the pop-up menu. Press [Alt]+[X], the default keyboard shortcut.

Repaint

Use the Repaint tool to change the colour values used in colour art zones and line art already filled with colour.

In the top menu, select


Repaint Brush Use the Repaint Brush tool to fill only the areas that the tool touches with the selected colour.

In the top menu, select

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Command
Reposition All Drawings

Action
Use the Reposition All Drawings tool to move, scale or rotate all of the drawings in a column.

Access Methods

In the top menu, select

Drawing > Drawing Tools > Reposition All Drawings. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Reposition All Drawings. In the Drawing and Camera View, right-click and select Drawing Tools > Reposition All Drawings from the pop-up menu. keyboard shortcut.

Rotate

Use the rotary table (animation disk) to rotate your workspace while you draw. Use the Select tool to select, scale, translate, rotate and skew drawing objects.

Press [Ctrl]+[Alt], the default In the top menu, select

Select


Smooth Editor Use the Smooth Editor tool to select a drawing object area to smooth. Use the Smooth and Smooth Fast commands to smooth out the area and remove points.

Drawing > Drawing Tools > Select. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Select. In the Drawing and Camera View, right-click and select Drawing Tools > Select from the pop-up menu. Press [Alt]+[S], the default keyboard shortcut. Drawing > Drawing Tools > Smooth Editor. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Smooth Editor. In the Drawing and Camera View, right-click and select Tools > Drawing Tools > Smooth Editor from the pop-up menu.

In the top menu, select

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Command
Stroke

Action
Use the Stroke tool to draw invisible strokes in a drawing. Use the Show Strokes command [K] to display the strokes.

Access Methods

In the top menu, select


Unpaint Use the Unpaint tool to remove the colour from zones and lines you have already painted. If the Paint Bucket tool is selected, the middle mouse button can be used as an Unpaint tool.

Drawing > Drawing Tools > Stroke. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Stroke. In the Drawing and Camera View, right-click and select Drawing Tools > Stroke from the pop-up menu. Press [Alt]+[V], the default keyboard shortcut. Drawing > Drawing Tools > Unpaint. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Unpaint. In the Drawing and Camera View, right-click and select Drawing Tools > Unpaint from the pop-up menu. Press [Alt]+[U] (Windows) or [Ctrl]+[U] (Mac OS X), the default keyboard shortcuts. Drawing > Drawing Tools > Zoom. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Zoom. In the Drawing and Camera View, right-click and select Drawing Tools > Zoom from the pop-up menu. Press [Alt]+[Z], the default keyboard shortcut. Press [Ctrl]+[Spacebar] to temporarily enable the Zoom tool.

In the top menu, select


Zoom Use the Zoom tool to select the area of the Drawing or Camera View where you want to zoom in or out.

In the top menu, select

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Display Toolbar
Use the Display toolbar, also known as Global Display, to select the different display modules available in the network. When selecting a new display, all of the views will update to show the content of the new display module.

Easy Flipping
Use the Easy Flipping toolbar to flip between drawings within the same column. You

can flip through your drawings one by one, or use the slider to go through them more quickly.

Command
Flipbook Slider

Action
Use the Flipbook Slider to flip between drawings by clicking and dragging. Enable the Loop option to loop the drawings. Use the Next Drawing command to go to the next drawing. Use the Previous Drawing command to go to the previous drawing.

Access Methods

Next Drawing

The default keyboard shortcut is


[G].

Previous Drawing

The default keyboard shortcut is


[F].

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Edit
Use the Edit toolbar to undo and redo Toon Boom Digital Pro operations.

Command
History

Action
Use the History drop-down menu to undo or redo a series of actions. Use the Redo command to repeat the last command you erased with the Undo command. You can see a list of actions you have performed by clicking on the arrow next to the Redo button. Use the Undo command to erase the effects from the last command you performed. You can see a list of actions you have performed by clicking on the arrow next to the Undo button.

Access Methods

Redo

In the top menu, select The default keyboard shortcut is


[Ctrl]+[Shift]+[Z]. Edit > Redo.

Undo

In the top menu, select The default keyboard shortcut is


[Ctrl]+[Z]. Edit > Undo.

File
Use the File toolbar to work with scene files in Toon Boom Digital Pro.

Command
New

Action
Use the New command to display a dialog where you can create a new scene, as well as enter a new scene name and scene location.

Access Methods

In the top menu, select The default keyboard shortcut is


[Ctrl]+[N]. File > New.

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Command
Open

Action
Use Open command open the browser, which can be used to select the scene you want to open. Use Save command to save everything in the opened scene, including drawings, colour palettes, palette lists and the DIGITAL file.

Access Methods

In the top menu, select The default keyboard shortcut is


[Ctrl]+[O]. File > Open.

Save

In the top menu, select The default keyboard shortcut is


[Ctrl]+[S]. File > Save.

Flip
Use the Flip toolbar to display only certain drawings as you flip through. In the Xsheet, drawings can be marked as key, breakdown or in-between. The Flip toolbar allows you to select one or more drawing types to view during the flipping process.

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Inverse Kinematics
Use the Inverse Kinematics toolbar to set constraints on some elements of a hierarchy chain (parenting). You can set temporary nails, hold orientation, set maximum or minimum angles, and apply a hold to X or Y positions on elements such as the feet, hands or shoulders. You can also correct angles on a section of a hierarchy chain.

Command
Apply IK Constraints

Action
Use this commend to apply IK Constraints to a series of frames. The IK Constraints are used to fix a cut-out puppets part to the same spot. Use this to set angle limitations on a peg angle to avoid having the puppet break apart.

Access Methods

Enable Min/ Max Angle

In the top menu, select

Animation > IK Constraints > Set IK Min Angle. In the top menu, select Animation > IK Constraints > Set IK Max Angle. In the Camera View window, button click on the Menu and select Animation Tools > IK Constraints > Set IK Min Angle. In the Camera View window, click on the Menu button and select Animation Tools > IK Constraints > Set IK Max Angle. If you are in animation mode in the Camera View, right-click and select IK Constraints > Set IK Min Angle If you are in animation mode in the Camera View, right-click and select IK Constraints > Set IK Max Angle

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Command
Hold Orientation

Action
Use this to block the angle (rotation).

Access Methods

In the top menu, select

Hold X Use the Hold X command to block only the X position (left/right) of an element.

Animation > IK Constraints > Set IK Hold Orientation. In the Camera View window, click on the Menu button and select Animation Tools > IK Constraints > Set IK Hold Orientation. If you are in animation mode in the Camera View, right-click and select IK Constraints > Set IK Hold Orientation. [Shift]+[middle mouse button] click in the pivot. Animation > IK Constraints > Set IK Hold X. In the Camera View window, click on the Menu button and select Animation Tools > IK Constraints > Set IK Hold X. If you are in animation mode in the Camera View, right-click and select IK Constraints > Set IK Hold X Animation > IK Constraints > Set IK Hold Y. In the Camera View window, click on the Menu button and select Animation Tools > IK Constraints > Set IK Hold Y. If you are in animation mode in the Camera View, right-click and select IK Constraints > Set IK Hold Y

In the top menu, select

Hold Y

Use the Hold Y command to block only the Y position (up/down) of an element.

In the top menu, select

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Command
IK Keyframe

Action
Use IK Keyframe command to indicate which frame you want to start applying the IK Constraints to. Use the IK Nail command to block the X, Y and Z positions (respectively: left/right, up/down, front/back).

Access Methods

IK Nail

In the top menu, select

Animation > IK Constraints > Set IK Nail. In the Camera View window, click on the Menu button and select Animation Tools > IK Constraints > Set IK Nail. If you are in animation mode in the Camera View, right-click and select IK Constraints > Set IK Nail. The default keyboard shortcut is to [Shift]+[Click] the pivot.

Onion Skin
Use the Onion Skin toolbar to only view drawings marked as key, breakdown or inbetween drawings, or to view a combination of these drawing types through your onion skin preview.

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Playback
Use the Playback toolbar to playback your animation and navigate through your frames.

Command
Enable Cache

Action
Use the Enable Cache command to store frames that you playback in the memory. The next time that you playback the recorded frames, they will be recalled quickly to playback in real-time. Use the Enable Sound command to include the soundtrack during playback. Use the Fps command to indicate the scene frame rate. Use the Go to Frame command to select the frame you want to see by using the up and down arrows, or by entering a value in the field.You can also click and drag the spin arrows to move forward or backward through the frames.

Access Methods

In the top menu, select


Play > Enable Cache.

Enable Sound

In the top menu, select


Play > Enable Sound.

Fps

In the top menu, select

Play > Playback Speed.

Go to Frame

In the top menu, select In the Timeline View, right-click


on the frame field and select Go to Frame. Play > Go to Frame.

Loop

Repeats the scene when it reaches the last frame. Use the Play Forward command to play the animation from the current frame to the last frame. Use the Play Backward command to play the animation from the current frame to the first frame. Use the Stop command to stop a playback.

In the top menu, select


Play > Loop.

Play Forward

In the top menu, select


keyboard shortcut.

Press [Shift]+[Enter], the default In the top menu, select In the top menu, select Press [Shift]+[Enter], the default
keyboard shortcut. Play > Stop.

Play > Play Scene Forward.

Play Backward

Play > Play Scene Backward.

Stop

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Command
Start Frame

Action
Use the Start Frame command to control the starting frame of the playback range.

Access Methods

In the top menu, select


Play > Start Frame.

Stop Frame

Use the Stop Frame command to control the end frame of the playback range.

In the top menu, select


Play > Stop Frame.

Rendering
Use the Rendering toolbar to enable or disable the final image calculation. When this option is enabled, the current frames final image will be calculated with each modification.

Command
Auto Render

Action
Use the Auto Render tool to have Toon Boom Digital Pro render the current frames final image in the Camera Render View.

Access Methods

In the Camera View, click and


button hold the Render and select Auto Render.

Scripting
Use the Scripting toolbar to work with Qt scripts.

Command
Edit Scripts

Action
Use the Add Script button to open QSA Workbench scripting environment.

Access Methods

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Command
Manage Scripts Stop Script

Action
Use the Manage Scripts button to display the Script Toolbar Manager. Use the Stop Script button to abort a script while it is running.

Access Methods

Workspace
Use the Workspace toolbar to update the Toon Boom Digital Pro workspaces.

Command
Save Workspace

Action
Use the Save Workspace command to save changes to the Toon Boom Digital Pro window workspace in the current workspace. Use the Workspace drop-list to select the window workspace you want to use.

Access Methods

In the top menu, select

Windows > Workspace > Save Workspace

Workspace Drop-list

Workspace Manager

Use the Workspace Manager to create, reorder and hide workspaces.

In the top menu, select

Windows > Workspace > Workspace Manager.

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Chapter 5 Commands
This chapter describes all of the commands in the Toon Boom Digital Pro menus, listed here:

Toon Boom Digital Pro UI Menu Bar on page 89 Camera View Menu on page 176 Colour View Menu on page 195 Drawing View Menu on page 200 Free, Side and Top View Menus on page 212 Function View Menu on page 215 Model View on page 216 Module Library Menu on page 218 Network View Menu on page 219 Pen View Menu on page 223 Playback View Menu on page 224 Template Library Menu on page 226 Timeline View Menu on page 229 Xsheet View Menu on page 239 Thumbnail Panel Contextual Menu on page 250

Toon Boom Digital Pro UI Menu Bar


Use the Toon Boom Digital Pro UI Menu Bar to access most of the softwares commands.

Animation on page 90 Compositing on page 103 Drawing on page 108 Edit on page 136 File Menu on page 142 Help Menu on page 145 Play Menu on page 146 Scene Menu on page 148 View Menu on page 152 Windows Menu on page 173

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Animation
Use the Animation Menu to access animation tools and alter animation keyframes.

Command
Keyframe Mode

Action
Use the Keyframe Mode to select peg elements and animate them in the Camera view. To be animated, they must be hooked to a peg element.

Access Methods

In the Camera View, click on the


Menu button and select Animation > Keyframe Mode In the Camera View, right-click and select Keyframe Mode. Press [Shift]+[K], the default keyboard shortcut. View, click on the Menu button and select Motion > Delete Keyframes. In the Camera View, click on the Menu button and select Animation > Delete Keyframes. In the Timeline View, right-click on the frame and select Delete Keyframes from the pop-up menu. Press [F7], the default keyboard shortcut.

Motion > Delete Keyframe

Use the Delete Keyframe command to remove the keyframe from the selected frame in the Camera, Timeline or Xsheet View.

In the Xsheet and Timeline

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Command
Element Mode

Action
Use the Element mode to select drawing elements in the Camera view.

Access Methods

In the top menu, select

In the Camera View, click on the


button and select Menu Animation > Element Mode In the Camera View, right-click and select Element Mode. Press [Shift]+[E], the default keyboard shortcut. Menu button and select Animation > Flip > Flip Horizontal. In the Timeline View, click on the Menu button and select Motion > Flip Horizontal. Press [4], the default keyboard shortcut. Menu button and select Animation > Flip > Flip Scale X.

Animation > Element Mode.

Flip > Flip Horizontal

Use the Flip Horizontal command to exchange the left and right parts of the selected drawing object.

In the Camera View, click on the


Flip > Flip Scale X Use the Flip Scale X command to flip a peg or elements on its horizontal axis.

In the Camera View, click on the

Flip > Flip Scale Y

Use the Flip Scale Y command to flip a peg or elements on its vertical axis.

In the Camera View, click on the


button and select Menu Animation > Flip > Flip Scale Y.

Flip > Flip Vertical

Use the Flip Vertical command to exchange the top and bottom parts of the selected drawing object.

In the Camera View, click on the


button and select Menu Animation > Flip > Flip Vertical. In the Timeline View, click on the Menu button and select Motion > Flip Vertical. Press [5], the default keyboard shortcut.

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Command
Inverse Kinematic Tool

Action
Use the Inverse Kinematic Tool command to animate the pivots in an IK chain. Press [Ctrl] to select elements in the Camera View.

Access Methods

Click on the Inverse Kinematic


icon in the Tool Animation Tools toolbar. In the Camera View window, click on the Menu button and select Animation Tools > Inverse Kinematics Tool. In the Camera View, right-click and select Animation Tools > Inverse Kinematics Tool. Press [Alt]+[8], the default keyboard shortcut. button and select Menu Animation > Insert Control Point. In the Camera View, on the spline, press [P], the default keyboard shortcut. View, click on the Menu button and select Motion > Insert Keyframe. In the Camera View, click on the Menu button and select Animation > Insert Keyframe. In the Xsheet and Timeline View, right-click on the frame and select Insert Keyframe from the popup menu. If you are in animation mode in the Camera View, right-click and select Insert Keyframe from the popup menu. Press [F6], the default keyboard shortcut.


Motion > Insert Control Point Use the Insert Control Point command to add a control point on your pegs trajectory.

In the Camera View, click on the

Motion > Insert Keyframe Use the Insert Keyframe command to insert a keyframe.

In the Xsheet and Timeline

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Command
Lock > Lock

Action
Use the Lock command to lock all selected elements so they cannot be modified.

Access Methods

In the Camera View, click on the


Menu button and select Animation > Lock > Lock. In the Timeline View, click on the Menu button and select Edit > Lock > Lock. In the Camera View window, right-click and select Lock > Lock. In the Timeline View, right-click on the module and select Lock > Lock. Menu button and select Animation > Lock > Lock All. In the Timeline View, click on the Menu button and select Edit > Lock > Lock All. In the Camera View window, right-click and select Lock > Lock All. In the Timeline View, right-click on the module and select Lock > Lock All. Menu button and select Animation > Lock > Lock All Others. In the Timeline View, click on the Menu button and select Edit > Lock > Lock All Others. In the Camera View window, right-click and select Lock > Lock All Others. In the Timeline View, right-click on the module and select Lock > Lock All Others.

Lock > Lock All

Use the Lock All command to lock all elements so they cannot be modified.

In the Camera View, click on the

Lock > Lock All Others

Use the Lock All Others command to lock all unselected elements so they cannot be modified.

In the Camera View, click on the

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Command
Animation Tools > Maintain Size

Action
Use the Maintain Size tool to change the front-back position of an element in the Top or Side View while maintaining its relative size. Press [Ctrl] to select elements.

Access Methods

Click on the Maintain Size


icon in the Animation Tools toolbar. In the Camera View window, click on the Menu button and select Animation Tools > Maintain Size. If you are in animation mode in the Camera View, right-click and select Animation Tools > Maintain Size. Press [Alt]+[6], the default keyboard shortcut. button and select Menu Animation > No Z Dragging.

No Z Dragging Use the No Z Dragging command to lock an element to a specific frontback value while changing its northsouth or east-west values. Use the Nudge Backward command to move a selected element slightly backward on the Z axis. Use the Nudge Forward command to move a selected element slightly forward on the Z axis. Use the Offset Spline tool to offset a pegs visual trajectory to a better location without offsetting or modifying the animation itself. You must display the peg elements control parameters in order to see the visual trajectory.

In the Camera View, click on the

Nudge Backward Nudge Forward

In the Camera View, hold down


the [Alt] key and nudge with the [Up] arrow. the [Alt] key and nudge with the [Down] arrow.

In the Camera View, hold down

Animation Tools > Offset Spline

Click on the Offset Spline

icon in the Animation Tools toolbar. In the Camera View, click on the Menu button and select Animation Tools > Offset Spline. If you are in animation mode in the Camera View, right-click and select Animation Tools > Offset Spline. Press [Alt]+[9], the default keyboard shortcut.

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Command
All Keyframes Mode

Action
Use the All Keyframes Mode command to only select and reposition peg elements without animating them in the Camera View.

Access Methods

Click on the All Keyframes


icon in the Mode Animation Tools toolbar. In the Camera View, click on the Menu button and select Animation > All Keyframes Mode. In the Camera View, right-click and select All Keyframes Mode. Press [Shift]+[A], the default keyboard shortcut. button and select Menu Animation Tools > IK Constraints > Remove All Constraints. In the Camera View window, right-click and select IK Constraints > Remove all Constraints. button click on the Menu and select Animation > Reset All Transformations. Press [Shift]+[R], the default keyboard shortcut. click on the Menu button and select Animation > Reset Transformations. Press [R], the default keyboard shortcut.


IK Constraints > Remove All Constraints Use the Remove All Constraints command to remove all constraints from all pegs in all IK chains.

In the Camera View, click on the

Reset All Transformations

Use the Reset All Transformations command to reset position, rotation, scale, and pivot values of the current drawing element to their original values. The starting values are 0 (zero) for position (X, Y, and Z), 0 (zero) for angle, and 1 for scale (X and Y). Use the Reset Transformation command to reset the values of the selected element to the initial value of the active tool. The starting values are 0 (zero) for position (X, Y, and Z), 0 (zero) for angle, and 1 for scale (X and Y). If the Rotate tool is active, the Reset Transformation command will reset the angle to 0 (zero).

In the Camera View window,

Reset Transformation

In the Camera View window,

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Command
Animation Tools > Rotate

Action
Use the Rotate tool to change the angle of the selected element or peg. The object that you change depends on your Selection Mode. This mode can be enabled or disabled. Press [Ctrl] to select elements in the Camera View.

Access Methods

Click on the Rotate

icon in the Animation Tools toolbar. In the Camera View, click on the Menu button and select Animation Tools > Rotate. If you are in animation mode in the Camera View, right-click and select Animation Tools > Rotate. Press [Alt]+[3], the default keyboard shortcut. If the Select tool is active, you can press [Alt]+[middle mouse button] to temporarily switch to the Rotate tool.

Animation Tools > Scale

Use the Scale tool to change the size of a selected element or peg. The object you change depends on your Selection Mode.This mode can be enabled or disabled. Press [Ctrl] so select elements in the Camera View.

Click on the Scale

icon in the Animation Tools toolbar. In the Camera View, click on the Menu button and select Animation Tools > Scale. If you are in animation mode in the Camera View, right-click and select Animation Tools > Scale. Press [Alt]+[4], the default keyboard shortcut. If the Select tool is active, press [Ctrl]+[middle mouse button] to temporarily switch to the Scale tool. icon in the Animation Tools toolbar. In the Camera View window, click on the Menu button and select Animation Tools >Select. If you are in animation mode in the Camera View, right-click and select Animation Tools > Select. Press [Alt]+[1], the default keyboard shortcut.

Animation Tools > Select

Use the Select tool to select an element, control point, keyframe, or peg. The object that you change depends on your Selection Mode.This mode can be enabled or disabled. With the Select tool, press [Alt] and hold the middle mouse button to temporarily switch to the Rotate tool. Alternatively, press [Ctrl] and hold the middle mouse button to temporarily switch to the Scale tool.

Click on the Select

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Command
Motion > Select Next Keyframe/ Point

Action
Use the Select Next Keyframe/Point command to select the next keyframe or control point on a pegs trajectory.

Access Methods

In the Camera View, click on the


Menu button and select Animation > Select Next Keyframe/Point. Press [], the default keyboard shortcut. button and select Menu Animation > Select Previous Keyframe/Point. Press [;], the default keyboard shortcut.

Motion > Select Previous Keyframe/Point Use the Select Previous Keyframe/ Point command to select the previous keyframe or control point on a pegs trajectory.

In the Camera View, click on the

IK Constraints > Set IK Hold Orientation When the Inverse Kinematics (IK) tool is in use, the Set IK Hold Orientation command locks the bone to the same position relative to the next joint. This prevents the rotation of the joint while allowing translation of the joints position.

Click on the Set IK Hold


icon in the Orientation Inverse Kinematics toolbar. In the Camera View window, click on the Menu button and select Animation Tools > IK Constraints > Set IK Hold Orientation. If you are in animation mode in the Camera View, right-click and select IK Constraints > Set IK Hold Orientation. Press [Shift]+[middle mouse button] click on the pivot.

IK Constraints > Set IK Hold X When the Inverse Kinematics (IK) tool is in use, the Set IK Hold X command preserves the position of the joint on the X axis and the orientation as joint moves on the Y axis. You can also press [Shift] to constrain the motion on the X axis.

Click on the Set IK Hold X


icon in the Inverse Kinematics toolbar. In the Camera View window, click on the Menu button and select Animation Tools > IK Constraints > Set IK Hold X. If you are in animation mode in the Camera View, right-click and select IK Constraints > Set IK Hold X

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Command
IK Constraints > Set IK Hold Y

Action
When the Inverse Kinematics (IK) tool is in use, the Set IK Hold Y command preserves the position of the joint in the Y axis and the orientation as joint moves on the X axis. You can also press [Shift] to constrain the motion on the Y axis.

Access Methods

Click on the Set IK Hold Y


icon in the Inverse Kinematics toolbar. In the Camera View window, click on the Menu button and select Animation Tools > IK Constraints > Set IK Hold Y. If you are in animation mode in the Camera View, right-click and select IK Constraints > Set IK Hold Y

IK Constraints > Set IK Max Angle

When the Inverse Kinematics (IK) tool is in use, the Set IK Max Angle command sets the maximum angle of rotation to the current value. Press [Shift] to move the control handles.

Click on the Set IK Max Angle


icon in the Inverse Kinematics toolbar. In the Camera View window, click on the Menu button and select Animation Tools > IK Constraints > Set IK Max Angle. If you are in animation mode in the Camera View, right-click and select IK Constraints > Set IK Max Angle

IK Constraints > Set IK Min Angle

When the Inverse Kinematics (IK) tool is in use, the Set IK Min Angle command sets the minimum angle of rotation to the current value. Press [Shift] to move the control handles.

Click on the Set IK Min Angle


icon in the Inverse Kinematics toolbar.In the Camera View window, click on button and the Menu select Animation Tools > IK Constraints > Set IK Min Angle. If you are in animation mode in the Camera View, right-click and select IK Constraints > Set IK Min Angle

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Command
IK Constraints > Set IK Nail

Action
When the Inverse Kinematics (IK) tool is in use, the Set IK Nail command constrains the movement of the joint. This prevents the joint from moving because of angular rotation

Access Methods

Click on the Set IK Nail


Motion > Set Motion Keyframe The Set Motion Keyframe will create a computer generated motion on selected keyframes.

icon in the Inverse Kinematics toolbar. In the Camera View, click on the Menu button and select Animation Tools > IK Constraints > Set IK Nail. If you are in animation mode in the Camera View, right-click and select IK Constraints > Set IK Nail. [Shift]+[Click] the pivot. button and select Menu Animation > Set Motion Keyframe. In the Timeline and Xsheet View, click on the button and select Motion > Set Motion Keyframe. In the Camera View, right-click and select Set Motion Keyframe. In the Timeline View, right-click on the left-side and select Set Motion Key Frame. Press [Ctrl]+[K], the default keyboard shortcut. Menu button and select Animation > Set Stop-Motion Keyframe. In the Timeline and Xsheet View, click on the button and select Motion > Set Stop-Motion Keyframe. In the Camera View, right-click and select Set Stop-Motion Keyframe. In the Timeline View, right-click on the left-side and select Set Stop-Motion Key Frame. Press [Ctrl]+[L], the default keyboard shortcut.

In the Camera View, click on the


Motion > Set Stop-Motion Keyframe Use the Set Stop-Motion Keyframe to remove any computer generated motion from selected keyframes and keep these segments constant.

In the Camera View, click on the

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Command
Animation Tools > Skew

Action
Use the Skew tool to distort elements attached to a peg in the Camera View window. Verify that the Keyframe or All Keyframe Mode is enabled.

Access Methods

Click on the Skew


Substitute Drawing Next Use the Substitute Drawing Next command to substitute a selected drawing for the next drawing available in the drawing element folder.

icon in the Animation Tools toolbar. In the Camera View window, click on the Menu button and select Animation Tools >Skew. If you are in animation mode in the Camera View, right-click and select Animation Tools > Skew. Press [Alt]+[5], the default keyboard shortcut. button and select Menu Animation > Substitute Drawing Next. In the Xsheet and Timeline View, click on the Menu button and select Drawings > Substitute Drawing Next. In the Timeline View, right-click on the right-side and select Substitute Drawing Next. Move the Template Library Substitution Slider to the right. Press [ ] ], the default keyboard shortcut. Menu button and select Animation > Substitute Drawing Previous. In the Xsheet and Timeline View, click on the Menu button and select Drawings > Substitute Drawing Previous. In the Timeline View, right-click on the right-side and select Substitute Drawing Previous. Move the Template Library Substitution Slider to the left. Press [ [ ], the default keyboard shortcut.

In the Camera View, click on the


Substitute Drawing Previous Use the Substitute Drawing Previous command to substitute a selected drawing for the previous drawing available in the drawing element folder.

In the Camera View, click on the

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Command
Motion > Toggle Between Linear and Curve

Action
Use the Toggle Between Linear and Curve command to switch the continuity value of the selected motion point between the values of 0 and -1. You must have a motion point selected to access this command. Use the Toggle Lock In Time command to switch the selected motion point from a control point to a keyframe, which is locked to a specific frame number. You must have a control point selected to access this command. Use the Transform tool to select, move, rotate, scale and skew elements in the Camera View windows.

Access Methods

In the Camera View window,


click on the Menu button and select Animation > Motion > Toggle Between Linear and Curve. Press [O], the default keyboard shortcut. button click on the Menu and select Animation > Motion > Toggle Lock in Time. Press [L], the default keyboard shortcut.

Motion > Toggle Lock in Time

In the Camera View window,

Animation Tools > Transform

Click on the Transform


Animation Tools > Translate Use the Translate tool to change the position of the selected element, keyframe, or peg. The object you move depends on the Selection Mode.This mode can be enabled or disabled.

icon in the Animation Tools toolbar. In the Camera View window, button click on the Menu and select Animation Tools >Transform. If you are in animation mode in the Camera View, right-click and select Animation Tools > Transform. Press [Alt]+[7], the default keyboard shortcut.

Click on the Translate

icon in the Animation Tools toolbar. In the Camera View window, button click on the Menu and select Animation Tools >Translate. If you are in animation mode in the Camera View, right-click and select Animation Tools > Translate. Press [Alt]+[2], the default keyboard shortcut. If the Select tool is active, you can use the [middle mouse button] to temporarily switch to the Translate tool. 101

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Command
Lock > Unlock

Action
Use the Unlock command to unlock selected elements so they can be modified.

Access Methods

In the Camera View, click on the


Menu button and select Animation > Lock > Unlock. In the Timeline View, click on the Menu button and select Edit > Lock > Unlock. In the Camera View window, right-click and select Lock > Unlock. In the Timeline View, right-click on the module and select Lock > Unlock. Menu button and select Animation > Lock > Unlock All. In the Timeline View, click on the Menu button and select Edit > Lock > Unlock All. In the Camera View window, right-click and select Lock > Unlock All. In the Timeline View, right-click a module and select Lock > Unlock All.

Lock > Unlock All

The Unlock All command unlocks all the elements so they can be modified.

In the Camera View, click on the

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Compositing
Use the Composition Menu to add effects and alter modules.

Command
Effects > Add Effects

Action
Use the Add Effects command to add effect modules to your network.

Access Methods

In the Network View, click on the


Menu button and select Add > Effects > Add Effects. In the Module Library, select a module and drag it to the Network View. keyboard shortcut.

Auto Render Write

Use the Auto Render Write command to render a frame each time the current frame is changed. You must have a Write module in your network to use this command. Use the Column Editor command to display the Editor for the selected elements Xsheet.

Press [Ctrl]+[W], the default

Column Editor

In the Xsheet View, click on the


button and select Menu View > Column Editor. In the Timeline View, click on the Menu button and select Modules > Column Editor. In the Xsheet View, double-click on the column header.

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Command
Disable

Action
Use the Disable command to turn off selected modules in the network. When you disable modules, Toon Boom Digital Pro refreshes the network and renders the output to any Render View windows that have been set up to display output.

Access Methods

In the Network View, click on the


Menu button and select Modules > Disable. In the Timeline View, click on the Menu button and select Modules > Enable/Disable. In the Network View, right-click on the window and select Disable from the pop-up menu. In the Timeline View, right-click on the left side of the window and select Enable > Enable/Disable. In the Timeline View, click on the of Enable/Disable checkbox the module. Press [D], the default keyboard shortcut. button and select Menu Modules > Disable All Others. In the Timeline View, right-click on the left side of the window and select Enable > Disable All Others. In the Timeline View, click on the Disable All Others button.

Disable All Others

Use the Disable All Others command to turn off all unselected modules in the network. When you disable modules, Toon Boom Digital Pro refreshes the network and renders the output to any Render View windows that have been set up to display output.

In the Timeline View, click on the

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Command
Editor

Action
Use the Editor command to open the Element box of the selected module.

Access Methods

In the Network View, click on the


Menu button and select View > Editor. In the Timeline View, click on the Menu button and select Modules > Editor. In the Network View, click on the small yellow box on the module for the Editor window to pop. In the Network view, right-click on the module and select Editor. In the Timeline View, right-click on the left side panel of the element and select Editor. In the Timeline View, doubleclick on the module. In the Camera View, right-click and select Editor. Menu button and select Modules > Enable. In the Timeline View, click on the Menu button and select Modules > Enable/Disable. In the Network View, right-click on the window and select Disable from the pop-up menu. In the Timeline View, right-click on the left side of the window and select Enable > Enable/Disable. In the Timeline View, click on the of Enable/Disable checkbox the module. Press [A], the default keyboard shortcut.

Enable

Use the Enable command to turn on selected modules in the network that had been disabled. Once you enable modules that were turned off, Toon Boom Digital Pro refreshes the network and renders the output to any Render View windows set up to display output.

In the Network View, click on the

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Command
Enable All

Action
Use the Enable All command to force the display of all elements in the Network and Timeline View.

Access Methods

In the Timeline View window,


click on the Menu button and select Modules > Enable All. Right-click on the left side of the Timeline View window and select Enable > Enable All from the pop-up menu. Click on the Enable/Disable All button

Explode Selected Groups

Use the Explode Selected Groups command to remove all of the modules from the selected groups and place them at the previous level, maintaining all cable connections.

In the Network and Timeline


View, click on the Menu button and select Modules > Explode Selected Groups. In the Network View, right-click on the window and select Group > Explode Selected Groups from the pop-up menu. Menu button and select Add > Effects > Favourites.

Effects > Favourites

The Favourite window lists all of the modules available in the Favourites tab of the Module Library. To add a new module to your Favourites:

In the Network View, click on the

1.

In the Module Library, go to the All Modules tab. Select the module to add to your Favourites. Drag the module over the Favourites tab.

2. 3.

You should now have a copy of this module in your Favourites.

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Command
Group Selection

Action
Use the Group Selection command to add a Group Module to your network and add all selected modules to the group. Group Modules can help you organize your composite network.

Access Methods

In the Network and Timeline


View, click on the Menu button and select Modules > Group Selection. In the Network View, right-click on the window and select Group > Group Selection from the pop-up menu. In the Timeline View, right-click on the left side of the window and select Group Selection. Press [Ctrl]+[G], the default keyboard shortcut. the Menu button and select Modules > Hold Image.

Hold Image

Use the Hold Image command to validate selected drawings in a cache, locking them in place. In a complex network, activating this command decreases memory usage, thereby increasing the performance of your computer. Use the Move to Parent Group command to move the selected module to the parent level, maintaining all module connections. If the operation cannot be completed in a way to maintain the cable connections, you will be notified and the operation will be terminated.

In the Network View, click on

Move to Parent Group

In the Timeline and Network


View, click on the Menu button and select Modules > Move to Parent Group In the Network View, right-click on the window and select Group > Move to Parent Group from the pop-up menu. Press [Ctrl]+[U], the default keyboard shortcut. button and select Menu Edit > Recalculate All.

Recalculate All

Use the Recalculate All command to refresh the network and re-render the display when the Camera View is in render mode.

In the Network View, click on the

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Command
Recalculate Selected

Action
Use the Recalculate Selected command to refresh the network and re-render the display of selected elements when the Camera View is in render mode. Use the Release Image command to release the selected drawings from the cache.

Access Methods

In the Network View, click on the


Menu button and select Edit > Recalculate Selected.

Release Image

In the Network View, click on


button and the Menu select Modules > Release Image.

Drawing
Use the Drawing Menu to access drawing tools and to alter drawings and drawing modes.

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Command
Adjust Line Texture Opacity

Action
Use the Adjust Line Texture Opacity command to modify the alpha values that determine how line textures in your scanned drawings will appear in your animation. This command opens the Adjust Line Texture Opacity dialog box. Use the Appearing Point Hint command to control how shapes appear during morphing. The Appearing Point Hint values are dark blue.

Access Methods

In the Camera/Drawing View,


button click on the Menu and select Drawing > Adjust Line Texture Opacity.

Morphing > Appearing Point Hint

In the Drawing and Camera View,


button click on the Menu and select Morphing > Appearing Point Hint. If you are working with the Morphing Tool in the Drawing or Camera View, right-click and select Appearing Point Hint. Press [F9] (Windows), the default keyboard shortcut. click on the Menu button and select Drawing > Apply Tool to All Drawings. Press [Alt]+[A], the default keyboard shortcut.

Apply Tool to All Drawings Use the Apply Tool to All Drawings command to perform an operation on all locked drawings in a column with one action. Apply to All Drawings works with the following Drawing and Paint tools: Brush, Pencil, Ellipse, Rectangle, Line, Paint, Repaint, Unpaint, and Paint Unpainted. In addition, when Permanent Selection is enabled, you can also use the command to delete a selection. You can also paste drawing objects on all loaded drawings with this command. If you have multiple drawings displayed in the thumbnails, all drawings will be updated. Use the Apply Tool to Line and Colour Art command to simultaneously perform operations on line and colour art. To affect both layers at the same time, you must switch to Preview Line Art and Colour Art and activate the Apply Tool to Line and Colour Art option.

In the Drawing and Camera View,

Apply Tool to Line and Colour Art

In the Drawing and Camera View,


click on the Menu button and select Drawing > Apply Tool to Line and Colour Art. Press [Shift]+[Q], the default keyboard shortcut.

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Command
Auto-Create Colour Art from Brush

Action
Use the Auto-Create Colour Art on Brush option to automatically create Colour Art zones from the Line Art you draw.

Access Methods

In the Drawing and Camera

Drawing Mode > Auto Flatten Use the Auto Flatten command to merge the objects that you draw into a current layer as each object is created.

View window, click on the Menu button and select Drawing > Auto-Create Colour Art on Brush. Press [Shift]+[F2], the default keyboard shortcut.

In the Drawing and Camera View


window, click on the Menu button and select Drawing > Drawing Mode > Auto Flatten.

Mark Drawing As > Breakdown Drawing

Use the Breakdown Drawing command to mark a drawing as a will breakdown type. An icon appear in the Xsheet beside the drawing name. When working with paperless animation, this option is very useful for identifying drawings as key, breakdown and in-between. This option can be combined with the Onion Skin and the Flip toolbars.

Select the cell you wish to mark;

in the Xsheet View, click on the button and select Menu Drawings > Mark Drawing As > Breakdown Drawing. In the Drawing and Camera View, click on the Menu button and select Drawing > Mark Drawing As > Breakdown Drawing In the Xsheet View, right-click on the appropriate cell and select Mark Drawing As > Breakdown Drawing. button click on the Menu and select Drawing > Arrange > Bring Forward.

Bring Forward

Use the Bring Forward command to move a selected object forward in the layering order in the Drawing View window. The drawing object remains in its colour art or line art. Use the Bring to Front command to move the selected object on top of all other objects in the Drawing View window. The drawing object remains in its colour art or line art.

In the Drawing and Camera View,

Selected > Arrange > Bring to Front

In the Drawing and Camera View,


click on the Menu button and select Drawing > Arrange > Bring to Front. Press [+], the default keyboard shortcut.

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Command
Drawing Tools > Brush

Action
Use the Brush tool to paint. If you are working with a graphic tablet and pen, pressure sensitivity is taken into account, allowing you to create strokes with variable thicknesses. You can adjust the size of the Brush pen using the Pen Styles dialog box. Alternatively, press [O] and move your cursor from right to left to change the Maximum Size pen width; press [Shift]+[O] and move your cursor from right to left to change the Minimum Size pen width. Brush strokes can have a variable width because they are formed by contours that surround the stroke. Reshape a brush stroke by using the Contour Editor to move the points and handles. Brush strokes can be converted using the Convert to Pencil Line command. Use the Brushes to Pencil Line command to convert selected brush strokes into pencil lines.

Access Methods

Click on the Brush

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Brush. In the Drawing and Camera View, right-click and select Drawing Tools > Brush from the pop-up menu. Press [Alt]+[B], the default keyboard shortcut.

Selected > Convert > Brushes to Pencil Line

In the Drawing and Camera View,


click on the Menu button and select Drawing > Convert > Brushes to Pencil Line. In the Drawing and Camera View, right-click and select Convert > Brushes to Pencil Line. Press [Shift]+[6], the default keyboard shortcut. click on the Menu button and select Drawing > Clean Up > Close Gaps. Press [Shift]+[F10] (Windows), the default keyboard shortcut.


Clean Up > Close Gaps Use the Close Gaps command to automatically remove small gaps in drawings before you ink and paint them. The Close Gaps command opens the Close Gaps dialog box.

In the Drawing and Camera View,

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Command
Drawing Tools > Close Gap

Action
Use the Close Gap tool to remove gaps in drawings. Drag the Close Gap tool close to an area where you think there are holes in the zones that you drew. Toon Boom Digital Pro finds the holes and adds vector lines to close them, allowing you to fill the zone with colour. Press [Shift]+[Alt] to use the line ends, instead of the closest point, to close a gap.

Access Methods

Click on the Close Gap

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Close Gap. In the Drawing and Camera View, right-click and select Drawing Tools > Close Gap from the pop-up menu. Press [Alt]+[C], the default keyboard shortcut. View, click on the Menu button and select Drawing > Auto Gap Closing > Close Large Gap.

Auto Gap Closing > Close Large Gap

Use the Close Large Gap option to automatically close large gaps as you paint. The size of a gap is relative to your zoom level. Zooming out makes large gaps appear smaller. Use the Close Medium Gap option to automatically close medium gaps as you paint. The size of a gap is relative to your zoom level. Zooming out makes large gaps appear smaller. Use the Close Small Gap option to automatically close small gaps as you paint. The size of a gap is relative to your zoom level. Zooming out makes large gaps appear smaller.

In the Drawing and Camera

Auto Gap Closing > Close Medium Gap

In the Drawing and Camera


View, click on the Menu button and select Drawing > Auto Gap Closing > Close Medium Gap.

Auto Gap Closing > Close Small Gap

In the Drawing and Camera


View, click on the Menu button and select Drawing > Auto Gap Closing > Close Small Gap.

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Command
Drawing Tools > Contour Editor

Action
Use the Contour Editor tool to change the shape of a pencil line or a brush stroke. To add a point to a stroke, press [Ctrl] and click on the line. To move one handle on a point independently of the other, press [Alt] and click on the handle. To select multiple points, press [Shift] and click on the points. To delete a point, select it and press [Delete]. Select multiple points using [Shift]. Use the Contour Hint command to identify points on a contour that must be identical and consistent in the source and destination drawings. Contour Hints snap to contours. Contour Hint numbers are yellow.

Access Methods

Click on the Contour Editor


icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tool > Contour Editor. In the Drawing and Camera View, right-click and select Drawing Tools > Contour Editor from the pop-up menu. Press [Alt]+[Q], the default keyboard shortcut. button click on the Menu and select Morphing > Contour Hint. If you are working with the Morphing Tool in the Drawing and Camera View, right-click and select Contour Hint. Press [F7], the default keyboard shortcut. View, click on the Menu button and select Morphing > Convert Morphing to Drawings. In the Xsheet and Timeline View, right-click on the selection and select Morphing > Convert Morphing to Drawings from the pop-up menu.

Morphing > Contour Hint

In the Drawing and Camera View,

Morphing > Convert Morphing to Drawing Use the Convert Morphing to Drawings command to convert the morphing into separate drawings and expose them in the frames.

In the Xsheet and Timeline

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Command
Create Empty Drawings

Action
Use the Create Empty Drawings command to create new drawings and automatically display them in the Xsheet View. They are displayed in frames you select, replacing any drawings that may have already been in the frames.

Access Methods

In the Drawing and Camera


View, click on the Menu button and select Drawing > Create Empty Drawings. In the Drawing View, right-click on the drawing and select Create and Replace Current Drawing in the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select Create Empty Drawings in the pop-up menu. In the Timeline View, right-click on the cell and select Create Empty Drawings click on the Menu button and select Drawing > Convert > Create Colour Art to Line Art. In the Drawing and Camera View, right-click and select Convert > Create Colour Art from Line Art. Press [Shift]+[8], the default keyboard shortcut. click on the Menu button and select Drawing > Create Contour Strokes.

Selected > Convert > Create Colour Art from Line Art Use the Create Colour Art from Line Art command to convert lines created in Line Art Mode into strokes representing the centreline of drawing lines in Colour Art Mode. You must convert your Line Art to Colour Art to fill the zones you created with colour.

In the Drawing and Camera View,

Selected > Create Contour Strokes

Use the Create Contour Strokes command to convert lines created in Line Art Mode into strokes representing the centreline of drawing lines in Colour Art Mode. You must convert your Line Art to Colour Art to fill the zones you created with colour. command Use the Create Drawing in Empty Cell command to create a new drawing from a selected empty cell in your Timeline.

In the Drawing and Camera View,

Create Drawing in Empty Cell

In the Xsheet and Timeline View,


click on the Menu button and select Drawing > Create Drawing in Empty Cell. In the Timeline View window, right-click on the selected empty frame and select Create Drawing in Empty Cell.

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Command
Morphing > Create Morphing

Action
Use the Create Morphing command to create a morphing sequence from two vector drawings you have selected.

Access Methods

In the Timeline and Xsheet View,


click on the Menu button and select Morphing > Create Morphing. In the Timeline, right-click on the right-side of the window and select Morphing > Create Morphing. Press [Alt]+[M], the default keyboard shortcut. icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Cutter. In the Drawing and Camera View, right-click and select Drawing Tools > Cutter from the pop-up menu. Press [Alt]+[T], the default keyboard shortcut. button click on the Menu and select Drawing > Drawing Mode > Cycle Between Drawing Modes. Press [F2], the default keyboard shortcut. click on the Menu button and select Drawing > Drawing Mode > Default.


Drawing Tools > Cutter Use the Cutter tool to cut out strokes or shapes from objects you draw in the Drawing View window. Use the Apply Tool to Line and Colour Art option to cut both the line art and colour art simultaneously.

Click on the Cutter


Drawing Mode > Cycle Between Drawing Modes Use the Cycle Between Drawing Modes command to switch to the next layer mode listed in the Flatten Latest menu.

In the Drawing and Camera View,

Drawing Mode > Default Use the Default command to permit each drawing object to remain in its own layer.

In the Drawing and Camera View,

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Command
Drawing Tools > Deform

Action
Use the Deform tool to reshape brush strokes using a centreline.

Access Methods

Click on the Deform


Morphing > Delete Morphing Use the Delete Morphing command to delete morphing and expose the original drawings in the frames.

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Deform. In the Drawing and Camera View, right-click and select Drawing Tools > Deform from the pop-up menu. Press [Shift]+[F4], the default keyboard shortcut. View, click on the Menu button and select Morphing > Delete Morphing. In the Xsheet and Timeline View, right-click on the selection and select Morphing > Delete Morphing from the pop-up menu. click on the Menu button and select Drawing > Delete Selected Drawings. In the Xsheet View, right-click and select Drawing > Delete Selected Drawings. In the Timeline View, right-click and select Delete Selected Drawings. View, click on the Menu button and select Drawing > Auto Gap Closing > Disabled.

In the Xsheet and Timeline

Delete Selected Drawings

Use the Delete Selected Drawings command to do one of the following: Delete the selected drawing from the database and file system, leaving the cell labelled with the drawing name. Delete the selected drawing and clear the cell label.

In the Xsheet and Timeline View,

Auto Gap Closing > Disabled

Use the Disabled option to turn off auto gap closing.

In the Drawing and Camera

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Command
Drawing Tools > Dropper

Action
Use the Dropper tool to identify the colour of a painted zone or line on your drawing. When you click a colour in your drawing, Toon Boom Digital Pro selects the corresponding colour in the Colour View.

Access Methods

Click on the Dropper

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Dropper. In the Drawing and Camera View, right-click and select Drawing Tools > Dropper from the pop-up menu. Press [Alt]+[D], the default keyboard shortcut. When the Paint tool, Brush tool, or the Pencil tool are active, press [D] to temporarily switch to the Dropper tool to select a colour. When you release the button, you will return to your original tool. View, click on the Menu button and select Drawing > Duplicate Drawings. In the Timeline View, click on the Menu button and select Drawings > Duplicate Drawings. In the Timeline View, right-click on the cells and select Duplicate Drawings. Press [Alt]+[Shift]+[D], the default keyboard shortcut.

Duplicate Drawings

Use the Duplicate Drawings command to create a new drawing based on the drawing you have selected. You can then modify the new drawing without changing the original. The new drawing will automatically be exposed at the selected frame. The drawing is renamed with the next available value in the sequence of drawings in the element. For example, if the drawing is named drawing-1 and the last drawing in the element is drawing-9, then the new drawing will be named drawing-10.

In the Drawing and Camera

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Command
Drawing Tools > Edit Gradient / Texture

Action
Use the Edit Gradient /Texture tool to change the shape, size, and orientation of gradient and bitmap fills.

Access Methods

Click on the Edit Gradient/


icon in the Texture Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Edit Gradient / Texture. In the Drawing and Camera View, right-click and select Drawing Tools > Edit Gradient / Texture from the pop-up menu. Press [Shift]+[F3], the default keyboard shortcut. icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Ellipse. In the Drawing and Camera View, right-click and select Drawing Tools > Ellipse from the pop-up menu.


Drawing Tools > Ellipse Use the Ellipse tool to draw circles and other round shapes in the Drawing View window using your mouse or graphic tablet and pen. To constrain the proportions of the ellipse, press [Shift] and draw a perfectly round circle. To draw from the centre, press [Alt].

Click on the Ellipse

Drawing Tools > Eraser

Use the Eraser tool to trim regions from a drawing object. If you create a new zone with the Eraser tool, you can fill this zone with colour. Use the Apply Tool to Line and Colour Art option to erase from the line art and colour art simultaneously. You can adjust the size of the Eraser using the Pen Styles dialog box. Alternatively, press [O] and move your cursor from the centre outward to change the Maximum Size eraser width. Or you can press [Shift]+[O] and move your cursor from centre outward to change the Minimum Size eraser width.

Click on the Eraser

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tool > Eraser. In the Drawing and Camera View, right-click and select Drawing Tools > Eraser from the pop-up menu. Press [Alt]+[E] (Windows) or [Ctrl]+[E] (Mac OS X), the default keyboard shortcut.

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Command
Selected > Flatten

Action
Use the Flatten command to reduce the number of selected drawing object layers to one layer. This reduces the amount of memory required for the drawing object, but does not preserve any effects created by overlapping transparent colours.

Access Methods

In the Drawing and Camera View,


click on the Menu button and select Drawing > Flatten. In the Drawing and Camera View, right-click and select Flatten. Press [Ctrl]+[Shift]+[F], the default, keyboard shortcut. click on the Menu button and select Drawing > Flatten and Remove Extra Strokes.

Selected > Flatten and Remove Extra Strokes

Use the Flatten and Remove Extra Strokes command to reduce the number of selected drawing object layers to one layer and remove any extra strokes. This reduces the amount of memory required for the drawing object, but does not preserve any effects created by overlapping transparent colours. Use the Flatten Latest command to merge all objects that you draw to produce a new layer.

In the Drawing and Camera View,

Drawing Mode > Flatten Latest

In the Drawing and Camera View,


click on the Menu button and select Drawing > Drawing Mode > Flatten Latest.

Selected > Transform > Flip Horizontal

Use the Flip Horizontal command to exchange the left and right part of the selected drawing object.

In the Drawing and Camera View,


click on the Menu button and select Drawing > Transform > Flip Horizontal. Press [4], the default keyboard shortcut. click on the Menu button and select Drawing > Transform > Flip Vertical. Press [5], the default keyboard shortcut.

Selected > Transform > Flip Vertical Use the Flip Vertical command to exchange the top and bottom part of the selected drawing object.

In the Drawing and Camera View,

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Command
Morphing > Go to First Frame

Action
Use the Go to First Frame command to set the first frame of the morphing sequence as your current frame.

Access Methods

In the Drawing and Camera View,


click on the Menu button and select Morphing > Go to First Frame. If you are working with the Morphing Tool in the Drawing and Camera View, right-click and select Go to First Frame. Press [Shift]+[F9] (Windows), the default keyboard shortcut. click on the Menu button and select Morphing > Go to Last Frame. If you are working with the Morphing Tool in the Drawing and Camera View, right-click and select Go to Last Frame. click on the Menu button and select Morphing > Go to Next Frame. If you are working with the Morphing Tool in the Drawing and Camera View, right-click and select Go to Next Frame. click on the Menu button and select Morphing > Go to Previous Frame. If you are working with the Morphing Tool in the Drawing and Camera View, right-click and select Go to Previous Frame.

Morphing > Go to Last Frame Use the Go to Last Frame command to set the last frame of the morphing sequence as your current frame.

In the Drawing and Camera View,

Morphing > Go to Next Frame

Use the Go to Next Frame command to set the next frame in the morphing sequence as your current frame.

In the Drawing and Camera View,

Morphing > Go to Previous Frame

Use the Go to Previous Frame command to set the previous frame in the morphing sequence as your current frame.

In the Drawing and Camera View,

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Command
Drawing Tools > Grabber

Action
Use the Grabber tool to change your view of the Camera and Drawing View window. This tool helps you see the part of the window which is obscured while you are working on another part of your drawing or scene.

Access Methods

Click on the Grabber


Selected > Group > Group Use the Group command to combine all of the selected objects, allowing you to modify them simultaneously.

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Grabber. In the Drawing and Camera View, right-click and select Drawing Tools > Grabber from the pop-up menu. Hold down [Spacebar] while you click and drag the window.

In the Drawing and Camera View,


button click on the Menu and select Drawing > Group > Group. Press [Ctrl]+[G], the default keyboard shortcut. click on the Menu button and select Morphing > Hide Hints. If you are working with the Morphing Tool in the Drawing and Camera View, right-click and select Hide Hints. View, click on the Menu button and select Morphing > Insert Morphing Keyframe. In the Xsheet and Timeline View, right-click on the selection and select Morphing > Insert Morphing Keyframe from the pop-up menu.

Morphing > Hide Hints Use the Hide Hints command to temporarily hide all of the morphing hints in the Drawing and Camera View.

In the Drawing and Camera View,

Morphing > Insert Morphing Keyframe

Use the Insert Morphing Keyframe command to insert a drawing that can be modified while maintaining all of the morphing hints in the previous and next morphing sequence.

In the Xsheet and Timeline

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Command
Mark Drawing As > Inbetween Drawing

Action
Use the In-between Drawing command to mark a drawing as an inbetween type. An icon will not appear beside the drawing name in the Xsheet. This option is especially useful when working with paperless animation, allowing you to identify drawings as Key, Breakdown and In between. This option can also be combined with the Onion Skin and the Flip toolbars.

Access Methods

Select the cell you wish to mark

and in the Xsheet View, click on the Menu button and select Drawings > Mark Drawing As > In-between Drawing. In the Drawing and Camera View, click on the Menu button and select Drawing > Mark Drawing As > In-between Drawing. In the Xsheet View, right-click on the cell to mark and select Mark Drawing As > In-Between Drawing. and in the Xsheet, View, click on the Menu button and select Drawings > Mark Drawing As > Key Drawing. In the Drawing and Camera View, click on the Menu button and select Drawing > Mark Drawing As > Key Drawing. In the Xsheet View, right-click on the cell to mark and select Mark Drawing As >Key Drawing. icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Line. In the Drawing and Camera View, right-click and select Drawing Tools > Line from the pop-up menu.

Mark Drawing As > Key Drawing

Use the Key Drawing command to mark a drawing as a key type. An icon will appear in the Xsheet beside the drawing name. This option is especially useful when working with paperless animation, allowing you to identify drawings as Key, Breakdown and In between. This option can also be combined with the Onion Skin and the Flip toolbars.

Select the cell you wish to mark

Drawing Tools > Line

Use the Line tool to draw straight lines in the Drawing View, using your mouse or graphic tablet and pen. To draw lines at angles of 15 degrees, press [Shift]. To draw from the previous point, press [Alt].

Click on the Line

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Command
Morphing > Modify Deformation Path

Action
Use the Modify Deformation Path command to create a path that can be modified to allow rotation of a morphing object during its sequence. You can have multiple deformation paths on each element. These can be managed with the Morphing Inspector.

Access Methods

In the Drawing and Camera View,


click on the Menu button and select Morphing > Modify Deformation Path. If you are working with the Morphing Tool in the Drawing and Camera View, right-click and select Modify Deformation Path. Press [Shift]+[F11] (Windows) (Windows), the default keyboard shortcut.

Drawing Tools > Morphing Tool Use the Morphing Tool to add and select hints in morphed drawings in the Drawing and Camera View windows.

Click on the Morphing Tool


icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Morphing > Morphing Tool. In the Drawing and Camera View, right-click and select Drawing Tools > Morphing Tool from the pop-up menu. Press [F12], the default keyboard shortcut. click on the Menu and select Drawing > Optimize. button


Selected > Optimize Use the Optimize command to reduce the number of layers in the selected drawing objects. This command will optimize the drawing objects only if the appearance of the final image will not change when objects are merged. For example, if you have selected a number of partially transparent objects layered to create an additive colour effect, the selected transparent drawing objects will not be merged as this would cause them to lose the effect of the layered transparent colours.

In the Drawing and Camera View,

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Command
Drawing Tools > Paint

Action
Use Paint tool to paint colour art in your animations.

Access Methods

Click on the Paint


Paint and Remove Line Texture Use the Paint and Remove Line Texture command to replace the texture in a line or a zone with the solid colour you have selected in the colour view.

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Paint. In the Drawing and Camera View, right-click and select Drawing Tools > Paint from the pop-up menu. Press [Alt]+[I] (Windows) or [Ctrl]+[I] (Mac OS X), the default keyboard shortcuts. button click on the Menu and select Drawing > Paint and Remove Line Texture. Press [Shift]+[F6], the default keyboard shortcut.

In the Drawing and Camera View,

Drawing Tools > Paint Unpainted Use the Paint Unpainted tool to paint only zones that are not already filled with colour. This tool allows you to quickly paint many zones with the same colour without changing the colour of zones that have already been painted.

Click on the Paint Unpainted


icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Paint Unpainted. In the Drawing and Camera View, right-click on the Drawing View window and select Drawing Tools > Paint Unpainted from the pop-up menu. Press [Alt]+[Y], the default keyboard shortcut.

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Command
Drawing Tools > Pencil

Action
Use the Pencil tool to draw centreline shapes using your mouse or graphic tablet and pen. You can adjust the size of the Pencil line using the Pen Styles dialog box. You can also press [O] and move your cursor from the centre outward to change the pen width. The points that make up a pencil line run down the centre of the line. You can change the shape of a pencil line by using the Contour Editor to move the points that make up the line and their handles. Use the Pencil Hint command to match pencil lines with the same colour pot. It can also be used to match an end point on a pencil line in the source drawing to an end point on a pencil line in the destination drawing.

Access Methods

Click on the Pencil

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Pencil. In the Drawing and Camera View, right-click and select Drawing Tools > Pencil from the pop-up menu. Press [Alt]+[/], the default keyboard shortcut.

Morphing > Pencil Hint

In the Drawing and Camera View,


button click on the Menu and select Morphing > Pencil Hint. If you are working with the Morphing Tool tn the Drawing and Camera View, right-click and select Pencil Hint. Press [F8], the default keyboard shortcut. click on the Menu button and select Drawing > Convert > Pencil Line to Brush. In the Drawing and Camera View, right-click and select Convert > Pencil Line to Brush. Press [Shift]+[7], the default keyboard shortcut. View, click on the Menu button and select Drawing > Permanent Selection. To remove dirt outside the selection mark, press [Shift]+[Delete].

Selected > Convert > Pencil Line to Brush Use the Pencil Lines to Brush command to convert objects created with the Pencil tool into brush strokes. Brush strokes can have a variable width because they are formed by contours that surround the stroke, whereas pencil lines are a singlewidth and formed by centrelines.

In the Drawing and Camera View,

Permanent Selection

Use the Permanent Selection command to turn on and off the permanent selection mode. In permanent selection mode, the selection you make on one drawing is maintained in all drawings. This allows you to remove dirt outside or inside the selection mark in all drawings in a column without having to reselect the area.

In the Drawing and Camera

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Command
Drawing tools > Perspective

Action
Use the Perspective tool to change the orientation of a drawing. With this tool, you can take a 2D object and make it appear if it is stretched across 3D space. Do not use the this tool on greyscale drawings that have been scanned and vectorized to preserve the unique qualities of the line art.

Access Methods

Click on the Perspective

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Perspective. In the Drawing and Camera View, right-click and select Drawing Tools > Perspective from the pop-up menu. Press [Alt]+[0] (zero), the default keyboard shortcut. icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Polyline. In the Drawing and Camera View, right-click and select Drawing Tools > Polyline from the pop-up menu.

Drawing Tools > Polyline

Use the Polyline tool to draw vector shapes that consist of many continuous points that form different angles. You can draw shapes with the Polyline tool one point at a time, forming the shape as you go.

Click on the Polyline

Drawing Tools > Rectangle

Use the Rectangle tool to draw rectangles or boxes in the Drawing View window, using your mouse or graphic tablet and pen. To constrain the proportions of the rectangle, press [Shift] and draw perfect squares. To draw from the centre, press [Alt].

Click on the Rectangle

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Rectangle. In the Drawing and Camera View, right-click and select Drawing Tools > Rectangle from the pop-up menu. click on the Menu button and select Drawing > Clean up > Remove Art Outside Selection.

Clean-Up > Remove Art Outside Selection

Use the Remove Art Outside Selection command to remove all art outside the selected area of your drawing.

In the Drawing and Camera View,

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Command
Clean-Up > Remove Art Outside Selection On All Drawings

Action
Use the Remove Art Outside Selection On All Drawings command to remove all art outside of the selected area of your drawings. To enable this command, you must first select your drawings with the Permanent Selection tool. Use the Remove Contour Strokes to remove contour strokes that are created when a drawing is vectorized, or to remove strokes created with the Create Contour Stroke tool. These contour strokes are strokes that will remain when a zone is unpainted. When applied to traditional scanned drawings, this will also remove the intersection triangles created during the vectorization process. Use the Remove Dirt command to automatically remove small pencil lines on your drawings before you ink and paint them. The Remove Dirt command opens the Remove Dirt dialog box. Use the Remove from Morphing command to delete morphings from the selected cells in a morphing sequence. This reduces the morphing length.

Access Methods

In the Drawing and Camera View,


click on the Menu button and select Drawing > Clean up > Remove Art Outside Selection On All Drawings.

Selected > Remove Contour Strokes

In the Drawing and Camera View,


button click on the Menu and select Drawing > Remove Contour Strokes.

Clean-Up > Remove Dirt

In the Drawing and Camera


View, click on the Menu button and select Drawing > Clean up > Remove Dirt. Press [Shift]+[D], the default keyboard shortcut. Menu button and select Morphing > Remove From Morphing. In the Xsheet and Timeline View, right-click on the selection and select Morphing > Remove From Morphing from the pop-up menu. In the Timeline View, click on the Menu button and select Morphing > Remove From Morphing. View, click on the Menu button and select Drawing > Clean up > Remove Hair. Press [Shift]+[F11] (Windows) (Windows), the default keyboard shortcut. 127

Morphing > Remove From Morphing

In the Xsheet View, click on the

Clean-Up > Remove Hairs

Use the Remove Hairs command to automatically remove small pencil marks and smudges on your drawings before you ink and paint them. The Remove Hairs command opens the Remove Hairs dialog box.

In the Drawing and Camera

Toon Boom Digital Pro: Reference and Scripting Guide

Command
Rename by Frame

Action
Use the Rename by Frame command to rename your drawings by their frame position. This means that when you create a drawing on frame 1, the drawing will be called 1.If you then go to frame 5, the drawing will be called 5. This enables you to keep your drawings organized.

Access Methods

In the Xsheet and Timeline View,


click on the Menu button and select Drawings > Rename by Frame. In the Xsheet View, right-click on the selected cells and select Drawings > Rename by Frame. In the Timeline View, right-click on the selected cells and select Rename by Frame. View, click on the Menu button and select Drawings > Rename Drawing. In the Xsheet View, right-click on the cell and select Drawings > Rename Drawing from the pop-up menu. In the Timeline View, right-click on the cell and select Rename Drawing from the popup menu. Press [Ctrl]+[D], the default keyboard shortcut. icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Repaint. In the Drawing and Camera View, right-click and select Drawing Tools > Repaint from the pop-up menu. Press [Alt]+[R], the default keyboard shortcut.

Rename Drawing

Use the Rename Drawing command to open a dialog box in which you will enter a new name for the drawing in the selected cell.

In the Xsheet and Timeline


Drawing Tools > Repaint Use the Repaint tool to change the colour values used in colour art zones and line art that has already been filled with colour. The Repaint tool only works on zones and line art that already have colour in them. You can drag the Repaint tool to repaint several colour art or line art areas in the selection.

Click on the Repaint

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Command
Drawing Tools > Repaint Brush

Action
The Repaint Brush tool uses the selected colour to fill only the areas of the line art that the tool touches. This tool is particularly useful in Line Art Mode: when you drag the tool beyond the area of the line art, only the areas of the line that were touched by the tool will be filled.

Access Methods

Click on the Repaint Brush


Clean-Up > Repaint Outside Selection Use the Repaint Outside Selection command to repaint the area that is outside of the selection.

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Repaint Brush. In the Drawing and Camera View, right-click and select Drawing Tools > Repaint Brush from the pop-up menu. Press [Alt]+[X], the default keyboard shortcut. button click on the Menu and select Drawing > Clean up > Repaint Outside Selection.

In the Drawing and Camera View,

Clean-Up > Repaint Outside Selection On All Drawings

Use the Repaint Outside Selection On All Drawings command to repaint the area that is outside of the selection for all your drawings. For this command to be enabled, you must first select your drawings with the Permanent Selection tool. Use the Repaint Selection command to repaint the area inside the selection on your drawing.

In the Drawing and Camera View,


button click on the Menu and select Drawing > Clean up > Repaint Outside Selection On All Drawings.

Clean-Up > Repaint Selection

In the Drawing and Camera View,


button click on the Menu and select Drawing > Clean up > Repaint Selection.

Clean-Up > Repaint Selection On All Drawings

Use the Repaint Selection On All Drawings command to repaint the area inside the selection on all your drawings. For this command to be enabled, you must first select your drawings with the Permanent Selection tool.

In the Drawing and Camera View,


click on the Menu button and select Drawing > Clean up > Repaint Selection On All Drawings.

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Command
Drawing Tools > Reposition All Drawings

Action
Use the Reposition All Drawings command to move all of the locked drawings in a column. This command is particularly useful with scanned drawings that might have been drawn off-centre. Repositioning all drawings will have an impact on their position in all of the other Views and in the final render.

Access Methods

Click on the Reposition All


icon in the Drawings Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Reposition All Drawings. In the Drawing and Camera View, right-click and select Drawing Tools > Reposition All Drawings from the pop-up menu. View, click on the Menu button and select Drawing > Colour Protection > Respect Colour Protection.

Colour Protection > Respect Colour Protection

Use the Respect Colour Protection option to ensure that you do not accidentally change zones and lines painted with a colour pot set with the Colour Protect option in the Colour View. When you de-select this option, you can modify a painted line without having to setting all colour pots to non sticky-colour mode. This option works with the following tools: Paint, Repaint, Paint Unpainted and Repaint Brush. Use the Rotate 90 degrees CCW command to turn the selected drawing object 90 degrees counter clockwise or the equivalent of 270 degrees clockwise. Use the Rotate 90 degrees CW command to turn the selected drawing object 90 degrees clockwise.

In the Drawing and Camera

Selected > Transform > Rotate 90 CCW

In the Drawing and Camera View,


button click on the Menu and select Drawing > Transform > Rotate 90 CCW.

Selected > Transform > Rotate 90 CW

In the Drawing and Camera View,


click on the Menu button and select Drawing > Transform > Rotate 90 CW.

Selected > Transform > Rotate 180

Use the Rotate 180 degrees command to turn the selected drawing object 180 degrees clockwise.

In the Drawing and Camera View,


click on the Menu button and select Drawing > Transform > Rotate 180.

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Command
Drawing Tools > Select

Action
Use the Select tool to select drawing objects in the Drawing View window using your mouse or graphic tablet and pen Press [Ctrl] when using any of the following tools to temporarily switch to the Select tool: Zoom, Polyline, Line, Rectangle, Ellipse, Brush, Pencil, Eraser, Stroke, Close Gap, Paint, Repaint, Repaint Brush, Paint Unpainted, Unpaint, Dropper, Polyline, Edit Texture and Grabber. By default, your mouse pointer displays as a lasso. Press [Alt] to temporarily switch between the lasso and marquee selection tool. You can change the default tool style through the options in the Preferences dialog box. Use the Send Backward command to move the Drawing Views selected drawing back one spot in the drawings layering order. The drawing object remains in its colour art or line art. Use the Send to Back command to move the Drawing Views selected drawing behind all other objects in the drawing. The drawing object remains in its colour art or line art.

Access Methods

Click on the Select

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Select. In the Drawing and Camera View, right-click and select Drawing Tools > Select from the pop-up menu. Press [Alt]+[S], the default keyboard shortcut.

Selected > Arrange > Send Backward

In the Drawing and Camera View,


button click on the Menu and select Drawing > Arrange > Send Backward.

Selected > Arrange > Send to Back

In the Drawing and Camera View,


click on the Menu button and select Drawing > Arrange > Send to Back. Press [-], the default keyboard shortcut. click on the Menu button and select Drawing > Smooth. Press [Alt]+[Shift]+[S], the default keyboard shortcut.

Selected > Smooth Use the Smooth command to remove unnecessary points from brush strokes, reducing the file size of the drawing object attempts to maintain the shape of the stroke.

In the Drawing and Camera View,

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Command
Drawing Tools > Smooth Editor

Action
Use the Smooth Editor tool is used to select a drawing object area on which you will smooth the points. Use the Smooth and Smooth Fast commands to smooth out the area and remove points.

Access Methods

Click on the Smooth Editor


icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Smooth Editor. In the Drawing and Camera View, right-click and select Tools > Drawing Tools > Smooth Editor from the pop-up menu. button click on the Menu and select Drawing > Smooth Fast.

Selected > Smooth Fast

Use the Smooth Fast command to remove unnecessary points from brush strokes, reducing the file size of the drawing object. This leaves more points than the Smooth tool attempts to maintain the shape of the stroke. Use the Snap to Contour command to force vector points to connect to nearby contours, forming joined objects. This command only works when you are using the Contour Editor to reshape drawing objects. Use the Stroke tool to draw vector lines and close gaps in zones. This allows you to fill the zones with paint without adding line art to your drawing. You can also use this tool to draw shapes and create zones that do not have line art. To add a stroke, drag the Stroke tool on your drawing. To create a straight stroke, press [Shift] as you drag.

In the Drawing and Camera View,

Snap to Contour

In the Drawing and Camera View,


button click on the Menu and select Drawing > Snap to Contour.

Drawing Tools > Stroke

Click on the Stroke

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Stroke. In the Drawing and Camera View, right-click and select Drawing Tools > Stroke from the pop-up menu. Press [Alt]+[V], the default keyboard shortcut.

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Command
Selected > Convert > Strokes to Pencil Line

Action
Use the Convert Strokes to Pencil Line command to convert selected strokes into pencil lines. Strokes do not appear in your final animation, but can be used as guides during the ink and paint process.

Access Methods

In the Drawing and Camera View,


click on the Menu button and select Drawing > Convert > Strokes to Pencil Line. In the Drawing and Camera View, right-click and select Convert > Strokes to Pencil Line. Press [Shift]+[F12], the default keyboard shortcut. click on the Menu button and select Morphing > Vanishing Point Hint. If you are working with the Morphing Tool in the Drawing and Camera View, right-click and select Suggest Hint. click on the Menu button and select Morphing > Switch Between Morphing Key Drawings. If you are working with the Morphing Tool in the Drawing and Camera View, right-click and select Switch Between Morphing Key Drawings. Press [F4], the default keyboard shortcut. View, click on the Menu button and select Drawing > Colour Protection > Toggle Current Colour Protection.

Morphing > Suggest Hints

Use the Suggest Hints command if you want the software to generate hints as a suggestion for your morphing sequence.

In the Drawing and Camera View,

Morphing > Switch Between Morphing Key Drawings

The Switch Between Morphing Key Drawings allows you to jump from one morphing key to another.

In the Drawing and Camera View,

Colour Protection > Toggle Current Colour Protection Selected > Group > Ungroup The Toggle Current Colour Protection option turns on and off the Colour Protection option in the selected colour pot in the Colour View.

In the Drawing and Camera

Use the Ungroup command to separate a grouped object into its individual parts.

In the Drawing and Camera View,


click on the Menu button and select Drawing > Group > Ungroup.

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Command
Drawing Tools > Unpaint

Action
Use the Unpaint tool to remove the colour from zones and lines you have already painted. To remove colour from a line or zone, click on the line or zone with the Unpaint tool. You can drag the tool through multiple zones to remove paint from more than one zone at a time. To remove colour from all zones except for the one you click on, press [Shift]. When a paint bucket tool is selected, the middle mouse button turns into an Unpaint tool Use the Unpaint Outside Selection command to unpaint the area outside the selection on your drawing.

Access Methods

Click on the Unpaint

icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Unpaint. In the Drawing and Camera View, right-click and select Drawing Tools > Unpaint from the pop-up menu. Press [Alt]+[U] (Windows) or [Ctrl]+[I] (Mac OS X), the default keyboard shortcuts.

Clean-Up > Unpaint Outside Selection

In the Drawing and Camera View,


click on the Menu button and select Drawing > Clean up > Unpaint Outside Selection.

Clean-Up > Unpaint Outside Selection On All Drawings

Use the Unpaint Outside Selection On All Drawings command to unpaint the area outside the selection on all your drawings. For this command to be enabled, you must first select drawings with the Permanent Selection tool. Use the Unpaint Selection command to unpaint the area inside the selection on your drawing.

In the Drawing and Camera View,


click on the Menu button and select Drawing > Clean up > Unpaint Outside Selection On All Drawings.

Clean-up > Unpaint Selection

In the Drawing and Camera View,


click on the Menu button and select Drawing > Clean up > Unpaint Selection.

Clean-Up > Unpaint Selection On All Drawings

Use the Unpaint Selection On All Drawings command to unpaint the area inside the selection on all your drawings. For this command to be enabled, you must first select drawings with the Permanent Selection tool.

In the Drawing and Camera View,


click on the Menu button and select Drawing > Clean up > Unpaint Selection On All Drawings.

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Command
Morphing > Vanishing Point Hint

Action
Use the Vanishing Point Hint command to identify lines that need to disappear during the morphing. Vanishing Point Hint numbers are green.

Access Methods

In the Drawing and Camera View,


click on the Menu button and select Morphing > Vanishing Point Hint. If you are working with the Morphing Tool in the Drawing and Camera View, right-click and select Vanishing Point Hint. Press [F10] (Windows), the default keyboard shortcut. click on the Menu button and select Morphing > Zone Hint. In the Drawing and Camera View, if you are using the Morphing Tool, right-click on the select Zone Hint. Press [F6], the default keyboard shortcut. icon in the Drawing Tools toolbar. In the Drawing and Camera View, click on the Menu button and select Drawing Tools > Zoom. In the Drawing and Camera View, right-click and select Drawing Tools > Zoom from the pop-up menu. Press [Alt]+[Z], the default keyboard shortcut. Press [Ctrl]+[Spacebar] to temporarily enable the Zoom tool.

Morphing > Zone Hint The Zone Hint command matches zones with the same colour pot in the source and destination drawings. Zone Hint numbers are light blue.

In the Drawing and Camera View,

Drawing Tools > Zoom

Use the Zoom tool to select the area of the Drawing View window that you want to zoom-in or zoom-out. To zoom-in, use the Zoom tool and either click an area in the window or drag the mouse pointer to draw a rectangle around the area you want to zoom-in. To zoom-out, press [Alt] and click on the window.

Click on the Zoom

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Edit
Use the Edit Menu to undo or redo actions, cut, copy, paste, and delete objects and to access your preferences.

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Command
Auto-Apply

Action
Use the Auto-Apply command to enable and disable the Auto-Apply feature. When enabled, the values you enter or options you select in module editors will automatically be applied to elements in your scene. The Apply and OK buttons will be disabled in the module editors when this feature is enabled. This setting overrides the Enable Auto Apply setting in the Preferences > General category. Use the Clone Selected Elements command to create a copy of the selected column that will use the same image database. If you modify a drawing in the first column, the same changes will also be applied to the cloned version.

Access Methods

Select Edit > Auto-Apply.

Clone Selected Elements

In the Xsheet View, click on the


Menu button and select Columns > Clone Selected Elements. In the Timeline View, click on the Menu button and select Modules > Clone Selected Elements. In the Xsheet View window, right-click and select Columns > Clone Selected Elements. In the Timeline View, right-click on the left side of the window and select Clone Selected Elements. button and select Edit > Copy. Right-click in any view and select Copy from the pop-up menu. (In the Timeline View, right-click on the timelines right- hand view.) Press [Ctrl]+[C], the default keyboard shortcut. button and select Edit > Cut. Right-click in any view and select Cut from the pop-up menu. (In the Timeline View, right-click on the timelines right- hand view.) Press [Ctrl]+[X], the default keyboard shortcut.

Copy

Use the Copy command to copy selected objects and their properties.

Click on the Menu

Cut

Use the Cut command to remove selected objects. You can then paste the object or its properties to another object.

Click on the Menu

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Command
Delete

Action
Use the Delete command to remove selected objects.

Access Methods

Click on the Menu

Deselect All Use the Deselect All command to remove the selection from the selected objects in the Drawing, Network and Camera View windows.

button and select Edit > Delete. Right-click any view and select Delete from the pop-up menu. (In the Timeline View, right-click on the timelines right- hand view.) Press [Delete], the default keyboard shortcut. button and select Edit > Deselect All. Right-click any view and select Deselect All from the pop-up menu. Press [Esc], the default keyboard shortcut. Click outside the selection. Menu button and select Columns > Duplicate Selected Element. In the Timeline View, click on the Menu button and select Modules > Duplicate Selected Element. In the Xsheet View window, right-click and select Columns > Duplicate Selected Element. In the Timeline View, right-click on the left side of the window and select Duplicate Selected Element. Menu button and select Edit > Insert Mode. Press [Insert] or [I].

Click on the Menu

Duplicate Selected Element

Use the Duplicate Selected Elements command to create a copy of the selected column. This copy will have a distictive image database, meaning that if you modify a drawing in the first column, those same changes will not apply to the duplicated version.

In the Xsheet View, click on the

Insert Mode

Use the Insert Mode command to switch between Insert and Overwrite Modes. When you enter a value in a cell while in the Insert Mode, the exposure sheet cell labels are forced down the column, rather than overwriting the current cell value. When you enter a value in a cell while in the Overwrite Mode, it overwrites the current cell value.

In the Xsheet View, click on the

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Command
Next Column

Action
Use the Next Column command to move from the current drawing to the next valid one in the right-side column. Use the Next Drawing command to move from the current drawing to the next valid one in the same column. Use the Paste command to place the object you cut or copied into the location you have selected in the Camera, Drawing, Network and Timeline View windows.

Access Methods

Press [J], the default keyboard


shortcut.

Next Drawing

Press [G], the default keyboard


shortcut.

Paste

Click on the Menu

button and select Edit > Paste. Right-click any view and select Paste from the pop-up menu. (In the Timeline View, right-click on the timelines right- hand view.) Press [Ctrl]+[V], the default keyboard shortcut. button and select Edit > Paste Special. Right-click in any view and select Paste Special from the pop-up menu. (In the Timeline View, right-click on the timelines righthand view.) In the Timeline View, press [Alt] just before dropping a selection in a new position. Press [Ctrl]+[B], the default keyboard shortcut. button and select Edit > Paste Special Again. Right-click in any view and select Paste Special Again from the pop-up menu. (In the Timeline View, right-click on the timelines right- hand view.) Press [Ctrl]+[Shift]+[B], the default keyboard shortcut. Edit > Preferences.

Paste Special

Use the Paste Special command to open the Paste Special dialog box, to select the object and properties you want to paste in the Camera, Network, Timeline or Xsheet View windows.

Click on the Menu


Paste Special Again Use the Paste Special Again command to repeat the last Paste Special operation in the Camera, Network, Timeline or Xsheet View windows.

Click on the Menu

Preferences Use the Preferences command to open the Preferences dialog box. Use this dialog box to change Toon Boom Digital Pro settings to suit your needs.

Select

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Command
Previous Column

Action
Use the Previous Column command to move from the current drawing to the next valid one in the left-side column. Use the Previous Drawing command to move from the current drawing to the previous valid one in the same column. Use the Redo command when you have undone an operation that you decide to keep. The Redo command becomes active only after you use the Undo command. Use the Select All command to select all drawing objects in the current drawing window, even those already selected, in the Drawing, Network Timeline and Camera View. This helps you manage the objects as one body when you are moving them.

Access Methods

Press [H], the default keyboard


shortcut.

Previous Drawing

Press [F], the default keyboard


shortcut.

Redo

Click on the Redo toolbar Press [Ctrl]+|Shift|+[Z], the In the Drawing, Network,
icon. default keyboard shortcut. Timeline and Xsheet View windows, click on the Menu button and select Edit > Select All. In the Drawing and Network View windows, right-click select Select All. Press [Ctrl]+[A], the default keyboard shortcut.

Select All

Select Child

Use the Select Child command to select the first element parented to the selected peg element in the Timeline View. Use the Select Children command to select all elements parented to the selected peg element in the Timeline View.

In the Timeline and Network


View, click on the Menu button and select Edit > Select Child.

Select Children

In the Timeline and Network


View, click on the Menu button and select Edit > Select Children. Right-click on the selected peg and select Select Children from the pop-up menu. View, click on the Menu button and select Edit > Select Next Brother.

Select Next Brother Use the Select Next Brother command to select the next element (below current element) in the Timeline View. Use the Select Parent command to select parent of the selected element in the Timeline View.

In the Timeline and Network

Select Parent

In the Timeline and Network


View, click on the Menu button and select Edit > Select Parent.

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Command
Select Previous Brother

Action
Use the Select Previous Brother command to select the next element (above current element) in the Timeline View. Use the Select Strokes With Current Colour command to select all of the strokes that match the selected colour pot in the Colour View.

Access Methods

In the Timeline and Network


View, click on the Menu button and select Edit > Select Previous Brother.

Select Strokes With Current Colour

In the Drawing and Camera


View, click on the Menu button and select Edit > Select Strokes With Current Colour. In the Drawing View window, right-click and select Select Strokes With Current Colour. If you are in drawing mode in the Camera View window, right-click and select Select Strokes With Current Colour. Press [Ctrl]+[Shift]+[A], the default keyboard shortcut.

Undo Use the Undo command to remove the last change made to your animation project. Toon Boom Digital Pro supports multiple undos, so you can revert changes you have made in the order you made them.

Click on the Undo toolbar Press [Ctrl]+[Z], the default


keyboard shortcut. icon.

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File Menu
Use the File menu to create, open, save, and import or export elements.

Command
Open Recent > Clear Import > Drawings

Action
Use the Clear command to remove all shortcuts to recent documents available in the Open Recent Menu Use the Import Drawings command to allow you to import bitmap images or image sequences in your scene, and to vectorize them when needed.

Access Methods

Select

File > Open Recent > Clear.

In the Xsheet and Timeline View


click on the Menu button and select File > Import > Drawings. In the Xsheet, right-click on the column and select Import > Drawings. File > Export > Adobe Flash (SWF).

Export > Adobe Flash (SWF) Use the Adobe Flash (SWF) command to display the Export to Adobe Flash Movie dialog box. From here you can export to an Adobe Flash Movie. Use the Print command to print the Network View.

Select

Print > Network

In the Network View, click on


the Menu select File > Print. button and

New

Use the New command to bring up a dialog box in which a user can enter a new scene name and location, creating a new scene.

Click on the File toolbar Press [Ctrl]+[N], the default


keyboard shortcut. icon.

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Command
Open

Action
Use the Open command to bring up the Open Digital Pro Scene file dialog. Browse your file system for a Digital Pro scene file (.digital or.solo). The Open command is not disabled when a scene is opened. You can open a new scene from the current one and the previous scene will be closed. Use the Open Recent command to display an Open Recent List, allowing you to quickly open recently opened scenes. Use the Open GL Frames command to display your animation using only the transformations created in the Camera View windows. Unlike a full composite operation, this command excludes any effects and antialiasing you have built in the Network View, which makes the rendering process faster. Use the Quicktime Movie command to display the Export to Quicktime Movie dialog box. From here you can export to a Quicktime Movie. Use the Quit command to close Toon Boom Digital Pro. If your current scene has unsaved changes, you will be asked if you want to save your work before the software shuts down. Use the Render Network command to open the Render Network dialog box, which can be used to initiate a local composite. Use the Save command to save all changes that made to the open scene, drawings, palettes, and palette lists.

Access Methods

Click on the Open toolbar Press [Ctrl]+[O], the default


keyboard shortcut. icon.

Open Recent

Select

File > Open Recent

Export > OpenGL Frames

Select

File > Export > Open GL Frames.

Export > QuickTime Movie Quit

Select

File > Export > QuickTime Movie.

Select File > Quit (Windows). Select Digital Pro > Quit (Mac
OS X).

Export > Render Network Save

Press [Ctrl]+[Shift]+[Y], the

default keyboard shortcut.

Click on the Save toolbar Press [Ctrl]+[S], the default


keyboard shortcut. icon.

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Command
Save As New Version

Action
Use the Save As New Version command to save another version of the scene. The Save Version window will ask you to give a new name to this scene before saving it. Note that the drawings are not duplicated. If they are modified, these changes will apply to every versions. Use the Scans command to scan images through a Twain device and to import them as vector or bitmap images.

Access Methods

Select

File > Save As New Version.

Import > Scans

In the Xsheet and Timeline View,


click on the Menu button, select File > Import > Scans. In the Xsheet, right-click on the column and select Import > Scans. Menu button, select File > Import > Sounds. In the Xsheet, right-click on the sound column and select Import > Sounds.

Import > Sounds Use the Sounds command to import sound files into your scene. The supported file formats are:

In the Xsheet and Timeline View

Wav MP3 Aiff


Import > SWF, Illustrator to Local Library Use the SWF, Illustrator to Local Library command to import third party software vector images to your scene. This will add the vector images to your Template Library. The supported formats are:

In the Template Library, click on


the Menu button and select Edit > Import Files. In the Template Library rightclick and select Import Files.

SWF AI PDF
Print > Xsheet The Print command prints the Xsheet View.

In the Xsheet View click on the


Menu button and select File > Print.

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Help Menu
Use the Help menu to access the Online Help and find information on the software.

Command
About

Action
Use the About command to access general information about the software. Use the Debug Mode to access the Debug window which helps to identify a problem encountered in the software. Use the Toon Boom Digital Pro Help to access the online help. Use the Show Welcome Screen command to display the welcome screen from start-up.

Access Methods

Debug Mode

Toon Boom Digital Pro Help Show Welcome Screen

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Play Menu
Use the Play menu to playback the scene and navigate through your drawings.

Command
Enable Cache

Action
Use the Enable Cache command to store the frame you playback in the memory. The next time that you playback the recorded frames, they will quickly be recalled, to playback in real-time. Use the Enable Sound Scrubbing command while you are checking the lip sync of a voice track. With this option enabled, you can use the Frame field in the Playback Controls Toolbar to review the lip sync timing in your scene. Use the Enable Sound command to include the soundtrack during playback. Use the First Frame command to set the current frame as the first frame of the scene. The Go to Frame command sets your current frame to any frame you input in the dial box.

Access Methods

Click on the Enable Cache


icon in the Play toolbar.

Enable Sound Scrubbing

In the Timeline View, right-click


on the frame field and select Enable Sound Scrubbing.

Enable Sound

Click on the Enable Sound


icon in the Play toolbar. keyboard shortcut.

First Frame

Press [Shift]+[,], the default In the Timeline View, right-click

Go to Frame

on the frame field and select Go to Frame. Change the frame number of the Frame field in the Play toolbar.

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Command
Last Frame

Action
The Last Frame command sets your current frame to the first frame of the scene. The Loop command repeats the scene when it reaches the last frame. The Next Frame command sets the current frame to its following frame. The Play Scene Backward command plays the animation from the current frame to the first frame.

Access Methods

Press [Shift]+[.], the default


keyboard shortcut.

Loop

Click on the Loop


the Play toolbar. shortcut.

icon in

Next Frame

Press [.], the default keyboard Click on the Play Scene


Backward toolbar. icon in the Play

Play Scene Backward

Play Scene Forward

The Play Scene Forward command plays the animation from the current frame to the last frame.

Click on the Play Scene Forward Press [Shift]+[Enter], the default


keyboard shortcut. icon in the Play toolbar.

Playback Speed Previous Frame Start Frame

The Playback Speed allows you to change the frame rate of the playback. The Previous Frame command sets the current frame to its previous frame. The Start Frame command controls the starting frame of the playback range. Use the Stop command to stop the playback.

Change the frame rate of the fps


field in the Play toolbar.

Press [,], the default keyboard


shortcut.

Change the frame number of the


Start field in the Play toolbar.

Stop

Click on the Stop

icon in the Play toolbar. Press [Shift]+[Enter], the default keyboard shortcut. Stop field in the Play toolbar.

Stop Frame

Use the Stop Frame command to control the end frame of the playback range.

Change the frame number of the

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Scene Menu
Use the Scene menu to modify scene length, adjust resolution and frame rate, and to select the active camera and display.

Command Add Frames After Selection

Action
Use the Add Frames After Selection command to open the Add Frames dialog box, in which you can enter the number of frames you want to add after your selection.

Access Methods

In the Xsheet View, click on the


Menu button and select Frames > Add Frames After Selection. Right-click on the frame and select Frames > Add Frames After Selection from the pop-up menu. Press [Ctrl]+[H], the default keyboard shortcut. Menu button and select Frames > Add Frames At End. Right-click on the frame and select Frames > Add Frames At End from the pop-up menu. Menu button and select Frames > Add Frames At Start. Right-click on the frame and select Frames > Add Frames At Start from the pop-up menu.

Add Frames At End Use the Add Frames At End command to open the Add Frames dialog box, in which you can enter the number of frames you want to add at the end of your Xsheet.

In the Xsheet View, click on the

Add Frames At Start

Use the Add Frames At Start command to open the Add Frames dialog box, in which you can enter the number of frames you want to add at the beginning of your Xsheet.

In the Xsheet View, click on the

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Action
Use the Add Elements command to open the Add Element box, allowing you to create a new element in your Timeline and Network View.

Access Methods

In the Timeline View, click on the


Menu button and select Add > Add Elements. In the Timeline View, right-click on the left side of the window and select Add > Add Elements. button and select Menu Frames > Add Frames Before Selection. Right-click on the frame and select Frames > Add Frames Before Selection from the pop-up menu. Press [Ctrl]+[G], the default keyboard shortcut. Scene > Camera.

Add Frames Before Selection

Use the Add Frames Before Selection command to open the Add Frames dialog box, in which you can enter the number of frames you want to add before your selection.

In the Xsheet View, click on the

Camera Use the Camera menu to change from one Camera module to another. Any active camera module will be available in this menu. Use the Check Files command to check for missing drawings. For example, if an element requires a drawing named rickbody-200.tvg and there is no such file in the file system, Toon Boom Digital Pro will report the error. Use the Display menu to change from one Display module to another. Any active display module will be available in this menu.

Select

Check Files

Select

Scene > Check Files.

Display

Select

Scene > Display.

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Toon Boom Digital Pro: Reference and Scripting Guide Command Add > Drawing

Action
Use the Drawing command to add a new drawing element to your scene. Toon Boom Digital Pro automatically creates an element in the database, adds a Element Module to the Network View and adds a column in the Xsheet View.

Access Methods

In the Timeline View, click on the


Menu button and select Modules > Add > Drawing. Right-click on the element modules area and select Add > Drawing from the pop-up menu. button in the Timeline Module Toolbar. In the Add Element box, change the type of Drawing and give this new drawing element a name. button and select Menu Add > Peg. In the Timeline View, right-click on the left-side area and select Add > Peg from the pop-up menu. button.

Click on the Add Elements

Add > Peg

Use the Peg command to add a new peg element to your scene. Toon Boom Digital Pro automatically adds a Peg Module to the Network View.

In the Timeline View, click on the

Click on the Add Peg Click on the Add Elements

Remove Selected Frames Use the Remove Selected Frames command to delete selected frames from your scene. You cannot delete the last frame in a scene; a scene must contain at least one frame.

button in the Timeline Module Toolbar. In the Add Element box, change the type to Peg and give this new peg element a name. Press [Ctrl]+[P], the default keyboard shortcut. Menu button and select Frames > Remove Selected Frames. Right-click on the frame and select Frames > Remove Selected Frames from the pop-up menu. Scene > Resolution / Frame Rate.

In the Xsheet View, click on the

Resolution / Frame rate

Use the Resolution / Frame Rate command to specify the scene resolution and frame-rate.

Select

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Action
Use the Scene Length command to change the total number of frames in the scene. New frames are always added at the end of the scene as empty frames. If you decide to shorten your scene length, the frame at the end of your scene will be deleted. Use the Sound command to add sound elements to your scene. To see Sound layers in the timeline, you must activate the Show Sounds command.

Access Methods

Select

Scene > Scene Length.

Add > Sound

In the Timeline View, click on the


button and select Menu Add > Sound. In the Timeline View, right-click on the left-side area and select Add > Sound from the pop-up menu. button in the Timeline Module Toolbar. In the Add Element box, change the type to Peg and name the new peg element. Select Scene > Add > Sound. In the Xsheet View, click on the Menu button and select Columns > Add Columns. In the Add Columns Box, change the Column Type to Sound. Press [Shift]+[C], the default keyboard shortcut.

Click on the Add Elements

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View Menu
Use the View to modify the way that elements are displayed in the user interface.

Command
Preview Resolution > 1/4 of Scene Resolution

Action
Use the 1/4 of Scene Resolution command to scale down the temporary render (Playback View, Camera Render View) to a quarter of the scenes resolution. This saves memory and allows you to work more quickly. Use the 1/3 of Scene Resolution command to scale down the temporary render (Playback View, Camera Render View) to a third of the scenes resolution. This saves memory and allows you to work more quickly. Use the 1/2 of Scene Resolution command to scale down the temporary render (Playback View, Camera Render View) to half of the scenes resolution. This saves memory and allows you to work more quickly. Use the 3/4 of Scene Resolution command to scale down the temporary render (Playback View, Camera Render View) to the threequarters of the scenes resolution. This saves memory and allows you to work more quickly.

Access Methods

Select

View > Preview Resolution > 1/4 of Scene Resolution.

Preview Resolution > 1/3 of Scene Resolution

Select

View > Preview Resolution > 1/3 of Scene Resolution.

Preview Resolution > 1/2 of Scene Resolution

Select

View > Preview Resolution > 1/2 of Scene Resolution.

Preview Resolution > 3/4 of Scene Resolution

Select

View > Preview Resolution > 3/4 of Scene Resolution.

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Command
Drawing > 12 Field Grid

Action
Use the 12 Field Grid command to display the 12-field grid in the Drawing and Camera View window. The 12-field grid is based on a ratio of 4:3. To see the 12-field Grid, you must enable the Show Grid command.

Access Methods

In the Drawing and Camera View


window, click on the Menu button and select View > Drawing > Grid > 12 Field Grid. In the Drawing View, right-click on the drawing and select View > Grid > 12 Field Grid from the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select View > Grid > 12 Field Grid from the pop-up menu. window, click on the Menu button and select View > Drawing > Grid > 16 Field Grid. In the Drawing View, right-click on the drawing and select View > Grid > 16 Field Grid from the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select View > Grid > 16 Field Grid from the pop-up menu. View, click on the Menu button and select View > Onion Skin > Add All to Onion Skin. In the Timeline View, click on the Menu button and select Onion Skin > Previous Drawing. If you are in animation mode in the Camera View, right-click and select Onion Skin > Add All to Onion Skin. Press [Alt]+[Shift]+[O], the default keyboard shortcut.

Drawing > 16 Field Grid

Use the 16 Field Grid command to display the 16-field grid in the Drawing and Camera View windows. The 16-field grid is based on a ratio of 4:3. To see the 16-field Grid, you must enable the Show Grid command.

In the Drawing and Camera View

Onion Skin > Add All to Onion Skin

Use the Add All to Onion Skin command to add all of the drawing elements to the onion skin preview.

In the Drawing and Camera

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Command
Onion Skin > Add to Onion Skin

Action
Use the Add to Onion Skin command to add the selected elements to the onion skin preview.

Access Methods

In the Drawing and Camera


View, click on the Menu button and select View > Onion Skin > Add to Onion Skin. In the Timeline View, click on the Menu button and select Onion Skin > Previous Drawing. If you are in animation mode in the Camera View, right-click and select Onion Skin > Add to Onion Skin. Press [Shift]+[S], the default keyboard shortcut. Menu button and select View > All Columns to Default Width.

Xsheet > All Columns to Default Width Use the All Columns to Default Width command to return all cells and columns to their default size.

In the Xsheet View, click on the

Auto Render

Use the Auto Render command to launch the network and render the animation in the Camera View window when it is in render mode. Once the network has been launched, toggling the Auto Render button will only re-render if the contents of the scene have been changed. Use the Backlight command to identify unpainted areas and bubbles in drawings. The Backlight command imitates a light shining from behind the drawing. You can change the Backlight colour in the Preferences dialog box.

Click on the Auto Render toolbar


icon. In the Camera View, click and hold the Render button and select Auto Render.

Drawing > Backlight

In the Drawing and Camera

View window, click on the Menu button and select View > Backlight. In the Drawing View, right-click on the drawing and select View > Backlight from the popup menu. If you are in drawing mode in the Camera View, right-click on the drawing and select View > Backlight from the popup menu. Press [A], the default keyboard shortcut.

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Command
BBox Selection Style

Action
Use the BBox Selection Style command to turn on and off the BBox Selection feature. When enabled, this feature displays a box around selected elements in the Camera View. When disabled, selected elements appear highlighted. Use the Bitmap Image Quality command to open the Bitmap Image Quality dialog box, allowing you to set a higher preview resolution for the Bitmap image.

Access Methods

In the top menu select

View > BBox Selection Style.

Camera > Bitmap Image Quality

In the Camera View window, click


button and on the Menu select View > Bitmap Image Quality. Press [Ctrl]+[Q] (Windows), the default keyboard shortcut. Menu button and select View > Navigator > Bottom Left.

Network > Bottom Left

Use the Bottom Left command to move the Navigator to the bottom left corner of the Network View window. Use the Bottom Right command to move the Navigator to the bottom right corner of the Network View window. Use the Bezier command to change the look of the cables that connect modules in the Network View to lines capable of curving. Use the Line command to change the look of cables that connect modules in the Network View to lines connected at 90-degree angles. Use the Camera Cone command to show or hide the camera cone in the Camera View.

In the Network View, click on the

Network > Bottom Right

In the Network View, click on the


Menu button and select View > Navigator > Bottom Right.

Network > Cable Style: Bezier

In the Network View, click on


button and the Menu select View > Cable Style > Bezier.

Network > Cable Style: Line

In the Network View, click on


the Menu button and select View > Cable Style > Line.

Camera > Camera Cone

In the Camera View bottom

toolbar, click on the Camera

icon. Cone In the Camera View window, click on the Menu button and select View > Camera Cone.

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Command
Camera > Camera Mask

Action
Use the Camera Mask command to hide the exterior of the camera frame in the Camera View. The default colour of the mask is charcoal, but this can be changed in your Preferences.

Access Methods

In the Camera View bottom


Mask icon.

toolbar, click on the Camera

In the Camera View window, click


on the Menu button and select View > Camera Mask.

Timeline > Centre on Selection

Use the Centre on Selection command to display the selected element in the Timeline View. Note that your Timeline elements must be expanded.

In the Timeline View, click on the


Menu button and select View > Centre on Selection. In the Timeline View, right-click on the selected element on the left-hand side of the window and select Centre on Selection from the pop-up menu. Press [O], the default keyboard shortcut. button and select View > Change Columns Colour. Right-click on the selection and select Colour > Change Columns Colour from the pop-up menu. button and select View > Change Track Colour.

Xsheet > Change Columns Colour Use the Change Columns Colour command to select a new colour for the columns you have selected. The corresponding track in the Timeline View will also be displayed with the selected colour.

Click on the Menu

Timeline > Change Track Colour

Use the Change Track Colour command to select a new colour for the track you have selected. The corresponding column in the Xsheet View will also be displayed with the selected colour. Note that you can change the colour only on drawing elements. Use the Collapse All command to hide all of the layers below each peg in the Timeline View.

Click on the Menu

Timelines > Collapse All

In the Timeline View window,


click on the Menu button and select View > Collapse All. Right-click on the selected peg and select Collapse/Expand > Collapse All from the pop-up menu. Press [0] (zero), the default keyboard shortcut.

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Command
Timelines > Collapse/ Expand

Action
Use the Collapse/Expand command to alternately show and hide all of the layers below the selected peg.

Access Methods

In the Timeline View window,


click on the Menu button and select View > Collapse/Expand. Right-click on the selected peg and select Collapse/Expand > Collapse/Expand from the popup menu. Press [Ctrl]+[I], the default keyboard shortcut. Click on the arrow button next to the layers name. View > Xsheet > Column Types Manager.


Xsheet > Column Types Manager Use the Column Types Manager command to open the Show Columns dialog box. Use this dialog box to select the columns you want to display in the Xsheet View. Use the Custom command to scale the temporary render (Playback View, Camera Render View) to a custom size of the scenes resolution. This saves memory and allows you to work more quickly. Use the Default Columns Colour command to restore the default colour of the selected columns.

Select

Preview Resolution > Custom

Select

View > Preview Resolution > Custom.

Xsheet > Default Columns Colour

In the Xsheet View, click on the


Menu button and select Columns > Default Columns Colour. Right-click on the column and select Colour > Default Columns Colour. button and select View > Default Track Colour.

Timelines > Default Track Colour

Use the Default Track Colour command to restore the default colour of the selected tracks. Note that you can change the colour only on drawing elements. Use the Blank command when you have cells in the Xsheet that have no drawings in them and you want to leave them blank. Use the With an X command to fill empty cells in the Xsheet with the character X.

Click on the Menu

Xsheet > Empty Cells: Blank Xsheet > Empty Cells: With an "X"

In the Xsheet View, click on the


Menu button and select View > Empty Cells > Blank.

In the Xsheet View, click on the


Menu button and select View > Empty Cells > With an X.

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Command
View > Camera > Enable Playback

Action
Use the Enable Playback command to turn on and off the ability to playback animations in the following camera views: Side, Top and Free. When this option is enabled, your animation will playback in the Camera View window when you click on the Play button in the Playback Controls Toolbar. Use the Expand All command to display all of the modules in the Timeline View.

Access Methods

In the Camera View, click on the


Menu button and select View > Enable Playback. In the Top, Side, Free View, click on the Menu button and select Enable Playback. In the Camera, Top, Side and Free View, right-click and select Enable Playback. button and select View > Expand All. Right-click on the selected peg and select Collapse/Expand > Expand All from the pop-up menu. Press [9], the default keyboard shortcut. View window, click on the Menu button and select View > Grid > Outline Only. In the Drawing View, right-click on the drawing and select View > Grid > Grid Outline Only from the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select View > Grid > Grid Outline Only from the pop-up menu. button and select Menu View > Held Exposures > Line.

Timelines > Expand All

Click on the Menu

Drawing > Grid Outline Only

Use the Grid Outline Only command to display only the outline of the grid border in the Drawing and Camera View windows. To see the outline, you must turn on the grid with the Show Grid command.

In the Drawing and Camera

Xsheet > Held Exposures: Line

Use the Line command to have the Xsheet display cell labels that have the same value as the previous cell with a line, instead of repeating the value. Use the Value command to have the Xsheet repeat the value in a cell that has the same label as the previous cell, instead of displaying a line.

In the Xsheet View, click on the

Xsheet > Held Exposures: Value

In the Xsheet View, click on the


Menu button and select View > Held Exposures > Value.

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Command
Camera > Hide All Control Parameters

Action
Use the Hide All Control Parameters command to hide all of the control parameters that appear in the Camera and Side View.

Access Methods

In the Camera View, click on the


Menu button and select View > Hide All Control Parameters. In the Camera View, right-click and select Hide All Control Parameters. Press [Shift]+[C], the default keyboard shortcut. click on the Menu button and select View > Hide Line Texture. In the Camera View window, click on the Menu button and select View > Show > Hide Line Texture. In the Drawing View, right-click on the drawing and select View > Hide Line Texture from the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select View > Hide Line Texture from the pop-up menu. Press [W], the default keyboard shortcut. Menu button and select View > Hide Selected Columns. Right-click on the exposure sheet and select Hide Selected Columns from the pop-up menu. Press [Alt]+[H], the default keyboard shortcut. Menu button and select View > Hide Selected Thumbnails. In the Network View, right-click and select Hide Selected Thumbnails. Press [T], the default keyboard shortcut.


Drawing > Hide Line Texture Use the Hide Line Texture command to hide the texture of the line, replacing it with a solid colour. Select the command again to deactivate it.

In the Drawing View window,

Xsheet > Hide Selected Columns Use the Hide Selected Columns command to hide selected columns in the Xsheet View.

In the Xsheet View, click on the

Network > Hide Selected Thumbnails

Use the Hide Selected Thumbnails command to hide the thumbnails of selected modules in the Network View.

In the Network View, click on the

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Command
Drawing > Highlight Selected Colour

Action
Use the Highlight Selected Colour command to identify zones painted with specific colours. After you activate this command, use the Palette Manager to select the colour pot you want to see in the selected drawing. When you select the colour, all zones or lines painted with that colour become highlighted, while all other colours remain washed.

Access Methods

In the Drawing and Camera

View window, click on the Menu button and select View > Highlight Selected Colour. In the Drawing View, right-click on the drawing and select View > Highlight Selected Colour from the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select View > Hightlight Selected Colour from the pop-up menu. View window, click on the Menu button and select View > Light Table. In the Drawing View, right-click on the drawing and select View > Light Table from the pop-up menu. Press [Shift]+[L], the default keyboard shortcut. View windows, click on the button and select Menu View > Onion Skin > Next Drawing. In the Timeline View, click on the Menu button and select Onion Skin > Next Drawing. In the Drawing and Camera View, right-click and select Onion Skin > Next Drawing. Press [Ctrl]+[1], the default keyboard shortcut.

Drawing > Light Table

Use the Light Table command to turn on and off the light table. The light table allows you to see all of the elements as they are layered in the frame you have selected, based on the order specified in the Xsheet View.

In the Drawing and Camera

Onion Skin > Next Drawing

Use the Next Drawing command when Onion Skinning has been enabled. The drawing immediately following the current one will display in the Drawing View window.The next drawing will appear slightly lighter, helping you to identify it.

In the Drawing and Camera

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Command
Onion Skin > Next Three Drawings

Action
Use the Next Three Drawings command to display the three drawings immediately following the current one in the Drawing View window. The next drawings will appear slightly lighter, helping you to identify them.

Access Methods

In the Drawing and Camera View


windows, click on the Menu button and select View > Onion Skin > Next Three Drawings. In the Timeline View, click on the Menu button and select Onion Skin > Next Three Drawings. If you are in animation mode in the Camera View, right-click and select Onion Skin > Next Three Drawings. Press [Ctrl]+[3], the default keyboard shortcut.

Onion Skin > Next Two Drawings Use the Next Two Drawings command to display the two drawings immediately following the current one in the Drawing View window. The next drawings will appear slightly lighter, helping you to identify them.

In the Drawing and Camera View


windows, click on the Menu button and select View > Onion Skin > Next Two Drawings. In the Timeline View, click on the Menu button and select Onion Skin > Next Two Drawing. If you are in animation mode in the Camera View, right-click and select Onion Skin > Next Two Drawing. Press [Ctrl]+[2], the default keyboard shortcut.

Onion Skin > No Next Drawing

Use the No Next Drawings command when Onion Skinning has been enabled. This command allows you to turn off the display of any drawings following the current one in the Drawing View window.

In the Drawing and Camera

View window, click on the Menu button and select View > Onion Skin > No Next Drawings. In the Timeline View, click on the Menu button and select Onion Skin > No Next Drawing. If you are in animation mode in the Camera View, right-click and select Onion Skin > No Next Drawing. Press [Ctrl]+[ `], the default keyboard shortcut.

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Command
Onion Skin > No Previous Drawing

Action
Use the No Previous Drawings command when Onion Skinning has been enabled. This command allows you to turn off the display of any drawings preceding the current one in the Drawing View window.

Access Methods

In the Drawing and Camera


window, click on the Menu button and select View > Onion Skin > No Previous Drawings. In the Timeline View, click on the Menu button and select Onion Skin > No Previous Drawing. If you are in animation mode in the Camera View, right-click and select Onion Skin > No Previous Drawing. Press [~], the default keyboard shortcut.

Onion Skin

Use the Onion Skin menu to see the current drawing, as well as the previous or next drawing in a drawing column sequence. Use the Outline Locked Drawings command to have drawings that have been locked from the Camera, Top, Side, Free or Timeline View, appear as an orange outline. If this option is not selected, these drawings will appear washed out. Use the Overlay command to place the grid on top of the drawings on the Drawing and Camera View windows. Use this command when you are working on images that are filled with colour and you need the grid to complete detailed work. A grid must be visible for this command to work.

Outline Locked Drawings

Select

View > Outline Locked Drawings.

Drawing > Overlay

In the Drawing and Camera

View window, click on the Menu button and select View > Grid > Overlay. In the Drawing View, right-click on the drawing and select View > Grid > Overlay from the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select View > Grid > Overlay from the pop-up menu.

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Command
Drawing > Preview Line Art and Colour Art

Action
Use the Preview Line Art and Colour Art command to display both the colour art and line art simultaneously in the Drawing View window. This allows you to see how they will work together.

Access Methods

In the Drawing and Camera View


bottom toolbar, click on the Preview Line Art and Colour Art icon.

In the Drawing and Camera

Preview Manager Use the Preview Manager command to display a dialog box that you can use to select the elements you want to display in the Camera View windows. You can also use the Hide/Unhide commands to do this, but the Preview Manager provides greater control over memory management Use the Preview Options command to open the Preview Options dialog box. This can be used to change how the animation is rendered on screen. The dialog box provides you with OpenGL and software rendering options for balancing speed and performance for the accuracy of the on-screen display of rendered images.

View window, click on the Menu button and select View > Preview Line Art and Colour Art. In the Drawing View, right-click on the drawing and select View > Preview Line Art and Colour Art from the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select View > Preview Line Art and Colour Art from the pop-up menu. Press [P], the default keyboard shortcut. button and select View > Preview Manager. Click on the Top, Side or Free View Menu button and select Preview Manager.

Click on the Camera View Menu

Preview Options

Select

View > Preview Options.

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Command
Onion Skin > Previous Drawing

Action
Use the Previous Drawing command when Onion Skinning has been enabled. The drawing immediately preceding the current one will display in the Drawing or Camera View windows. It will appear lighter, helping you to identify it.

Access Methods

In the Drawing and Camera

View windows, click on the Menu button and select View > Onion Skin > Previous Drawing. In the Timeline View, click on the Menu button and select Onion Skin > Previous Drawing. If you are in animation mode in the Camera View, right-click and select Onion Skin > Previous Drawing. Press [!], the default keyboard shortcut. windows, click on the Menu button and select View > Onion Skin > Previous Three Drawings. In the Timeline View, click on the Menu button and select Onion Skin > Previous Three Drawing. If you are in animation mode in the Camera View, right-click and select Onion Skin > Previous Three Drawing. Press [#], the default keyboard shortcut. windows, click on the Menu button and select View > Onion Skin > Previous Two Drawings. In the Timeline View, click on the Menu button and select Onion Skin > Previous Two Drawing. In the Camera View, right-click and select Onion Skin > Previous Two Drawing. Press [@], the default keyboard shortcut.

Onion Skin > Previous Three Drawings

Use the Previous Three Drawings command to display the three drawings immediately preceding the current one in the Drawing and Camera View windows. These three drawings will appear slightly lighter, helping you to identify them.

In the Drawing and Camera View

Onion Skin > Previous Two Drawings Use the Previous Two Drawings command to display the two drawings immediately preceding the current one in the Drawing and Camera View windows. These two drawings will appear slightly lighter, helping you to identify the different drawings.

In the Drawing and Camera View

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Command
Onion Skin > Remove All Onion Skin

Action
Use the Remove All Onion Skin command to remove all of the drawing elements in the onion skin preview.

Access Methods

In the Drawing and Camera View


windows, click on the Menu button and select View > Onion Skin > Remove All Other. In the Timeline View, click on the Menu button and select Onion Skin > Remove All Onion Skin. If you are in animation mode in the Camera View, right-click and select Onion Skin > Remove All Onion Skin. Press [Ctrl]+[Shift]+[O], the default keyboard shortcut.

Onion Skin > Remove All Other Use the Remove All Other command to remove all unselected drawing elements in the onion skin preview.

In the Drawing and Camera View


Xsheet > Row Units: Feet Use the Feet command to have the row labels display the foot number instead of the frame number. There are sixteen frames for each foot of film. Use the Frames command to have the row labels display the frame number instead of the number of feet. Use the Same as Scene Resolution command to display the temporary render as the same size as the scene (Playback View, Camera Render View).

windows, click on the Menu button and select View > Onion Skin > Remove All Other. In the Timeline View, click on the Menu button and select Onion Skin > Remove All Other. If you are in animation mode in the Camera View, right-click and select Onion Skin > Remove All Other. Press [Ctrl]+[Shift]+[S], the default keyboard shortcut.

In the Xsheet View, click on the


Menu button and select View > Row Units > Feet.

Xsheet > Row Units: Frames

In the Xsheet View, click on the


Menu button and select View > Row Units > Frames.

Preview Resolution > Same as Scene Resolution

Select

View > Preview Resolution > Same as Scene Resolution.

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Command
Xsheet > Set Column Width

Action
Use the Set Column Width command to open the XSheet Column Width dialog box. Use this dialog box to set the width and height of cells (in pixels). Use the Show Columns List command to open the Show Columns dialog box. Use this dialog box to select the columns to be displayed in the Xsheet View. Use the Show Contour Editor Controls command in order to use the Control Editor Controls to modify a group of contour points simultaneously. With this tool, you can:

Access Methods

In the Xsheet View, click on the


Menu button and select View > Set Columns Width.

Xsheet > Show Column List

In the Xsheet View, click on the


button and select Menu View > Show Columns List.

Drawings > Show Contour Editor Controls

In the Drawing View, click on the


Menu button and select View > Show Contour Editor Controls. In the Camera View, click on the Menu button and select View > Show> Show Contour Editor Controls. If you are using the Contour Editor in the Drawing and Camera View, right-click and select Show Contour Editor Controls. Menu button and select View > Show Control Parameters. In the Camera View window, right-click and select Show Control Parameters. Press [C], the default keyboard shortcut.

Rotate Scale Translate

Camera > Show Control Parameters

The Show Control Parameters command displays the control parameters of specific effects in the Camera View:

In the Camera View, click on the

a pegs trajectory the contour control of a the two control points of the
Show Current Drawing on Top quadmap gradient effect. the focus function curve in the Side View window.

Use the Show Current Drawing on Top command to bring the selected drawing on top of all elements in the scene without changing the order in the Xsheet. This function helps you to draft a drawing without having other elements covering it.

Select

View > Show Current Drawing on Top.

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Command
Timelines > Show Effects

Action
Use the Show Effects command to show layers in the timeline. You can select Effects, Groups or Sounds from the Show Layers dialog box.

Access Methods

In the Timeline View window,


click on the Menu button and select View > Show > Show Effects. Right-click on the layer area and select Show > Show Effects from the pop-up menu. button and select Menu View > Show Functions. In the Timeline View, click on the button on Show Functions the peg. Press [Alt]+[F], the default keyboard shortcut. View window, click on the Menu button and select View > Grid > Show Grid. In the Drawing View, right-click on the drawing and select View > Grid > Show Grid from the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select View > Grid > Show Grid from the pop-up menu. Press [Ctrl]+[], the default keyboard shortcut. click on the Menu button and select View > Show > Show Groups. Right-click on the layer area and select Show > Show Groups from the pop-up menu.

Timelines > Show Functions

Use the Show Function command to unfold the peg function layers under the peg in the Timeline View.

In the Timeline View, click on the

Drawing > Show Grid

Use the Show Grid command to display the active grid. Select this command again to deactivate it. When you activate the Show Grid command, the Normal, 12-field or 16-field grid appears in the Drawing and Camera View windows.

In the Drawing and Camera

Timelines > Show Groups Use the Show Groups command to display layers in the timeline. You can select Effects, Groups or Sounds from the Show Groups dialog box.

In the Timeline View window,

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Command
Xsheet > Show Hidden Columns

Action
Use the Show Hidden Columns command to open the Show Hidden Columns dialog box. Use the dialog box to select which hidden columns you want to display.

Access Methods

In the Xsheet View, click on the


Menu button and select View > Show Hidden Columns. In the Xsheet View window, right-click and select Collapse/Hide > Show Hidden Columns In the Xsheet view, press [Alt]+[Shift]+[H], the default keyboard shortcut. Menu button and select View > Show > Show Manager. In the Timeline View window, right-click in the left window and select Show > Show Manager. Menu button and select View > Show Morphing Key Drawing Thumbnail. In the Camera View, click on the Menu button and select View > Show > Show Morphing Key Drawing Thumbnail. Press [=], the default keyboard shortcut. button and select Menu View > Navigator > Show Navigator.

Timelines > Show Manager

Use the Show Manager command to open the Show Manager dialog box. Use this dialog box to select which type of layer you want the Timeline View to show or hide.

In the Timeline View, click on the

Drawing > Show Morphing Key Drawing Thumbnail

Use the Show Morphing Key Drawing Thumbnail command to display a thumbnail of the next morphing keyframe in your sequence. The thumbnail will display in the bottom right of your Drawing and Camera View windows.

In the Drawing View, click on the

Navigator > Show Navigator

Use the Show Navigator command to turn on and off the display of the Navigator. This is used to pan the Network View window.

In the Network View, click on the

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Command
Onion Skin > Show Onion Skin

Action
Use the Show Onion Skin command to activate and deactivate the onion skin. The type of display used when the onion skin is activated is dependent on your Onion Skin settings.

Access Methods

In the Drawing and Camera

View window, click on the Menu button and select View > Onion Skin > Show Onion Skin. Click on the Timeline View Menu button and select Onion Skin > Show Onion Skin. In the Timeline View, right-click on the frame field and select Show Onion Skin. If you are in animation mode in the Camera View, right-click and select Onion Skin > Show Onion Skin. Press [Alt]+[O], the default keyboard shortcut. click on the Menu button and select View > Show Scan Information. In the Camera View window, click on the Menu button and select View > Show > Show Scan Information. click on the Menu button and select View > Show > Show Groups. Right-click on the layer area and select Show > Show Sounds from the pop-up menu.

Drawing > Show Scan Information

Use the Show Scan Information command to display a status bar at the bottom of the Drawing and Camera View. This status bar displays scanning information.

In the Drawing View window,

Timelines > Show Sounds

Use the Show Sounds command to show sound layers in the Timeline View.

In the Timeline View window,

Timelines > Show Sound Waveform

Use the Show Sound Waveform command to show the sound waveform layer in your Timeline View.

In the Timeline View, click on the


Menu button and select View > Show > Show Sound Waveform. In the Timeline View, right-click on the frame field and select Show Sound Waveform.

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Command
Drawing > Show Strokes

Action
Use the Show Strokes command to turn on and off the display of strokes and contours that make up the drawn shapes. This command is useful when you want to locate the gaps to close with the Close Gap or the Stroke tools.

Access Methods

In the Drawing and Camera

Drawing > Show Stroke With Colour Wash Use the Show Strokes with Colour Wash command to identify the strokes that make up lines in a drawing. This command shows the strokes and washes the colour that fills the strokes. Use the Show Selected Thumbnails command to display the thumbnail of a selected module in the Network View.

View window, click on the Menu button and select View > Show Strokes. In the Drawing View, right-click on the drawing and select View > Show Strokes from the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select View > Show Strokes from the pop-up menu. Press [K], the default keyboard shortcut. View window, click on the Menu button and select View > Show Strokes with Colour Wash.

In the Drawing and Camera

Network > Show Selected Thumbnails

In the Network View, click on the


Menu button and select View > Show Selected Thumbnails. In the Network View, right-click and select Show Selected Thumbnails. Press [T], the default keyboard shortcut. Menu button and select View > Show Thumbnails.


Xsheet > Show Thumbnails Drawing > Square Grid Use the Show Thumbnails command to show a thumbnail over each column in the Xsheet view. Use the Square Grid command to display a uniform grid in the Drawing and Camera View windows with a ratio 1:1. This grid is unlike the 12field (4:3) and 16-field (4:3) grids. To see the grid, you must turn it on with the Show Grid command.

In the Xsheet View, click on the

In the Drawing and Camera

View window, click on the Menu button and select View > Grid >Square Grid. In the Drawing View, right-click on the drawing and select View > Grid > Square Grid from the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select View > Grid > Square Grid from the pop-up menu.

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Command
Drawing > Switch To Colour Art / Line Art

Action
Use the Switch to Colour Art / Line Art command to alternately change to Colour Art or Line Art modes. In Colour Art Mode, Toon Boom Digital Pro surrounds the regions that you can paint with thin lines, called strokes. If you have Preview Mode turned off, Toon Boom Digital Pro also hides the line art so that you do not accidentally change it as you paint colour art. In Line Art Mode, you can ink the lines that will appear in your final animation.

Access Methods

In the Drawing and Camera View


bottom toolbar, click on the Switch to Colour Art / Line Art icons.

In the Drawing and Camera

Toggle Full Screen Toolbars Use the Toggle Full Screen command to maximize your current window to its fullest size. Use the Toolbars menu to view all of the user interface toolbars. Select the necessary toolbar and it will appear on the software interface. Use the Top Left command to move the Navigator to the top left corner of the Network View window. Use the Top Right command to move the Navigator to the top right corner of the Network View window.

View window, click on the Menu button and select View > Switch to Colour Art / Line Art. Right-click on the drawing and select Switch to Colour Art / Line Art from the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select Switch to Colour Art / Line Art from the pop-up menu. Press [L], the default keyboard shortcut. keyboard shortcut.

Press [Ctrl]+[F], the default Select

View > Toolbars and select the toolbar you need.

Network > Top Left

In the Network View, click on the


button and select Menu View > Navigator >Top Left.

Network > Top Right

In the Network View, click on the


button and select Menu View > Navigator > Top Right.

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Command
Drawing > Underlay

Action
Use the Underlay command to place the grid behind the drawings in the Drawing View window. A grid must be visible for this command to work. The Underlay command is useful when you are drawing line art (that is not filled with colour) and you want to see the shape of your drawings and the grid at the same time.

Access Methods

In the Drawing and Camera

View window, click on the Menu button and select View > Grid > Underlay. In the Drawing View, right-click on the drawing and select View > Grid > Underlay from the pop-up menu. If you are in drawing mode in the Camera View, right-click on the drawing and select View > Grid > Underlay from the pop-up menu. Menu button and select View > Unhide All Columns.

Xsheet > Unhide All Columns

Use the Unhide All Columns command to reveal all hidden columns in the Xsheet View.

In the Xsheet View, click on the

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Windows Menu
Use the Windows menu to add a new floating window and to manage workspaces.

Command
Camera

Action
Use the Camera option to create a new Camera View window.

Access Methods

Click on the Create View Menu


button and select Camera.

Colour

Use the Colour option to create a new Colour View window.

Click on the Create View Menu


button and select Colour.

Coordinates and Control Points

Use the Coordinates and Control Points to edit keyframes and control point parameters, such as the position, continuity, bias and lock in time. Use the Drawing option to create a new Drawing View window.

Click on the Create View Menu


button and select Coordinates and Control Points.

Drawing

Click on the Create View Menu


button and select Drawing.

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Command
Free

Action
Use the Free option to create a new Free View window.

Access Methods

Click on the Create View Menu


Free. button and select

Function

Use the Function option to create a new Function View window.

Click on the Create View Menu


button and select Function.

Message Log

Use the Message Log option to create a new Message Log View window.

Click on the Create View Menu


button and select Message Log.

Model

Use the Model option to create a new Model View window.

Click on the Create View Menu


button and select Model.

Module Library

Use the Module Library option to create a new Module Library window.

Click on the Create View Menu


button and select Module Library.

Modules Properties

Use the Module Properties option to create a new Module Properties window.

Click on the Create View Menu


button and select Module Properties.

Morphing

Use the Morphing option to create a new Morphing window.

Click on the Create View Menu


button and select Morphing.

Network

Use the Network option to create a new Network window.

Click on the Create View Menu


button and select Network.

Pen

Use the Pen option to create a new Pen window.

Click on the Create View Menu


Pen. button and select

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Command
Playback

Action
Use the Playback option to create a new Playback window.

Access Methods

Click on the Create View Menu


button and select Playback.

Workspace > Restore Factory Default Workspace Workspace > Save Workspace

Use the Restore to Factory Default Workspace command to restore the workspace to its default settings.

Select

Windows > Workspace > Restore to Factory Default Workspace.

Use the Save Workspace command to save the newly created workspace as a template in the Workspace Manager. Use the Save Workspace As command to save a new workspace Use the Side option to create a new Side window.

Click on the Save Workspace


icon in the Workspace toolbar.

Workspace > Save Workspace As Side

Select

Windows > Workspace > Save Workspace As.

Click on the Create View Menu


Side. button and select

Template Library

Use the Template Library option to create a new Template Library window.

Click on the Create View Menu


button and select Template Library.

Timeline

Use the Timeline option to create a new Timeline window.

Click on the Create View Menu


button and select Template Library.

Top

Use the Top option to create a new Top window.

Click on the Create View Menu


button and select Template Library.

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Command
Workspace > Workspace Manager

Action
Use the Workspace Manager to create, reorder and hide workspaces.

Access Methods

Click on the Workspace Manager


icon on the Workspace toolbar.

Xsheet

Use the Xsheet option to create a new Xsheet window.

Click on the Create View Menu


button and select Template Library.

Camera View Menu


Use the Camera View Menu to alter objects and elements in the Camera View.

Command
View > Drawing > 12 Field Grid View > Drawing > 16 Field Grid View > Onion Skin > Add All to Onion Skin View > Onion > Add to Onion Skin Drawing > Adjust Line Texture Opacity

Action
Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

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Chapter 5: Commands

Command
Animation > Keyframe Mode Morphing > Appearing Point Hint Drawing > Apply Tool to All Drawings Drawing > Apply Tool to Line and Colour Art Drawing > Drawing Mode > Auto Flatten View > Auto Render Drawing > Auto-Create Colour Art from Brush View > Backlight View > Bitmap Image Quality Drawing > Mark Drawing As > Breakdown Drawing Drawing > Arrange > Bring Forward Drawing > Arrange > Bring To Front Animation > Element Mode

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. 177

Toon Boom Digital Pro: Reference and Scripting Guide

Command
Drawing Tools > Brush Drawing > Convert > Brushes to Pencil Line View > Camera Cone View > Camera Mask Drawing Tools > Close Gap Drawing > Clean up > Close Gaps Drawing > Auto Gap Closing > Close Large Gap Drawing > Auto Gap Closing > Close Medium Gap Drawing > Auto Gap Closing > Close Small Gap Drawing Tools > Contour Editor Morphing > Contour Hint

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: View Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Morphing > Convert Morphing to Drawing Edit > Copy

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Drawing > Create Empty Drawings Drawing > Convert > Create Colour Art from Line Art Drawing > Create Contour Stoke Drawing > Create Drawing in Empty Cell Edit > Cut

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Drawing Tools > Cutter Drawing > Drawing Mode > Cycle Between Drawing Modes Drawing > Drawing Mode > Default Drawing Tools > Deform

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Animation > Delete Keyframe Drawing > Delete Selected Drawings Drawing > Auto Gap Closing > Disabled Drawing Tools > Dropper Drawing > Duplicate Drawings Drawing Tools > Edit Texture View > Editor Drawing Tools > Ellipse Drawing Tools > Eraser Drawing > Flatten Drawing > Flatten and Remove Extra Strokes Drawing > Drawing Mode > Flatten Latest Animation > Flip > Flip Horizontal 180

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Chapter 5: Commands

Command
Drawing > Transform > Flip Horizontal Animation > Flip > Flip Scale X Animation > Flip > Flip Scale Y Drawing > Transform > Flip Vertical Animation > Flip > Flip Vertical Morphing > Go to First Frame Morphing > Go to Last Frame Morphing > Go to Next Frame Morphing > Go to Previous Frame Drawing Tools > Grabber View > Grid > Grid Outline Only Drawing > Group > Group View > Hide All Control Parameters

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Access Methods

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Toon Boom Digital Pro: Reference and Scripting Guide

Command
Morphing > Hide Hints View > Show > Hide Line Texture View > Highlight Selected Colour Drawing > Mark Drawing As > Inbetween Drawing Animation > Insert Control Point Animation > Insert Keyframe Animation > Inverse Kinematic Tool Drawing > Mark Drawing As > Key Drawing View > Light Table Drawing Tools > Line Animation > Lock > Lock Animation > Lock > Lock All Animation > Lock > Lock All Others 182

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Chapter 5: Commands

Command
Animation Tools > Maintain Size View > Matte View

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Animation. The Matte View command switches the Camera View mode to display the scenes element mattes only. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

In the Camera View, click on the


Matte View button.

Morphing > Modify Deformation Path Morphing > Morphing Tool View > Onion Skin > Next Drawing View > Onion Skin > Next Three Drawings View > Onion Skin > Next Two Drawings View > Onion Skin > No Next Drawing View > Onion Skin > No Previous Drawing Animation > No Z Dragging Animation > Nudge Backward Animation > Nudge Forward

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

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Command
Animation Tools > Offset Spline View > OpenGL View

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Use the OpenGL View command to have the Camera View mode display the scenes element in OpenGL Mode. This is a quick display which allows you to work more quickly and to playback the scene in real time. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

In the Camera View, click on the


OpenGL View button.

Drawing > Optimize View > Grid > Overlay Drawing Tools > Paint Drawing > Paint and Remove Line Texture Drawing Tools > Paint Unpainted Edit > Paste

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Edit > Paste Special Edit > Paste Special Again Drawing Tools > Pencil Morphing > Pencil Hint

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Command
Drawing > Convert> Pencil Lines to Brush Drawing > Permanent Selection Drawing Tools > Perspective Drawing Tools > Polyline Edit > Prevent From Drawing

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Use the Prevent From Drawing command to prevent the user from accidentally drawing in the Camera View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

In the Camera View, click on the


Menu button and select Edit > Prevent From Drawing.

View > Preview Line Art and Colour Art View > Preview Manager View > Onion Skin > Previous Drawing View > Onion Skin > Previous Three Drawings View > Onion Skin > Previous Two Drawings Drawing Tools > Rectangle

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Animation Tools > IK Constraints > Remove All Constraints View > Onion Skin > Remove All Onion Skin View > Onion Skin > Remove All Other Drawing > Clean up > Remove Art Outside Selection Drawing > Clean up > Remove Art Outside Selection On All Drawings Drawing > Remove Contour Strokes Drawing > Clean up > Remove Dirt Drawing > Clean up > Remove Hairs Drawing > Rename by Frame Drawing > Rename Drawing View > Render

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Use the Render command to render the current frame.

In the Camera View, click on the


Render button.

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Chapter 5: Commands

Command
View > Render View

Action
Use the Render View command to have the Camera View mode display the current frames final image. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

In the Camera View, click on the


Render View button.

Drawing Tools > Repaint Drawing Tools > Repaint Brush Drawing > Clean up > Repaint Outside Selection Drawing > Clean up > Repaint Outside Selection On All Drawings Drawing > Clean up > Repaint Selection Drawing > Clean up > Repaint Selection On All Drawings Drawing Tools > Reposition All Drawings Animation > Reset All Transformatio ns View > Navigation > Reset Pan

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Use the Reset Pan command to reset the panning.

Press [Shift]+[N], the default keyboard shortcut.

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Command
View > Navigation > Reset Rotation

Action

Access Methods In the Camera Views bottom toolbar, click on the Reset Rotation icon. Press [Shift]+[X], the default keyboard shortcut.

Use the Reset Rotation command to reset the rotation.

Animation > Reset Transformatio n View > Navigation > Reset View Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Use the Reset View command to reset the panning, rotation and zoom.

In the Camera Views bottom toolbar, click on the Reset View icon. Press [Shift]+[M], the default keyboard shortcut.

View > Reset Zoom Drawing > Colour Protection > Respect Colour Protection Animation Tools > Rotate Drawing > Transform > Rotate 180 Drawing > Transform > Rotate 90 CCW Drawing > Transform > Rotate 90 CW Use the Reset Zoom command to reset the zoom. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
View > Navigation > Rotate CClockwise

Action
Use the Rotate CClockwise command to rotate the views workspace counter-clockwise.

Access Methods In the Camera View, click on button and the Menu select View > Navigation > Rotate CClockwise. In the Camera View, click on button and the Menu select View > Navigation > Rotate Clockwise.

View > Navigation > Rotate Clockwise

Use the Rotate Clockwise command to rotate the views workspace clockwise.

Animation Tools > Scale Animation Tools > Select Edit > Select All Edit > Select Child Edit > Select Children Edit > Select Next Brother Animation > Select Next Keyframe/ Point Edit > Select Parent Edit > Select Previous Brother

Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit.

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Command
Animation > Select Previous Keyframe/ Point Edit > Select Stokes With Current Colour Drawing > Arrange > Send Backward Drawing > Arrange > Send to Back Animation Tools > IK Constraints > Set IK Hold Orientation Animation Tools > IK Constraints > Set IK Hold X Animation Tools > IK Constraints > Set IK Hold Y Animation Tools > IK Constraints > Set IK Max Angle Animation Tools > IK Constraints > Set IK Min Angle Animation Tools > IK Constraints > Set IK Nail

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Edit.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

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Chapter 5: Commands

Command
Animation > Set Motion Keyframe Animation > Set StopMotion Keyframe View > Show > Show Contour Editor Controls View > Show Control Parameters View > Show > Show Current Drawing On Top View > Grid > Show Grid View > Show > Show Morphing Key Drawing Thumbnail View > Onion Skin > Show Onion Skin View > Show > Show Scan Information View > Show Stroke With Colour Wash View > Show Strokes Animation Tools > Skew

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

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Toon Boom Digital Pro: Reference and Scripting Guide

Command
Drawing > Smooth Drawing Tools > Smooth Editor Drawing > Smooth Fast Drawing > Snap to Contour View > Grid > Square Grid Drawing Tools > Stroke Drawing > Convert > Strokes to Pencil Line Animation > Substitute Drawing Next Animation > Substitute Drawing Previous Morphing > Suggest Hints Morphing > Switch Between Morphing Key Drawings View > Switch To Colour Art / Line Art

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: View.

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Chapter 5: Commands

Command
Animation > Toggle Between Linear and Curve Drawing > Colour Protection > Toggle Current Colour Protection Animation > Toggle Lock in Time Animation Tools > Transform Animation Tools > Translate View > Grid > Underlay Drawing > Group > Ungroup Animation > Lock > Unlock Animation > Lock > Unlock All Drawing Tools > Unpaint Drawing > Clean up > Unpaint Outside Selection

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Drawing > Clean up > Unpaint Outside Selection On All Drawings Drawing > Clean up > Unpaint Selection Drawing > Clean up > Unpaint Selection On All Drawings Morphing > Vanishing Point Hint Morphing > Zone Hint Drawing Tools > Zoom View > Navigation > Zoom In

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Use the Zoom In command to zoom in on the views workspace.

Press [Spacebar]+[middle mouse button] and move down. Press [2], the default keyboard shortcut. Press [Spacebar]+[middle mouse button] and move up. Press [1], the default keyboard shortcut.

View > Navigation > Zoom Out

Use the Zoom Out command to zoom out of the views workspace.

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Colour View Menu


Use the Colour View to edit colours and palettes.

Command
Palettes > Clone

Action
Use the Clone command to copy the selected palette. The colours maintain the same properties in the clone: the same identification numbers point to the same colour zones; but they may have different names and RGBA values. Depending on the active palette (night or day), the painted drawing will be updated. There is no need to repaint the animation, but simply to load the cloned palette (palette style). Use the Colour Editor command to modify the selected colours RGBA. Use the Copy command to copy the selected colour.

Access Methods

Right-click on the palette list in


the Colour View and select Clone.

Palettes > Colour Editor Colours > Copy

Right-click on the palette list in


the Colour View and select Colour Editor.

Right-click on the colour list in


the Colour View and select Copy. Press [Ctrl]+[C], the default keyboard shortcut. the Colour View and select Copy Colour From.

Colours > Copy Colour From

Use the Copy Colour From command to copy and paste a colour coming from another palette.

Right-click on the colour list in

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Command
Palettes > Current Palette Overrides

Action
Use the Current Palette Overrides option to override the order of colour palettes in the palette list. This allows Toon Boom Digital Pro to use the colour values of the selected colour palette to paint the drawing. Each pot in a colour palette has a unique colour ID. When you paint a line or zone with a colour pot, the ID is linked to the painted area. To display colours in a drawing, Toon Boom Digital Pro searches the palette list and selects colour pot values based on the order of palettes in the list. The Current Palette Overrides option causes Toon Boom Digital Pro to first look in the selected palette for matching colour IDs and their values. Use the Cut command to cut the selected colour. Use the Delete command to delete the selected colour.

Access Methods

Right-click on the palette list in


the Colour View and select Current Palette Overrides.

Colours > Cut

Right-click on the colour list in


the Colour View and select Cut. the Colour View and select Delete. Press [Delete], the default keyboard shortcut. the Colour View and select Display Colour Values. the Colour View and select Duplicate.

Colours > Delete

Right-click on the colour list in

Palettes > Display Colour Values Palettes > Duplicate

Use the Display Colour Values command to display the RGBA values next to each colour pot in the palette. Use the Duplicate command to create a new colour palette with new colour pots. The new colour pots will have the same colour values as the original palette, but they will have unique colour IDs. The colour pots in the duplicate palette will not be linked to lines and zones painted with the original palette. This command can be useful when you want to build a colour palette using colour pots from another palette. Use the Edit command to open the Colour Picker window to modify the colours RGBA value.

Right-click on the palette list in Right-click on the palette list in

Colours > Edit

Right-click on the colour list in


the Colour View and select Edit.

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Chapter 5: Commands

Command
Colours > Edit Texture

Action
Use the Edit Texture command to open a file browser dialog box that you can use to change the bitmap file linked to the texture colour pot. Changing a texture will overwrite the texture file in the palettelibrary\Default_textures directory. Use the Load command to load an existing palette in an elements palette list. Use the Move Palette Down command to move the selected colour palette lower in the palette list order. When selecting a colour value to display in a line or zone, Toon Boom Digital Pro searches for the colour ID in the listed palettes, beginning with the top palette. As soon as it finds a matching colour ID in a colour pot, Toon Boom Digital Pro takes the colour values from that colour pot and applies them to the painted zones. Use the Move Palette Up command to move the selected colour palette higher in the palette list order. When selecting a colour value to display in a line or zone, Toon Boom Digital Pro searches for the colour ID in the listed palettes, starting from the top palette. As soon as it finds a matching colour ID in a colour pot, Toon Boom Digital Pro takes the colour values from that colour pot and applies them to the painted zones. Use the New (colour) command to add a colour pot to the selected colour palette.

Access Methods

Right-click on the colour list in


the Colour View and select Edit Texture.

Palettes > Load Palettes > Move Down

Right-click on the palette list in


the Colour View and select Load. the Colour View and select Move Down.

Right-click on the palette list in

Palettes > Move Up

Right-click on the palette list in


the Colour View and select Move Up.

Colours > New

Right-click on the colour list in


the Colour View and select New.

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Command
Palettes > New

Action
Use the New (palette) command, to add a new colour palette in the location of your choice. When you select this command, the Palette Browser window opens so that you can select a location for the new palette. Select the Save Palette command to save the palette file to disk. Until you activate this command, the palette only exists in temporary memory. Use the New Default Colour command to create a new colour from the RGBA default value. Use the Add Texture command to open a file browser that can be used to select a bitmap (either TGA or PSD) that you will use to paint zones and lines in your drawings. When you save the palette, the texture file is copied into the palette-library\Default_textures directory and named by colour ID. Use the Paste As Clones command to create a new colour pot with the same colour ID name and colour values as the original. Since duplicate colour IDs are not allowed in the same colour palette, you must paste as clones into another palette. When you switch palettes that include colour pots with the same IDs, the colour values in the colour pots with the cloned IDs are applied to your drawings. When you render your animation, the colour values used are based on the order of colour pots in the Palette Manager. Use the Paste As New Colours command to create new colour pots from the colour values stored in the temporary memory (from a cut or copied colour pot). The new colours will have their own unique colour IDs.

Access Methods

Right-click on the palette list in


the Colour View and select New.

Colours > New Default Colour Colours > New Texture

Right-click on the colour list in


the Colour View and select New Default Colour. the Colour View and select New Texture.

Right-click on the colour list in

Colours > Paste As Clones

Right-click on the colour list in


the Colour View and select Paste As Clowns.

Colours > Paste As New Colours

Right-click on the colour list in


the Colour View and select Paste As New Colours. Press [Ctrl]+[V], the default keyboard shortcut.

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Chapter 5: Commands

Command
Colours > Paste Colour Values

Action
Use the Paste Colour Values command to replace the colour values in the selected colour pot with those stored in temporary memory (from a cut or copy of another colour pot). Use the Protect Colour command to protect areas you paint with a colour pot from being changed to another colour. This command blocks the Paint, Repaint, and Unpaint tools. Use the Remove Palette command to remove the selected palette from the palette list. Use the Rename Palette command to change the name of the selected colour palette. Use the Revert Palette command to remove all unsaved changes in the current colour palette. Use the Save Palette command to save changes you made to the current colour palette. This command is available only when the selected palette has unsaved changes. Use the Save As command to save a new version of the palette. This new version is a clone, maintaining all Colour ID information of the original palette. Use the Save Palette List command saves changes you made to the current palette list. This command is available only when the selected palette list has unsaved changes. Use the Show Tint Panel command to open the Tint Offset/Blend dialog box and mix a selected colour value into all or some of the colour pots in a colour palette.

Access Methods

Right-click on the colour list in


the Colour View and select Paste Colour Values.

Colours > Protect Colour

Right-click on the colour list in


the Colour View and select Protect Colour.

Palettes > Remove Palettes > Rename Palettes > Revert Palettes > Save

Right-click on the palette list in


the Colour View and select Remove. the Colour View and select Rename. the Colour View and select Revert. the Colour View and select Save.

Right-click on the palette list in Right-click on the palette list in Right-click on the palette list in

Palettes > Save As

Right-click on the palette list in


the Colour View and select Save As.

Palettes > Save Palette List

In the Colour View, click on the


Menu button and select Palettes > Save Palette List.

Palettes > Tint Panel

Right-click on the palette list in


the Colour View and select Tint Panel.

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Drawing View Menu


Use the Drawing View Menu to alter objects in the Drawing View.

Command
View > Grid > 12 Field Grid View > Grid > 16 Field Grid Drawing > Adjust Line Texture Opacity Morphing > Appearing Point Hint Drawing > Apply Tool to All Drawings Drawing > Apply Tool to Line and Colour Art Drawing > Drawing Mode > Auto Flatten Drawing > Auto-Create Colour Art from Brush View > Backlight

Action
Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: View.

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Command
Drawing > Mark Drawing As > Breakdown Drawing Drawing > Arrange > Bring Forward Drawing > Arrange > Bring to Front Drawing Tools > Brush Drawing > Convert > Brushes to Pencil Line Drawing > Close Gap Drawing > Clean up > Close Gaps Drawing > Auto Gap Closing > Close Large Gap Drawing > Auto Gap Closing > Close Medium Gap Drawing > Auto Gap Closing > Close Small Gap Drawing Tools > Contour Editor

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Morphing > Contour Hint Edit > Copy

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Drawing > Create Empty Drawings Drawing > Convert > Create Colour Art from Line Art Drawing > Create Contour Strokes Drawing > Create Drawing in Empty Cell Edit > Cut

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Drawing Tools > Cutter Drawing > Drawing Mode > Cycle Between Drawing Modes Drawing > Drawing Mode > Default Drawing Tools > Deform

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Edit > Delete

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Edit > Deselect All Drawing > Auto Gap Closing > Disabled Drawing Tools > Dropper Drawing > Duplicate Drawings Drawing Tools > Edit Texture Drawing Tools > Ellipse Drawing Tools > Eraser Drawing > Flatten Drawing > Flatten and Remove Extra Strokes Drawing > Drawing Mode > Flatten Latest Drawing > Transform > Flip Horizontal Drawing > Transform > Flip Vertical

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Morphing > Go to First Frame Morphing > Go to Last Frame Morphing > Go to Next Frame Morphing > Go to Previous Frame Drawing Tools > Grabber View > Grid > Grid Outline Only Drawing > Group > Group Morphing > Hide Hint View > Hide Line Texture View > Highlight Selected Colour Drawing > Mark Drawing As > Inbetween Drawing Drawing > Mark Drawing As > Key Drawing

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
View > Light Table Drawing Tools > Line Morphing > Modify Deformation Path Morphing > Morphing Tool View > Onion Skin > Next Drawing View > Onion Skin > Next Three Drawings View > Onion Skin > Next Two Drawings View > Onion Skin > No Next Drawing View > Onion Skin > No Previous Drawing Drawing> Optimize View > Grid > Overlay Drawing Tools > Paint Drawing > Paint and Remove Line Texture

Action
Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Drawing Tools > Paint Unpainted Edit > Paste

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Drawing Tools > Pencil Morphing > Pencil Hint Drawing > Convert > Pencil Lines to Brush Drawing > Permanent Selection Drawing Tools > Perspective Drawing Tools > Polyline View > Preview Line and Colour Art View > Onion Skin > Previous Drawing View > Onion Skin > Previous Three Drawings View > Onion Skin > Previous Two Drawings

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View.

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Command
Drawing Tools > Rectangle Drawing > Clean up > Remove Art Outside Selection Drawing > Clean up > Remove Art Outside Selection On All Drawings Drawing > Remove Contour Strokes Drawing > Clean up > Remove Dirt Drawing > Clean up > Remove Hairs Drawing Tools > Repaint Drawing Tools > Repaint Brush Drawing > Clean up > Repaint Outside Selection Drawing > Clean up > Repaint Outside Selection On All Drawings

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Drawing > Clean up > Repaint Selection Drawing > Clean up > Repaint Selection On All Drawings Drawing Tools > Reposition All Drawings View > Reset Pan View > Reset Rotation View > Reset View View > Reset Zoom Drawing > Colour Protection > Respect Colour Protection Drawing > Transform> Rotate 180 Drawing > Transform> Rotate 90 CCW Drawing > Transform> Rotate 90 CW

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Use the Reset Pan command to reset the panning. Use the Reset Rotation command to reset the rotation. Use the Reset View command to reset the panning, rotation and zoom. Use the Reset Zoom command to reset the zoom. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Press [Shift]+[N], the default


keyboard shortcut.

Press [Shift]+[X], the default


keyboard shortcut.

Press [Shift]+[M], the default


keyboard shortcut.

Press [Shift]+[Z], the default


keyboard shortcut.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
View > Rotate Cclockwise

Action
Use the Rotate CClockwise command to rotate the views workspace counter clockwise. Use the Rotate Clockwise command to rotate the views workspace clockwise. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit.

Access Methods

In the Drawing View, click on the


Menu button and select View > Rotate Clockwise.

View > Rotate Clockwise

In the Drawing View, click on the


button and select Menu View > Rotate Clockwise.

Drawing Tools > Select Edit > Select All Edit > Select Strokes With Current Colour Drawing > Arrange > Send Backward Drawing > Arrange > Send to Back View > Show Contour Editor Controls View > Grid > Show Grid View > Show Morphing Key Drawing Thumbnail View > Onion Skin > Show Onion Skin View > Show Scan Information

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

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Command
View > Show Strokes View > Show Strokes with Colour Wash View > Show Thumbnails Panel

Action
Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Use the Show Thumbnail Panel to display the thumbnail panel in the Drawing View. This panel also appears when the Send to Drawing / Camera View option is activated.

Access Methods

In the Drawing View, click on the


Menu button and select View > Show Thumbnail Panel. Press [Alt]+[Click] on the selected cells in the Xsheet or Timeline View. Click on the Show Thumbnails Panel arrow button.

Drawing > Smooth Drawing Tools > Smooth Editor Drawing > Smooth Fast Drawing > Snap to Contour View > Grid > Square Grid Drawing Tools > Stroke Drawing > Convert > Strokes to Pencil Line Morphing > Suggest Hint

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Morphing > Switch Between Morphing Key Drawings View > Switch To Colour/ Line Art

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: View.

Drawing > Colour Protection > Toggle Current Colour Protection View > Grid > Underlay Drawing > Group > Ungroup Drawing Tools > Unpaint Drawing Tools > Clean up > Unpaint Outside Selection Drawing Tools > Clean up > Unpaint Outside Selection On All Drawings Drawing Tools > Clean up > Unpaint Selection

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Drawing Tools > Clean up > Unpaint Selection On All Drawings Morphing > Vanishing Point Hint Morphing > Zone Hint Drawing Tools > Zoom View > Zoom In

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Use the Zoom In command to zoom in on the views workspace.

Press [Spacebar]+[middle mouse Press [2], the default keyboard


shortcut. button] and move down.

View > Zoom Out

Use the Zoom Out command to zoom out of the views workspace.

Press [Spacebar]+[middle mouse Press [1], the default keyboard


shortcut. button] and move up.

Free, Side and Top View Menus


Use the Free, Side and Top View menus to alter elements in the Free, Side or Top views.

Command
Copy

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit.

Access Methods

Cut

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Command
Delete

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: View. Use the Reset Pan command to reset the panning. Use the Reset View command to reset the panning, rotation and zoom.

Access Methods

Deselect All Editor Enable Playback Insert Keyframe Lock > Lock Lock > Lock All Lock > Lock All Others Tools > Maintain Size Tools > Offset Spline Paste

Paste Special

Preview Manager Reset Pan

Press [Shift]+[N], the default


keyboard shortcut.

Reset View

Press [Shift]+[M], the default


keyboard shortcut.

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Command
Reset Zoom

Action
Use the Reset Zoom command to reset the zoom. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Access Methods

Press [Shift]+[Z], the default


keyboard shortcut.

Tools > Rotate

Tools > Scale

Tools > Select

Select All Select Next Keyframe/ Point Select Previous Keyframe/ Point Set Motion Keyframe Set StopMotion Keyframe Show Control Parameters Tools > Skew

Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Tools > Transform Tools > Translate Lock > Unlock

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Command
Lock > Unlock All Zoom In

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Use the Zoom In command to zoom in on the views workspace.

Access Methods

Press [Spacebar]+[middle mouse Press [2], the default keyboard


shortcut. button] and move down.

Zoom Out

Use the Zoom Out command to zoom out of the views workspace.

Press [Spacebar]+[middle mouse Press [1], the default keyboard


shortcut. button] and move up.

Function View Menu


Use the Function View Menu to display and manage functions in the Function View.

Command
View > Add Selection View > Clear

Action
Use the Add Selection command to add functions to the Function View selection drop-list. Use the Clear command to remove all functions from the Function View selection drop-list. Use the Next Function command to display the next function listed in the Function View window selection drop-list. Use the Previous Function command to display the previous function listed in the Function View window selection drop-list. Use the Remove Selection command to remove functions from the Function View selection drop-list.

Access Methods

In the Function View, right-click


and select Add Selection. and select Clear.

In the Function View, right-click In the Function View, right-click


and select Next Function. Press [PageDown], the default keyboard shortcut. and select Previous Function. Press [PageUp], the default keyboard shortcut. and select Remove Selection.

Edit > Next Function

Edit > Previous Function

In the Function View, right-click

View > Remove Selection

In the Function View, right-click

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Command
View > Set Vertical Layout

Action
Use the Vertical Layout command to display the panels of function values above the function curve. When the command is disabled, the panels are displayed beside the function curve. Use the Show Current Frame command to update the blue line in the graph of the function to indicate the current frame. This blue line will be repositioned, when you select a different frame using the Playback Controls Toolbar Frame field, Xsheet View, or Timeline View.

Access Methods

In the Function View, right-click


and select Set Vertical Layout.

View > Show Current Frame

In the Function View, click on the


button and select Menu View > Show Current Frame.

Model View
Use the Model View Menu to display and manage colour models in the Model View.

Command
Tools > Dropper Model > Load Current Drawing as Model Model > Load Default Models

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Use the Load Current Drawing command to send the drawing that is currently displayed in the Drawing View window to the Model View window. Use the Load Default Models command to display all of the Toonboom Vector Graphic (TVG) files in the models folder of your scene directory. Drawing files must be copied manually in order to load in the Model View. Use the Load From Folder command to open a file browser that will allow you to open images you want to use as colour models.

Access Methods

In the Model View, click on the


Menu button and select Model > Load Current Drawing as Model.

In the Model View, click on the


Menu button and select Model > Load Default Models.

Model > Load From Folder

In the Model View, click on the


Menu button and select Model > Load From Folder.

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Command
View > Next Drawing

Action
Use the Next Drawing command to display the colour model that was loaded directly after the current colour model. Use the Previous Drawing command to display the colour model that was loaded directly before the current colour model. Use the Reset Pan command to reset the panning. Use the Reset Rotation command to reset the rotation. Use the Reset View command to reset the panning, rotation and zoom. Use the Reset Zoom command to reset the zoom. Use the Rotate CClockwise command to rotate the views workspace counterclockwise. Use the Rotate Clockwise command to rotate the views workspace clockwise. Use the Unload command to remove the current drawing from the Model View window. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Use the Zoom In command to zoom in on the views workspace.

Access Methods

Press [G], the default keyboard


shortcut.

View > Previous Drawing View > Reset Pan View > Reset Rotation View > Reset View View > Reset Zoom View > Rotate Cclockwise

Press [F], the default keyboard


shortcut.

Press [Shift]+[N], the default


keyboard shortcut.

Press [Shift]+[X], the default


keyboard shortcut.

Press [Shift]+[M], the default


keyboard shortcut.

Press [Shift]+[Z], the default


keyboard shortcut.

In the Model View, click on the


Menu button and select View > Rotate Clockwise.

View > Rotate Clockwise

In the Model View, click on the


button and select Menu View > Rotate Clockwise.

Model > Unload Tools > Zoom

Press [Delete], the default


keyboard shortcut.

View > Zoom In

Press [Spacebar]+[middle mouse Press [2], the default keyboard


shortcut. button] and move down.

View > Zoom Out

Use the Zoom Out command to zoom out of the views workspace.

Press [Spacebar]+[middle mouse Press [1], the default keyboard


shortcut. button] and move up.

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Module Library Menu


Use the Module Library Menu to manage module categories in the Module Library.

Command New Category

Action
Use the New Category command to add a new module category. Use the Refresh command to update the display of the Module Library View window. Use the Remove Category command to remove a module category from the Module Library View window. Use the Remove Module command to remove a module from a category. Note that you cannot remove modules in the default categories of Toon Boom Digital Pro, with the exception of the Favourites. You can only remove modules from categories created by the user. Use the Rename Category command to modify the name of a module category.

Access Methods

In the Module Library, right-click


and select New Category. and select Refresh.

Refresh

In the Module Library, right-click In the Module Library, right-click


and select Remove Category.

Remove Category Remove Module

In the Module Library, right-click


and select Remove Module. Press [Delete], the default keyboard shortcut.

Rename Category

In the Module Library, right-click


and select Rename Category.

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Network View Menu


Use the Network View Menu to alter the networks modules.

Command
Add > Effects > Add Effects View > Cable Style > Bezier View > Navigator > Bottom Left View > Navigator > Bottom Right Modules > Clone Selected Elements Add > Composite Edit > Copy

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Edit.

Access Methods

Use the Composite command to add a new composite module to the Network View. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing.

Press [Ctrl]+[H], the default


keyboard shortcut.

Edit > Cut

Edit > Delete

Edit > Deselect All Modules > Disable

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Command
Add > Display

Action
Use the Display command to add a new display module to the Network View. Refer to Toon Boom Digital Pro UI Menu Bar: Edit.

Access Methods

Press [Ctrl]+[Y], the default


keyboard shortcut.

Modules > Duplicate Selected Elements View > Editor Add > Element

Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Use the Element command to add a new element module to the Network View. These modules are not connected to any columns unless the user does so manually. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Use the Exit Group command to exit the group and return to the previous level. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing.

Press [Ctrl]+[R], the default


keyboard shortcut.

Modules > Enable Modules > Exit Group Modules > Explode Selected Group Add > Effects > Favourites Edit > Find

Press [Backspace], the default


keyboard shortcut.

Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Use the Find command to locate a selected module in the Network View and centre it in the view. Use the Group command to add a new group module to the Network View. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Press [F], the default keyboard


shortcut.

Add > Group

Press [Shift]+[G], the default


keyboard shortcut.

Modules > Group Selection View > Hide All Thumbnails

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Command
View > Navigator > Hide Navigator Modules > Hold Image View > Cable Style > Line Modules > Move to Parent Group Edit > Paste

Action
Refer to Toon Boom Digital Pro UI Menu Bar: View.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: File. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Use the Reset Pan command to reset the panning. Use the Reset View command to reset the panning, rotation and zoom.

Edit > Paste Special Edit > Paste Special Again Add > Peg File > Print

Edit > Recalculate All Edit > Recalculate Selected Modules > Release Image View > Reset Pan View > Reset View

Press [Shift]+[N], the default


keyboard shortcut.

Press [Shift]+[M], the default


keyboard shortcut.

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Command
View > Reset Zoom Edit > Select All Edit > Select Child Edit > Select Next Brother Edit > Select Parent Edit > Select Previous Brother View > Show / Hide Selected Thumbnails

Action
Use the Reset Zoom command to reset the zoom. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Access Methods

Press [Shift]+[Z], the default


keyboard shortcut.

View > Navigator > Top Left View > Navigator > Top Right View > Zoom In

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Use the Zoom In command to zoom in on the views workspace.

Press [Spacebar]+[middle mouse Press [2], the default keyboard


shortcut. button] and move down.

View > Zoom Out

Use the Zoom Out command to zoom out of the views workspace.

Press [Spacebar]+[middle mouse Press [1], the default keyboard


shortcut. button] and move up.

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Pen View Menu


Use the Pen View Menu to manage pen styles.

Command
Delete Pen

Action
Use the Delete Pen command to delete the selected pen from the pen list. Use the New Pen command to create a new pen in the pen list.

Access Methods

In the Pen View, click on the


Delete Pen button.

New Pen

In the Pen View, click on the New


Pen button.

New Texture Pen

Use the New Texture Pen command to create a new texture pen from the texture you select in the Load Texture File box. Use the Rename Pen command to rename the selected pen. Use the Save Pen Styles command to save all of the changes in the pen list. This allows you to access those same pens the next time that you use Toon Boom Digital Pro.

In the Pen View, click on the


New Texture Pen button.

Rename Pen

In the Pen View, double-click on


the pen name and input a new one. button and select Save Pen Styles.

Save Pen Styles

Click on the Pen View Menu

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Playback View Menu


Use the Playback View Menu to load frames and renders in the Playback View.

Command Play > Enable Cache Play > Enable Sound Play > Enable Sound Scrubbing Play > First Frame Play > Go to Frame View > Image

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Play. Refer to Toon Boom Digital Pro UI Menu Bar: Play. Refer to Toon Boom Digital Pro UI Menu Bar: Play. Refer to Toon Boom Digital Pro UI Menu Bar: Play. Refer to Toon Boom Digital Pro UI Menu Bar: Play. Use the Image command to display the colour image of a render. Refer to Toon Boom Digital Pro UI Menu Bar: Play. Use the Load From Display Module command to create a temporary render from a display module in your network. Use the Load From Folder command to load an image sequence from a folder on your hard drive. Refer to Toon Boom Digital Pro UI Menu Bar: Play.

Access Methods

In the Playback View, right-click


and select Image.

Play > Last Frame Source > Load From Display Module Source > Load From Folder Play > Loop

In the Playback View, right-click


and select Load From Display Module.

In the Playback View, right-click


and select Load From Folder.

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Chapter 5: Commands Command View > Matte

Action
Use the Matte command to display the matte shape of the elements in the render. Refer to Toon Boom Digital Pro UI Menu Bar: Play. Refer to Toon Boom Digital Pro UI Menu Bar: Play. Refer to Toon Boom Digital Pro UI Menu Bar: Play. Use the Playback Resolution command to set the resolution of the render. This is independent of the scene resolution. Refer to Toon Boom Digital Pro UI Menu Bar: Play. Refer to Toon Boom Digital Pro UI Menu Bar: Play. Use the Reload Frames command to reload updated frames in an image sequence that is already loaded in the Playback View. Use the Reset Zoom command to reset the zoom.

Access Methods

In the Playback View, right-click


and select Matte.

Play > Next Frame Play > Play Scene Backward Play > Play Scene Forward View > Playback Resolution Play > Playback Speed Play > Previous Frame Source > Reload Frames View > Reset Zoom

In the Playback View, click on the


Menu button and select View > Playback Resolution.

In the Playback View, right-click


and select Reload Frames.

In the Playback View, right-click


and select Reset Zoom. Press [Shift]+[Z], the default keyboard shortcut.

Play > Start Frame Play > Stop

Refer to Toon Boom Digital Pro UI Menu Bar: Play. Refer to Toon Boom Digital Pro UI Menu Bar: Play. Refer to Toon Boom Digital Pro UI Menu Bar: Play. Use the Unload Frames command to unload some frames that were loaded in the Playback View.

Play > Stop Frame Source > Unload Frames

In the Playback View, right-click


and select Unload Frames.

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Action
Use the Zoom In command to zoom in on the views workspace.

Access Methods

Press [Spacebar]+[middle mouse In the Playback View, right-click


and select Zoom In. Press [2], the default keyboard shortcut. button] and move up. button] and move down.

View > Zoom Out

Use the Zoom Out command to zooms out of the views workspace.

Press [Spacebar]+[middle mouse In the Playback View, right-click


and select Zoom Out. Press [1], the default keyboard shortcut.

Template Library Menu


Use the Template Library Menu to manage library folders and templates.

Command
Folders > Close Library Edit > Copy

Action
Use the Close Library command to remove library folders from the Template Library. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit.

Access Methods

In the Template Library, right-

click on the library list and select Close Library.

Edit > Cut

Edit > Delete

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Command
Folders > Delete Folder

Action
Use the Delete Folder command to remove folders from the Template Library. This command removes the folder from the hard drive You must select Right to Modify from the Template Folders drop down menu to activate this. Use the Delete Thumbnails command to delete the preview thumbnail of the selected template and replace it with the generic thumbnail. Use the Details command to list the names and file types of the templates in the library. Use the Edit Template command to make changes to the selected template. Toon Boom Digital Pro will open a new workspace for the editing. The Generate Thumbnails command generates a preview thumbnail for each template found in the library. Refer to Toon Boom Digital Pro UI Menu Bar: File > Import > SWF, Illustrator to Local Library. Use the List command to display the templates in the library as a list of names beside small, generic icons. Use the New Folder command to add folders to the Template Library. You can use folders to organize reusable items in your productions. Use the Open As Folder command to create a folder for the selected template in your library. This allows you to access all of its files.

Access Methods

In the Template Library, right-

click on the library window and select Delete Folder.

Edit > Delete Thumbnails

In the Template Library, right-

click on the library list and select Delete Thumbnails.

View > Details

In the Template Library, rightclick on the template list and select View > Details.

Edit > Edit Template

In the Template Library, right-

click on the selected template in the template list and select Edit Template.

Edit > Generate Thumbnails Edit > Import Files View > List

In the Template Library, right-

click on the template or library list and select Generate Thumbnails.

In the Template Library, rightclick on the template list and select View > List.

Folders > New Folder

In the Template Library, right-

click on the library list and select New Folder.

Folders > Templates > Open As Folder

In the Template Library, right-

click on the selected template in the template list and select Open As Folder.

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Command
Folders > Open Library

Action
Use the Open Library command to add library folders to the Template Library View. The libraries you open are stored in a preference file based on your user name. The next time you launch Toon Boom Digital Pro, the libraries you opened will appear in the Template Library. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Use the Paste No Files command to paste copied a element in the Timeline View without its accompanying drawings. Use the Refresh command to reload all folders and templates in the Template Library View. This ensures that the content displayed is current. Use the Rename command to change the name of the template in the Rename box. Use the Rename Folder command to change the name of a folder in the Template Library. You must select Right to Modify from the Template Folders drop down menu to activate this option. Use the Right To Modify command to allow yourself permission to modify the content of a library. Use the Thumbnail command to display the templates in the library as a list of names beside a large preview icon.

Access Methods

In the Template Library, right-

click on the library list and select Open Library.

Edit > Paste

Edit > Paste No Files

In the Template Library, rightclick on the template list and select Paste No Files. click both the template and library list and select Refresh.

Folders > Refresh

In the Template Library, right-

Folders > Templates > Rename Folders > Rename Folder

In the Template Library, right In the Template Library, right-

click on the selected template and select Rename. click on the selected folder and select Rename Folder.

Edit > Right To Modify

In the Template Library, rightclick on the selected library folder and select Right To Modify.

View > Thumbnails

In the Template Library, rightclick on the template list and select View > Thumbnails.

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Timeline View Menu


Use the Timeline View Menu to alter elements keyframes and exposures in the Timeline.

Command
Lip Sync > Mouth Shapes >A

Action
Use the A command to apply an A mouth shape during lip syncing.

Access Methods

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Mouth Shapes > A.

Add > Add Elements Drawings > Add to Drawing/ Camera View

Refer to Toon Boom Digital Pro UI Menu Bar: Scene. Use the Add to Drawing/Camera View command to add the selected drawings into the open Thumbnail Side Panel, found in both the Drawing and Camera View. Use the Auto Lip Sync Detection command to compute and modify the lip sync assignment of a voice track. The Sound Element Editor also has a Lip Sync panel that appears to the right of the Sound Element panel. Once you compute the lip sync of a voice track, the top image in the panel (the Lip Sync Preview Image) displays the lip position and letter of the sound at the selected frame. The smaller images that appear below the Lip Sync Preview image are the lip sync assignment options.

In the Timeline and Xsheet View,

right-click on the selected frames and select Add to Drawing/Camera View. Press [Alt]+[Shift]+[Click], the default keyboard shortcut.

Lip Sync > Auto Lip Sync Detection

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Auto Lip Sync Detection.

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Command
Lip Sync > Mouth Shapes >B

Action
Use the B command to apply a B mouth shape during lip syncing.

Access Methods

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Mouth Shapes > B.

Lip Sync > Mouth Shapes >C

Use the C command to apply a C mouth shape during lip syncing.

In the Timeline and Xsheet View,


button click on the Menu and select Lip Sync > Mouth Shapes > C.

Add > Camera View > Centre on Selection View > Change Track Colour Exposure > Clear Exposure

Refer to Toon Boom Digital Pro UI Menu Bar: Scene. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Use the Clear Exposure command to remove a cells label and move the values up in the column to fill the cleared cell when you are working in the Insert Mode.An empty cell will appear at the end of the column. When you are working in Overwrite Mode, this command leaves the cell empty once the value has been removed. Use the Clear Exposure and Pull command to remove a cells label and move the values up in the column to fill the cleared cell. An empty cell will appear at the end of the column.

In the Timeline and Xsheet View,


right-click on the selected frame and select Exposure > Clear Exposure.

Exposure > Clear Exposure and Pull

In the Timeline and Xsheet View,

right-click on the selected frame and select Exposure > Clear Exposure and Pull. Press [Z], the default keyboard shortcut.

Modules > Clone Selected Elements View > Collapse All View > Collapse/ Expand

Refer to Toon Boom Digital Pro UI Menu Bar: Edit.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View.

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Command
Modules > Column Editor Drawings > Morphing > Convert Morphing to Drawings Edit > Copy

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Use the Create Cycle command to create a cycle from the selected drawings. Enter the number of times that you want the cycle to repeat in the Create Cycle box. The selected drawings are one full cycle. Use the E command to apply an E mouth shape during lip syncing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Drawings > Create Empty Drawings Exposure > Create Cycle

In the Timeline and Xsheet View,

right-click on the selected frames and select Create Cycle.

Drawings > Create Drawing in Empty Cell Morphing > Create Morphing Edit > Cut

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Use the D command to apply a D mouth shape during lip syncing.

Lip Sync > Mouth Shapes >D

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Mouth Shapes > D.

Exposure > Decrease Exposure

Use the Decrease Exposure command to remove the label from the current frame and move all labels up the column.

In the Timeline and Xsheet View,

right-click selected frame and select Exposure > Decrease Exposure. Press [-], the default keyboard shortcut.

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Command
View > Default Track Colour Edit > Delete

Action
Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Use the Delete command to delete the selected module from the Timeline and the Network View.

Access Methods

Modules > Delete

In the Network View, select the


Motion > Delete Keyframe Morphing > Delete Morphing Drawings > Delete Selected Drawings Edit > Deselect All Modules > Disable All Others Add > Drawing Modules > Duplicate Drawings Modules > Duplicate Selected Elements Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

module, then click on the Menu button and select Edit > Delete. In the Timeline and Network View, right-click on the module and select Delete. Press [Delete], the default keyboard shortcut.

Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: Scene. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Edit.

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Command
Lip Sync > Mouth Shapes >E

Action
Use the E command to apply an E mouth shape during lip syncing.

Access Methods

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Mouth Shapes > E.

Modules > Editor Modules > Enable All Modules > Enable/ Disable View > Expand All Modules > Explode Selected Group Exposure > Extend Exposure

Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing.

Use the Extend Exposure command to extend the current exposure of a selected frame. The Overwrite option will clear any following frames. The Insert option will simply push the following frame to make space for the new exposure frames. Use the F command to apply a F mouth shape during lip syncing.

In the Timeline View, right-click

on the selected frame and select Extend Exposure.

Lip Sync > Mouth Shapes >F

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Mouth Shapes > F.

Exposure > Fill Cells Randomly

Use the Random Fill Selection command to open the Random Fill dialog box. Use this dialog box to randomly fill a selection of cells. The random values have a maximum of four decimal points. This fill operation is useful for function columns. Use the Fill Selection command to open the Fill dialog box. Use this dialog box to label selected frames that have the same value.

In the Xsheet View, right-click on

the cells to fill and select Exposure > Fill Cells Randomly. Press [Ctrl]+[R], the default keyboard shortcut.

Exposure > Fill Selection

In the Xsheet View, right-click on


the selected frames and select Exposure > Fill Selection. Press [Ctrl]+[T], the default keyboard shortcut.

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Command
Motion > Flip Horizontal Motion > Flip Vertical Lip Sync > Mouth Shapes >G

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Use the G command to apply a G mouth shape during lip syncing.

Access Methods

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Mouth Shapes > G.

Add > Group

Use the Group command to add a group module to the Timeline and Network View.

In the Timeline View right-click


on the left-side and select Add > Group. Press [Shift]+[G], the default keyboard shortcut.

Modules > Group Selection Exposure > Increase Exposure

Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Use the Increase Exposure command to copy the label in the current frame and paste it in the next cell. All labels are then pushed down the column. The last value might be forced out of the column. Use the Insert Blank Cell command to insert an unlabeled cell and push down all subsequent labels in the column. The last value might be forced out of the column. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

In the Timeline and Xsheet View,


right-click on the selected frame and select Exposure > Increase Exposure. Press [+], the default keyboard shortcut. right-click on the selected frame and select Exposure > Insert Blank Cell. Press [X], the default keyboard shortcut.

Exposure > Insert Blank Cell

In the Timeline and Xsheet View,

Motion > Insert Keyframe Morphing > Insert Morphing Key Drawing Edit > Lock Edit > Lock All

Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

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Chapter 5: Commands

Command
Edit > Lock All Others Lip Sync > Map Lip Sync

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Use the Map Lip Sync command to automatically match a drawing columns exposure with the lip sync detection. Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Use the Parent Peg command to add a parent peg module to the Timeline and Network View.

Access Methods

In the Timeline and Xsheet View,


button click on the Menu and select Lip Sync > Map Lip Sync.

Modules > Move to Parent Group Add > Parent Peg

In the Timeline View right-click


on the left-side are and select Parent Peg. Press [Shift]+[P], the default keyboard shortcut.

Edit > Paste

Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Scene. Use the Quadmap command to add a new quadmap layer to the scene. Toon Boom Digital Pro automatically adds a Quadmap Module to the Network View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Use the Rename command to rename the selected module from the Element box.

Edit > Paste Special Edit > Paste Special Again Add > Peg

Add > Quadmap

In the Timeline View right-click


on the left-side are and select Add > Quadmap.

Morphing > Remove From Morphing Modules > Rename

In the Timeline View, double

click on the module. The Element box appears. Right-click on the module and select Editor.

Drawings > Rename by Frame

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Drawings > Rename Drawings Modules > Reset All Values Edit > Select All Edit > Select Child Edit > Select Children Edit > Select Next Brother Edit > Select Parent Edit > Select Previous Brother Drawings > Send to Drawing/ Camera View

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Use the Reset All Values command to clear all keyframes and reset all transformation values to 0 on the selected peg. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Use the Send to Drawing/Camera View command to open the selected drawings in the Thumbnail Side Panel, found in both the Drawing and Camera View.

Access Methods

In the Timeline View, right-click


on the peg and select Reset All Values.

In the Timeline and Xsheet View,

right-click on the selected drawing and select Send to Drawing/Camera View. In the Xsheet View, right-click on the columns header and select Send to Drawing/Camera View. Press [Alt]+[Click], the default keyboard shortcut. the pegs column header and select Send to Function View. In the Xsheet View, press [Alt]+[click] the column header. In the Timeline and Network View, press [Alt]+[click] on the module.

Motion > Send to Function View

Use the Send to Function View command to send the function curve of the selected peg to the Function View.

In the Xsheet View, right-click on

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Command
Exposure > Sequence Fill

Action
Use the Sequence Fill command to open the Sequence Fill dialog box. This is used to label selected frames for cycles or to add a padding number to frame labels. Use the Set Exposure command to apply a customized exposure to a selected frame. Use the Set Exposure 1 command sets the exposure of a selected frame to 1. Use the Set Exposure 2 command to set the exposure of a selected frame to 2. Use the Set Exposure 3 command to set the exposure of a selected frame to 3. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Play.

Access Methods

In the Xsheet View, right-click on


the selected frames and select Exposure > Sequence Fill. Press [Ctrl]+[M], the default keyboard shortcut.

Exposure > Set Exposure Exposure > Set Exposure to 1 Exposure > Set Exposure to 2 Exposure > Set Exposure to 3 Motion > Set Motion Keyframe Motion > Set Stop-Motion Keyframe View > Show > Show Effects View > Show Functions View > Show > Show Groups View > Show > Show Manager View > Show Onion Skin View > Show > Show Sound Waveform

In the Timeline View, right-click In the Timeline View, right-click In the Timeline View, right-click In the Timeline View, right-click

on the selected frame and select Exposure > Set Exposure. on the selected frame and select Exposure > Set Exposure 1. on the selected frame and select Exposure > Set Exposure 2. on the selected frame and select Exposure > Set Exposure 3.

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Command
View > Show > Show Sounds Modules > Add > Sound Drawings > Substitute Drawing Next Drawings > Substitute Drawing Previous Edit > Unlock Edit > Unlock All Lip Sync > Mouth Shapes >X

Action
Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Scene. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Use the X command to apply a X mouth shape during lip syncing.

In the Timeline and Xsheet View,


button click on the Menu and select Lip Sync > Mouth Shapes > X.

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Xsheet View Menu


Use the Xsheet View Menu to alter columns, drawings and exposures.

Command
Lip Sync > Mouth Shapes >A

Action
Use the A command to apply an A mouth shape during lip syncing.

Access Methods

In the Timeline and Xsheet View,


button click on the Menu and select Lip Sync > Mouth Shapes > A.

Columns > Add Columns Frames > Add Frames After Selection Frames > Add Frames At End Frames > Add Frames At Start Frames > Add Frames Before Selection Drawings > Add to Drawing/ Camera View

Use the Add Columns command to add columns to the Xsheet View. Refer to Toon Boom Digital Pro UI Menu Bar: Scene. Refer to Toon Boom Digital Pro UI Menu Bar: Scene. Refer to Toon Boom Digital Pro UI Menu Bar: Scene. Refer to Toon Boom Digital Pro UI Menu Bar: Scene. Use the Add to Drawing/Camera View command to add selected drawings into the already opened Thumbnail Side Panel, found in both the Drawing and Camera Views. Refer to Toon Boom Digital Pro UI Menu Bar: View.

Press [Shift]+[C], the default


keyboard shortcut.

In the Timeline and Xsheet View,

right-click on the selected frames and select Add to Drawing/Camera View. Press [Alt]+[Shift]+[Click], the default keyboard shortcut.

View > All Columns to Default Width

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Command
Lip Sync > Auto Lip Sync Detection

Action
Use the Auto Lip Sync Detection command to compute and modify the lip sync assignment of a voice track. After you compute the lip sync, the top image in the panel (the Lip Sync Preview Image) displays the lip position and letter of the sound at the selected frame. The smaller images that appear below the Lip Sync Preview image are all of the lip sync assignment options. The Sound Element Editor also has a Lip Sync panel that appears to the right of the Sound Element panel. Use the B command to apply a B mouth shape during lip syncing.

Access Methods

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Auto Lip Sync Detection.

Lip Sync > Mouth Shapes >B

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Mouth Shapes > B.

View > Empty Cells > Blank Lip Sync > Mouth Shapes >C

Refer to Toon Boom Digital ProToon Boom Digital Pro UI Menu Bar: View. Use the C command to apply a C mouth shape during lip syncing.

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Mouth Shapes > C.

View > Change Columns Colour Exposure > Clear Exposure

Refer to Toon Boom Digital Pro UI Menu Bar: View.

Use the Clear Exposure command when in Insert Mode to remove the label from the selected cell and pull up the values in the column, filling the cleared cell. An empty cell will appear at the end of the column. In Overwrite Mode, this command removes the value from the cell and leaves the cell empty. Use the Clear and Pull command to remove the label from the selected cell and pull up the values in the column, filling the cleared cell. An empty cell will appear at the end of the column.

In the Timeline and Xsheet View,


right-click on the selected frame and select Exposure > Clear Exposure.

Exposure > Clear Exposure And Pull

In the Timeline and Xsheet View,

right-click on the selected frame and select Exposure > Clear Exposure and Pull. Press [Z], the default keyboard shortcut.

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Command
Columns > Clone Element Columns View > Expand/ Collapse > Collapse All View > Expand/ Collapse > Collapse Selection View > Column Editor View > Column Types Manager Morphing > Convert Morphing to Drawings Edit > Copy

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Edit.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: Compositing. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Use the Create Cycle command to create a cycle from the selected drawings. Enter the number of times that you want the cycle to repeat in the Create Cycle box. The selected drawings are one full cycle. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Drawings > Create Empty Drawings Exposure > Create Cycle

In the Timeline and Xsheet View,

right-click on the selected frames and select Create Cycle.

Create Drawing in Empty Cell Morphing > Create Morphing

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Command
Exposure > Hold Exposure > Custom

Action
Use the Hold Value commands to speed up data entry when working with the Xsheet. Use the Custom command to open the Hold Value Editor dialog box. After entering the value in one cell, enter the number of cells in which you want the same label to show. This is good for cycles of drawings where each drawing is held for more than four frames. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Use the D command to apply a D mouth shape during lip syncing.

Access Methods

In the Xsheet, click on the Menu


button and select Exposures > Hold Exposure > Custom.

Edit > Cut

Lip Sync > Mouth Shapes >D

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Mouth Shapes > D.

Exposures > Decrease Exposure

Use the Decrease Exposure command to remove the label from the current frame and move all labels up the column.

In the Timeline and Xsheet View,

right-click on the selected frame and select Exposure > Decrease Exposure. Press [-], the default keyboard shortcut.

View > Default Columns Colour Edit > Delete

Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Use the Delete Columns command to delete the selected column from the Xsheet View. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Columns > Delete Columns Motion > Delete Keyframes Morphing > Delete Morphing

In the Xsheet View, right-click on


the selected column and select Delete Column.

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Command
Drawings > Delete Selected Drawings Edit > Deselect All File > Import > Drawings Columns > Duplicate Drawings Columns > Duplicate Element Columns Lip Sync > Mouth Shapes >E

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: File. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Edit > Duplicate Selected Elements. Use the E command to apply an E mouth shape during lip syncing.

In the Timeline and Xsheet View,


button click on the Menu and select Lip Sync > Mouth Shapes > E.

View > Expand/ Collapse > Expand All View > Expand/ Collapse > Expand Selection Exposure > Extend Exposure

Refer to Toon Boom Digital Pro UI Menu Bar: View.

Refer to Toon Boom Digital Pro UI Menu Bar: View.

Use the Extend Exposure command to extend the current exposure of a selected frame. The Overwrite option will clear any following frames. The Insert option will simply push the following frame to make space for the new exposure frames. Use the F command to apply a F mouth shape during lip syncing.

In the Timeline View, right-click

on the selected frame and select Extend Exposure.

Lip Sync > Mouth Shapes >F

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Mouth Shapes > F.

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Command
View > Row Units > Feet Exposures > Fill Cells Randomly

Action
Refer to Toon Boom Digital Pro UI Menu Bar: View. Use the Fill Cells Randomly command to open the Random Fill dialog box. Use this dialog box to randomly fill a selection of cells. The random values have a maximum of four decimal points. This fill operation is useful for function columns. Use the Fill Selection command to open the Fill dialog box. Use this dialog box to label selected frames with the same value. Refer to Toon Boom Digital Pro UI Menu Bar: View. Use the G command to apply a G mouth shape during lip syncing.

Access Methods

In the Xsheet View, right-click on

the cells to fill and select Exposure > Fill Cells Randomly. Press [Ctrl]+[R], the default keyboard shortcut.

Exposure > Fill Selection

In the Xsheet View, right-click on


the selected frames and select Exposure > Fill Selection. Press [Ctrl]+[T], the default keyboard shortcut.

View > Row Units > Frames Lip Sync > Mouth Shapes >G

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Mouth Shapes > G.

View > Hide Selected Columns Exposure > Hold Exposure > Hold 1 Cell

Refer to Toon Boom Digital Pro UI Menu Bar: View. Use the Hold Value commands to speed up data entry when working with the Xsheet. Use the Hold 1 Cell command to enter a value ion the current cell. This value does not repeat in the following cells, it only fills the current cell with the value you enter. Use the Hold Value commands to speed data entry when working with the Xsheet. Use the Hold 2 Cells command to repeat each value you enter into the following cell. This is useful for cycles in which each drawing is held for two frames.

In the Xsheet View, click on the


Menu button and select Exposure > Hold Exposure > Hold 1 Cell.

Exposure > Hold Exposure > Hold 2 Cells

In the Xsheet View, click on the


Menu button and select Exposure > Hold Exposure > Hold 2 Cell.

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Chapter 5: Commands

Command
Exposures > Hold Exposure > Hold 3 Cells

Action
Use the Hold Value commands to speed data entry when working with the Xsheet. Use the Hold 3 Cells command to repeat each value you enter into the following two cells. This is useful for cycles in which each drawing is held for three frames. Use the Hold Value commands to speed data entry when working with the Xsheet. Use the Hold 4 Cells command to repeat each value you enter into the following three cells. This is useful for cycles of drawings where each drawing is held for four frames. Use the Increase Exposure command to add the label to the current frame and move all labels down the column.

Access Methods

In the Xsheet View, click on the


Menu button and select Exposure > Hold Exposure > Hold 3 Cell.

Exposure > Hold Exposure > Hold 4 Cells

In the Xsheet View, click on the


Menu button and select Exposure > Hold Exposure > Hold 4 Cell.

Exposure > Increase Exposure

In the Timeline and Xsheet View,


right-click on the selected frame and select Exposure > Increase Exposure. Press [+], the default keyboard shortcut.

Exposure > Insert Blank Cell

Use the Insert Blank Frame command to insert an unlabeled cell. This pushes down all subsequent labels in the column; the last value might be forced out of the column. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Use the Insert Mode command to switch between Insert and Overwrite Modes. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

In the Timeline and Xsheet View,

right-click on the selected frame and select Exposure > Insert Blank Frame. Press [X], the default keyboard shortcut.

Motion > Insert Keyframe Edit > Insert Mode Morphing > Insert Morphing Key Drawing View > Held Exposures > Line

Press [I], the default keyboard


shortcut.

Refer to Toon Boom Digital Pro UI Menu Bar: View.

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Command
Lip Sync > Map Lip Sync

Action
Use the Map Lip Sync command to automatically match a drawing columns exposure with the lip sync detection. Use the Mouth Codes command to display the mouth codes (A, B, C, D, E, F, G, X) instead of the frame names in a selected column. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Use the Preview Selected Drawings command to open a Play window in which you can view the animation of the selected frames in real time. Refer to Toon Boom Digital Pro UI Menu Bar: File. Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Refer to Toon Boom Digital Pro UI Menu Bar: Scene.

Access Methods

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Map Lip Sync.

Lip Sync > Sound Display > Mouth Codes Edit > Paste

In the Xsheet View, click on the


button and select Menu Lip Sync > Sound Display > Mouth Codes.

Edit > Paste Special Edit > Paste Special Again View > Preview Selected Drawings File > Print

In the Xsheet View, click on the


Menu button and select View > Preview Selected Drawings.

Morphing > Remove From Morphing Frames > Remove Selected Frames Columns > Rename

Use the Rename command to rename the selected column from the Element box.

In the Xsheet View, double-click

on the column header to access the Element box. Right-click on the column and select Column Editor.

Drawings > Rename by Frame

Refer to Toon Boom Digital Pro UI Menu Bar: Drawing.

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Command
Drawings > Rename Drawing View > Reset Pan View > Reset View View > Reset Zoom File > Import > Scans Edit > Select All Drawings > Send to Drawing/ Camera View

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Drawing. Use the Reset Pan command to reset the panning. Use the Reset View command to reset the panning, rotation and zoom. Use the Reset Zoom command to reset the zoom. Refer to Toon Boom Digital Pro UI Menu Bar: File. Refer to Toon Boom Digital Pro UI Menu Bar: Edit. Use the Send to Drawing/Camera View command to open the selected drawings into the Thumbnail Side Panel, found in both the Drawing and Camera View.

Access Methods

Press [Shift]+[N], the default


keyboard shortcut.

Press [Shift]+[M], the default


keyboard shortcut.

Press [Shift]+[Z], the default


keyboard shortcut.

In the Timeline and Xsheet View,

right-click on the selected drawing and select Send to Drawing/Camera View. In the Xsheet View, right-click on the columns header and select Send to Drawing/Camera View. Press [Alt]+[Click], the default keyboard shortcut. the pegs column header and select Send to Function View. In the Xsheet View, press [Alt]+[click] on the column header. In the Timeline and Network View, press [Alt]+[click] on the module.

Edit > Send to Function View

Use the Send to Function View command to send the function curve of the selected peg to the Function View.

In the Xsheet View, right-click on

Exposure > Sequence Fill

Use the Sequence Fill command to open the Sequence Fill dialog box. This can be used to label selected frames for cycles or add a padding number to frame labels.

In the Xsheet View, right-click on


the selected frames and select Exposure > Sequence fill. Press [Ctrl]+[M], the default keyboard shortcut.

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Command
View > Set Columns Width Exposure > Set Exposure to > Set Exposure Exposure > Set Exposure to > Set Exposure to 1 Exposure > Set Exposure to > Set Exposure to 2 Exposure > Set Exposure to > Set Exposure to 3 Motion > Set Motion Keyframe Motion > Set Stop-Motion Keyframe View > Show Column List View > Show Hidden Columns View > Show Thumbnails Lip Sync > Sound Display > Sound File

Action
Refer to Toon Boom Digital Pro UI Menu Bar: View. Use the Set Exposure command user to set a customized exposure to a selected frame. Use the Set Exposure 1 command to set the exposure of a selected frame to 1. Use the Set Exposure 2 command to set the exposure of a selected frame to 2. Use the Set Exposure 3 command to set the exposure of a selected frame to 3. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Use the Sound File command to display the name of the soundwave in the Xsheet.

Access Methods

In the Timeline View, right-click

on the selected frame and select Exposure > Set Exposure.

In the Timeline View, right-click

on the selected frame and select Exposure > Set Exposure 1.

In the Timeline View, right-click

on the selected frame and select Exposure > Set Exposure 2.

In the Timeline View, right-click

on the selected frame and select Exposure > Set Exposure 3.

In the Xsheet View, click on the


Menu button and select Lip Sync > Sound Display > Sound Files.

File > Import > Sounds

Refer to Toon Boom Digital Pro UI Menu Bar: File.

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Command
Drawings > Substitute Drawing Next Drawings > Substitute Drawing Previous View > Unhide All Columns View > Row Units > Value View > Empty Cells > With an X Lip Sync > Mouth Shapes >X

Action
Refer to Toon Boom Digital Pro UI Menu Bar: Animation. Refer to Toon Boom Digital Pro UI Menu Bar: Animation.

Access Methods

Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Refer to Toon Boom Digital Pro UI Menu Bar: View. Use the X command to apply a X mouth shape during lip syncing.

In the Timeline and Xsheet View,


click on the Menu button and select Lip Sync > Mouth Shapes > X.

View > Zoom In

Use the Zoom In to zoom in on the views workspace.

Press [Spacebar]+[middle mouse Press [2], the default keyboard


shortcut. button] and move down.

View > Zoom Out

Use the Zoom Out command to zoom out of the views workspace.

Press [Spacebar]+[middle mouse Press [1], the default keyboard


shortcut. button] and move up.

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Thumbnail Panel Contextual Menu


The Thumbnail Panel appears in the Drawing and Camera View when the Send To Drawing / Camera View option is activated.

Command
Large Thumbnails Medium Thumbnails Small Thumbnails No Thumbnails Remove All Drawings Remove Selected Drawings

Action
Use the Large Thumbnails command to preview selected files as largesized thumbnails. Use the Medium Thumbnails command to preview selected files as medium-sized thumbnails. Use the Small Thumbnails command to preview selected files as smallsized thumbnails. Use the No Thumbnails command to display a list of the drawings names without thumbnails. Use the Remove All Drawings command to remove all drawings listed in the Thumbnail Panel. Use the Remove Selected Drawings command to remove all selected drawings from the Thumbnail Panel.

Access Methods

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This chapter describes the following Toon Boom Digital Pro dialog boxes.

Buttons on page 253 3D Path Editor on page 254 Add Columns on page 257 Add Frames on page 258 Adjust Line Texture Opacity on page 258 Alignment on page 259 Apply Velocity on Editor on page 260 Bezier Editor on page 262 Bitmap Image Quality on page 264 Close Gaps on page 265 Colour Picker on page 265 Colour Recovery on page 268 Column Editor (Drawing) on page 269 Column Types on page 270 Convert Morphing to Drawings on page 270 Create Cycle on page 271 Ease Editor on page 272 Export to Flash Movie (Swf) on page 274 Export to QuickTime Movie on page 276 Expression on page 278 Extend Exposure on page 281 Fill Selection on page 282 Fill Cells Randomly on page 283 Go to Frame on page 283 Hold Value Editor on page 284 Import Drawings on page 285 Load Playback on page 287 Morphing Inspector on page 288 New Scene on page 289 OpenGL Frames on page 290 Palette Browser on page 291 Paste Special on page 293

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Playback Start/Stop Frame on page 297 Preferences on page 298 Preview Manager on page 316 Preview Options on page 321 Remove Dirt on page 325 Remove Hair on page 325 Rename Palette on page 326 Render Network on page 327 Resolution/Frame Rate on page 328 Saving a Scene on page 329 Select Colour on page 330 Sequence Fill on page 331 Set Exposure on page 332 Show Hidden Columns on page 332 Sound Element Editor on page 333 Tint Offset/Blend on page 335 Toolbar Manager on page 337 Vectorization Parameters on page 338 Velobased Editor on page 343 Velocity Editor - Bezier on page 345 Workspace Manager on page 347 Xsheet Column Width on page 349

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Buttons
The main buttons encountered in the dialog boxes are:

Apply Back Cancel Close Finish Next Save OK

Apply
Executes changes and leaves the dialog box open.

Back
Returns to the previous page.

Cancel
Closes the dialog box without applying changes.

Close
Closes the dialog box without applying changes.

Finish
Completes the selected operation.

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Next
Moves to the next page.

Save
Implements changes.

OK
Applies changes and closes the dialog box.

3D Path Editor
In the 3D Path Editor dialog box, you can edit the path (direction) of a peg in threedimensions (X, Y, Z), focusing on one dimension at a time.

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Point

Frame: Displays the frame number of the selected motion point. Value: Displays the value of the motion point at the selected frame number.

Parameters

Tension: Indicates how sharply the path bends as it pass through a motion point. Enter a value between -1 and 1. A Tension of -1 increases the curve on either side of the control point; a Tension of +1 sharpens the curve on either side of the control point Continuity: Indicates the smoothness of a transition between the segments joined by a motion point. A Continuity of -1 sharpens the transition on either side of the motion point; a Continuity of +1 rounds out the transition, creating two gentle curves on either side of the motion point. A value of zero creates a smooth transition. Bias: Indicates which direction the slope is leaning toward. A Bias of -1 favours the left side of the motion point; a Bias of +1 favours the right side of the motion point. When the Bias is set to 0 (zero), neither side is favoured.

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Other 3D Path Editor Commands



Stop Motion Keyframe: Sets a constant value for the keyframe and all frames until the next keyframe. Constant Z: Sets a constant front-back value for the keyframe and all frames until the next keyframe.The Z-axis does not have to be displayed to change this. Show Current Frame: Displays a blue line to indicate the current scene frame number and synchronizes dialog box data to that frame. Grid button: Displays a grid in the Editor. button: Adds or removes motion points on the path at the

Add/Remove selected frame. Lock/Unlock keyframe.

button: Locks motion points to a frame or unlocks a

Projection button: selects the dimension of the path you want to edit. Choose between X (left-right), Y (up-down) and Z (front-back). Apply Velocity button: Opens the Apply Velocity on Editor box so that you can select the projection of the motion path on which you want to apply the velocity curve.

To open the Path Editor: 1. Do one of the following: In the Xsheet View, select your column, click on the Menu button and select: View > Column Editor. In the Xsheet View, double-click a peg column header. Right-click on the peg column header and select Column Editor from the popup menu.

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Add Columns
Use the Add Columns dialog box to add columns to the Xsheet View. You can also use this dialog box to add an element to your scene, linking it to a column at the same time.

Enter a name and select a column type from the dialog box. The following types are available to chose from:

3D Path column Bezier Curve column Drawing column Ease Curve column Expression column Sound column

Drawing and Sound columns are always available from the Column Type drop-list. To open the Add Columns dialog box: In the Xsheet View, click on the Menu button, select Columns > Add Columns. Right-click a column header in the Xsheet View and select Add Columns. Press [Shift]+[C], the default keyboard shortcut.

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Add Frames
In the Add Frames dialog box, select the number of frames to add to your scene.

To open the Add Frames dialog box: In the top menu select Scene > Add Frames After Selection or Add Frames Before Selection or Add Frames at Start or Add Frames at End. In the Xsheet View, click on the Menu button and select Frames > Add Frames After Selection or Add Frames Before Selection or Add Frames at Start or Add Frames at End. Right-click a cell in the Xsheet View, select Frames > Add Frames After Selection or Add Frames Before Selection or Add Frames at Start or Add Frames at End. Press [Ctrl]+[H], the default keyboard shortcut for adding frames after the selection. Press [Ctrl]+[G], the default keyboard shortcut for adding frames before the selection.

Adjust Line Texture Opacity


To preserve the quality of hand-drawn lines in vectorized drawings, Toon Boom Digital Pro creates an alpha screen from the variations in the density of the hand-drawn lines. This screen is then applied over the vector lines. This feature is called line texture. Use the Adjust Line Texture Opacity dialog box to modify the values of the original alpha screen. This effect can only be applied to drawings that have been locked.

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White Slider: Use the top white slider to determine the textures transparency at the lines border. The distance between the two sliders determines the amount of transition between the transparent and opaque values.

Black Slider: Use the bottom black slider to determine the textures opacity at the lines centre.The distance between the two sliders determines the amount of transition between the two values.

Apply to all drawings: Use this command to apply the opacity setting to all locked drawings in the element.

To open the Adjust Line Texture Opacity dialog box: In the Drawing View or Camera View, click on the Menu select Drawing > Adjust Line Texture Opacity. button and

Alignment
The size and aspect ratio of the scenes alignment rectangle (Field Chart) is defined in the Alignment dialog box. Toon Boom Digital Pro uses the alignment rectangle to position elements in the scene, transform them in the Camera, Top and Side views, and clip them before they are composited. If there are images in your scene that have a different size or aspect ratio, they are positioned in the alignment rectangle based on the Alignment Rule setting. This is accessible in the Position tab of the Element (Drawing) Module.

In the Units Aspect Ratio fields, enter the aspect ratio of the grid you will use. If the aspect ratio you want to use is 1:1, enter 1 in the Left/Right field (Xaxis) and 1 in the Up/Down field (Y-axis).

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If the aspect ratio you want is 4:3, enter 4 in the Left/Right field and 3 in the Up/Down field.

In the Number of Units fields, enter the total number units on the Left/Right (Y), Up/Down (X), and Front/Back (Z) axes.

In the Coordinates at Centre fields, enter the values for the coordinates at the centre of your grid.

To open the Alignment box: Select Scene > Alignment.

Apply Velocity on Editor


Use the Apply Velocity on Editor dialog box to select the axes on which you want to apply the velocity function. You might want to apply the velocity to only one axis, for example, to have the Left/Right motion progress steadily while the Up/Down motion changes dramatically.

Apply Velocity on X: Applies the velocity curve on the X (Left-Right) axis.

Apply Velocity on Y: Applies the velocity curve on the Y (Up-Down) axis. Apply Velocity on Z: Applies the velocity curve on the Z (front-back) axis.

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To open the Apply Velocity on Editor dialog box: In the Velocity Editor - Bezier or Velocity Editor - Ease dialog box, click on the Apply Velocity button. In the Camera View, select a Peg (3D Path) and press [V]. In the Timeline View, double-click on the Function Module. In the Xsheet View, double-click on the Velocity columns header.

Apply Velocity button

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Bezier Editor
In the Bezier Editor, modify the values of the function curve using Bezier controls. Reshape the curve by adding points and changing their values. You can also change the slope of the curve with the Bezier handles.

Point

Frame: the selected frame number Value: the value at the selected frame number

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Left/Right Handle

Length: The distance between the handle and the function point Angle: The slope of the curve before the selected function point (left handle) or after the selected function point (right handle).

Other Bezier Editor Commands



Stop-Motion Keyframe: Sets a constant value for the keyframe and all frames until the next keyframe. Show Current Frame: Displays a blue line to indicate the current scene frame number and synchronize dialog box data to that frame. Add/Remove selected frame. Grid button: Adds or removes function points to the path at the

button: Displays a grid in the Editor.

Step button: Opens the Hold Value Editor, allowing you to edit the curve for animations edited on twos, threes, etc. Continuity drop-list: Becomes active once you have selected a motion point. The options in this menu control the functioning of the handles on either side of the selected point.

Corner moves the handles independently. Smooth moves the handles together, maintaining the same distance from the point. Straight moves the handles together, maintaining the same angle to the point.

Reshape buttons: Provide options for modifying the path to the right of the point, including maintaining a constant (Stop-Motion) value or changing the value linearly (Linear).

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To open the Bezier Editor: Double-click on the header of a Bezier Curve column in the Xsheet View. Right-click on the header of the Bezier Curve column, and select Column Editor from the pop-up menu. In the Timeline View, double-click on the Function Module. Double-clicking the column header opens the Bezier Editor.

See Also: Velocity Editor - Bezier on page 345

Bitmap Image Quality


The Bitmap Image Quality dialog box allows you to adjust the preview resolution for bitmap images in the Camera view.

To open the Bitmap Image Quality dialog box: In the top menu, select View > Camera > Bitmap Image Quality. In the Camera View, click on the Menu button and select View > Bitmap Image Quality. Press [Ctrl]+[Q], the default keyboard shortcut.

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Close Gaps
Use the Close Gaps dialog box to remove multiple gaps in a drawing.

As you adjust the threshold, the gaps that the command will remove are highlighted in red in the edited drawing. By selecting Apply to all drawings, you can apply the operation to all of drawings that you have edit rights for. To open the Close Gaps dialog box: In the Drawing View or Camera View, click on the Menu select Drawing > Clean Up > Close Gaps. Press [Shift]+[F10] (Windows), the default keyboard shortcut. In the top menu, select Drawing > Clean Up > Close Gaps. button and

Colour Picker
Use the Colour Picker to change the colour values of a Colour Pot. In the Colour Picker, you can:

Create gradients Create transparent or opaque colours (using the alpha slider) Rename a colour pot Brightness Swatches: let you select a shade slightly lighter or darker than the colour you have created.

Colour Storage Swatches: let you save intermediate colour values. Click on the Add button to store a colour.

New/Old Colour Swatches: Use the New/Old Colour Swatches to revert to the original value of the colour swatch.

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To open the Colour Picker: Double-click a colour pot in the Colour View. Right-click a colour pot and select Edit from the pop-up menu. You can leave the Colour Picker open as you select the colour pots that you want to edit in the Colour View. If you want to set the Multi Wheel Colour Picker as the default view, select Default Multi Wheel Colour Picker in the Drawing Mode tab of the Preferences dialog box. Note
The Colour Picker also opens from various modules that have editable colour values.

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Colour Picker in Single Wheel Mode

Click here to open the Colour Picker in Multi Wheel Mode

Colour Picker in Multi Wheel Mode Colour Storage Swatches Brightness Swatches

Hue, Saturation and (HSV) Wheels

Undo List

Red, Green and Blue (RGB) Wheels

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Colour Recovery
The Colour Recovery dialog box appears when the system cannot find some colours. This generally occurs when a drawing, scene or template does not accompany the original palette.

Yes: Click on the Yes button if you want the system to recover the colours and use them to create a local palette. No: Click on the No button if you do not want the system to recover the colours. The missing colours will be displayed as the bright red default colour. Do not ask again for this session: Check this box if you do not want the system to ask you again during the session, and to automatically recover or not recover the colours following your choice.

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Column Editor (Drawing)


In the Drawing Column Editor, you can change the name of the column as well as connect it to a specific element on your file system. The Drawing Column Editor can also be used to create and edit elements.

Name: The name of the exposure sheet column.

Vector Drawing: Determines if the drawing is to be vectorized or not. Selecting this disallows the Bitmap File Format option.

Field Chart: Choose from 12, 16 or 24.

To open the Drawing Column Editor: Double-click a drawing column header in the Xsheet View. Right-click on the drawing column header in the Xsheet View and select Column Editor.

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Column Types
The Columns Types dialog box allows you to select which types of columns to display in the Xsheet View.

To open the Column Types dialog box: In the Xsheet View, click on the Menu View > Column Types Manager. button and select

Convert Morphing to Drawings


Use the Convert Morphing to Drawings dialog box to enter a prefix for the separate drawings that you will create from the morphing and expose in the selected frames.

To open the Convert Morphing to Drawings dialog box: 1. 2. Select any cell in the morphing. Do one of the following: In the Xsheet or Timeline views, click on the Menu button and select Morphing > Convert Morphing to Drawings In the Xsheet or Timeline views, right-click on the selection and select Morphing > Convert Morphing to Drawings from the pop-up menu.

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Create Cycle
Use the Create Cycle dialog box to create cycles automatically and to simplify the process of labelling cells.

Number of Cycles: enter the number of cycles that you want to create. The initial cycle that you have selected is included in this count. When the cycles are created, the rest of the cells in the element are pushed forward.

To open the Create Cycle dialog box: In the Timeline View, right-click on the cells that you selected as the basis for your cycle and select Create Cycle.

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Ease Editor
Use the Ease Editor to modify the values of the function curve using Ease controls. Reshape the curve by adding points and changing their values. The Ease curve handles can also be used to affect the smoothness at the beginning and end of the curve. Select a motion point to display its ease controls to adjust the function curve. Ease point Angle: click and drag to change the range of tension.

Point

Frame: The selected frame number Value: The value at the selected frame number

In/Out

Ease in/out: The maximum number of frames after the selected ease point (left handle) or before the selected ease point (right handle), in which the ease curve

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function is curved to represent a gradual change. These fields are active when the Tension is greater than 1. Angle: Enter a value to set the maximum range of motion.

Other Ease Editor Commands

Stop-Motion Keyframe option: Sets a constant value for the keyframe and all frames until the next keyframe.

Show Current Frame option: Displays a blue line to indicate the current scene frame number and synchronizes dialog box data to that frame.

Grid

button: Displays a grid in the Editor. button: Adds or removes ease points to the path at the

Add/Remove selected frame.

Step button: Opens the Hold Value Editor, which allows you to edit the curve for animations edited on twos, threes, etc. When you select a motion point, the Continuity drop-list becomes active. The options in this menu control the functioning of the handles on either side of the selected point.

Corner moves the handles independently. Straight moves the handles together, maintaining their same angle to the point.

The Reshape buttons provide options for modifying the path to the right of the point, including maintaining a constant (Stop-Motion) value or changing the value linearly (Linear). Tension: Enter a value or use the spin control to change the value of the curves tension. Tension can be a value from 1 (for a straight line, maximum tension) to 10 (minimum tension).

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To open the Ease Editor: Double-click on the header of a Ease Curve column in the Xsheet View. In the Timeline View, double-click on the Function Module. Doubleclicking the column header

Export to Flash Movie (Swf)


Use the Export to Flash Movie (Swf) dialog box to edit the parameters when you want to render all or part of your scene as an Adobe Flash movie.

Export to

Export to: Select the location and name for the final frames.

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Export from Display module

Display drop-list: Select the Display Module whose output you want to convert to a QuickTime movie.

Export Range

Export Range: Select the frames that you want to render. To render the entire scene, click on the All radio button.

Options

Frame Rate: Use the Frame Rate drop-list to select the movie speed in frames per second. JPEG Quality: Use the JPEG quality drop-list to select the image resolution. Protect from Import: Activate the Protect from Import option to prevent the movie from being imported for reuse and modification in other applications. Compress Movie: Activate the Compress Movie option to save the output as a lossless, compressed SWF file. This will generally reduce the file size by 5-10% compared to an uncompressed SWF file.

Your output will be saved as a SWF file that can be played back in Flash and Flashcompatible applications. To open the Export to QuickTime Movie dialog box: Select File > Export > Adobe Flash (SWF).

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Export to QuickTime Movie


Use the Export to QuickTime Movie dialog box to edit the parameters when you want to render all or a part of your scene as a QuickTime movie

Export to

Export to: select the location and name for the final frames.

Export from Display module

Display drop-list: select the Display Module whose output you want to convert to QuickTime.

Export Range

Export Range: select the frames to render. To render the entire scene, select the All radio button.

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The output will be saved as a QuickTime movie in the specified location. This movie can be played back in the QuickTime application.

Video Options
Click on the Video Options button to open the Compression Settings dialog box.

The options available are based on the QuickTime codec installed on your computer.

Sound Options
Click on the Sound Options button to open the Sound Options dialog box.

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The options available are based on the QuickTime codec installed on your computer. To open the Export to QuickTime Movie dialog box: Select File > Export > QuickTime Movie.

Expression
Use the Expression dialog box to create an expression that generates values from a function column in order to determine the values for the properties of another function.

Column Name field: enter the name of the Expression column.

Expression field: enter the appropriate column name. Current frame is assumed, unless you indicate previous (previous frame), Nframe (total number of frames in the scene), or a specific [frame number]. Operators include: * (multiplication), / (division), + (addition), and - (subtraction).

To open the Expression dialog box: In the Xsheet View, double-click on the header of an Expression column. In the Xsheet View, right-click on the header of an Expression column and select Column Editor.

Using the Expression Column


An Expression is a mathematical formula that includes operators and operands.


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Operators are symbols that represent an action, like + for addition. Operands are values that are manipulated by the operators.

Chapter 6: Dialog Boxes

In the expression (10+5), 10 and 5 are the operands and + is the operator. In Toon Boom Digital Pro, you can use expressions to automate the calculation of effect values based on the values in another column. Repeat the same image one frame behind the previous one. Without expressions, you will have to manually enter the position of the elements peg so that it is one frame behind the original element. Save time by creating an Expression column and building an expression that does this process for you. If you change the position of the element in the original column, Toon Boom Digital Pro will automatically update the Expression columns that are linked to it. In Toon Boom Digital Pro, you build expressions with following operators:

+ (addition) - (subtraction). You must include spaces around the minus sign when it is part of a mathematical expression because - is also a valid character in element names. Further, you can also use - as a unary minus sign, meaning that you can negate entire operations with the minus sign. For example, - (5-3) would result in the value -2. * (multiplication) / (division) Multiplication and division are always performed before addition and subtraction. Use parentheses ( ) to enclose discreet operations.

To refer to the values in a column, use the column name and the frame number. If you do not give the frame number, Toon Boom Digital Pro assumes that you want the value of the current frame. You can refer to the frame numbers in the following ways:

frame refers to the current frame number. previous refers to the frame before the current one. Nframe refers to the total number of frames in a scene. [ ] can be used to refer to specific frame numbers. This expression says that the current frame value will be the same as the previous frame value of the element peg_x. In this expression, we are instructing Toon Boom Digital Pro to look two frames before the current frame in the column peg_angle and multiply the value by 3 to derive the value for the current frame of the Expression column.

Consider the expression: previous(peg_x)

Now consider this expression: peg_angle[frame - 2] * 3

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There are also a number of predefined functions that you can use:

Sum: Adds all previous frames to create the value at the current frame) Tan (tangent), cos (cosine), sin (sine), atan (arc tangent), acos (arc cosine) and asin (arc sine): These functions are useful in calculating camera angles and angles of rotation. Atan2 (y, x): Unlike the other arc tangent function (atan), this function allows a value between -180 and 180. In the atan function, you would loose the positive and negative signs that indicate which quadrant the value should be in. With the atan2 function, the quadrant identification is preserved. Use this function when the direction of a directional blur needs to be preserved. Ceil: Rounds the value up to the next integer. For example:@@ If the value is 3.7, the ceil value is 4. If the value is 3, then the ceil value is 3. Floor: Rounds the value to the lower integer. For example: If the value is 3.7, the floor value is 3. If the value is 3, then the floor value is 3. Int: removes the values after the decimal point to make a whole number Abs: Absolute value of the number. For example: If the number is -2, then the result of this function would be 2. If the number is 2, the result of the function would be 2. Round: Rounds a number with digits after the decimal to the nearest whole number. Sqrt: Square root of the value. Comparison functions (=, ==, !=, <, <=, >, >=): These functions compare arguments. When the function is true, the result is 1. When the function is false,

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the result of the function is 0 (zero). You can use these functions with the conditional (if) function. =, == : Compares two arguments to find out if they are equal. !=: Compares two arguments to find out if they are NOT equal. < : Less than <= : Less than or equal to > : Greater than >= : Greater than or equal to exp: Indicates that the argument is an exponent of e (2.71828). For example, exp(5) = 2.718285 ln: Logarithm of a value Conditional function (if, then, else): Use to execute calculations conditionally. You can use conditional expressions with the comparison functions. A value of 0 (zero) is considered false, whereas any other value is considered true. For example: if (peg_x >= pegant_x) then (peg_x * 2) else pegant_x * 2 This conditional expression says that if the peg_x column is greater than or equal to the value in the pegant_x column, then the value of the function is peg_x multiplied by 2. If the peg_x column is not greater than or equal to the value in the pegant_x column, the value of the function is pegant_x multiplied by 2.

To build an expression: 1. 2. Add an Expression column to your exposure sheet. Double-click on the title of the column to open the Expression dialog box.

Extend Exposure
Use the Extend Exposure dialog box to add a selected number of cells to the exposure time.

Extend to Frame: Enter the frame that you want to extend the exposure to.

Overwrite: Expose the drawing in the frames and replace the original drawings.
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Insert: Expose the drawing in the frames and move subsequent frames forward on the timeline.

To open the Extend Exposure dialog box: 1. 2. Select the cell that contains the drawing on which you want to change the exposure. Right-click on the Timeline View and select Extend Exposure.

Fill Selection
In the Value field of the Fill Selection dialog box, enter the value that you want to fill in the selected cells of the Xsheet View.

To open the Fill Selection dialog box: 1. 2. In a column of the Xsheet, select the cells that you want to fill. In the Xsheet View, click on the Menu button or right-click your selection and select Exposure > Fill Selection from the pop-up menu. You can also use the default keyboard shortcut, [Ctrl]+[T].

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Fill Cells Randomly


Use the Fill Cells Randomly dialog box to set the values and behavior of the random filling option.

Minimum Value: Enter the minimum value of the random filling. Maximum Value: Enter the maximum value of the random filling Hold: Enter the number of frames you want each value to be exposed. Whole numbers: Select this if you want the random filling to generate only whole numbers.

To open the Fill Cells Randomly dialog box: 1. 2. In a column of the exposure sheet, select the cells you want to fill randomly. In the Xsheet View, click on the Menu button or right-click your selection and select Exposure > Fill Cells Randomly Selection from the pop-up menu. You can also use the default keyboard shortcut, [Ctrl]+[R].

Go to Frame
Use the Go to Frame dialog box to move the current frame marker to a selected frame.

Enter the New Current Frame: enter the frame number you want to see and click OK. The red frame marker will appear on the frame you selected and the elements at that frame appear in the Camera View. In the Timeline View, right-click on the frame bar and select Go to Frame.

To open the Go to Frame dialog box:

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Hold Value Editor


In the Hold Value Editor, you can build values into a function curve you are editing to suit the timing pattern of your drawings in the Xsheet View. For example, if you are working on drawings that are exposed for two frames, you want the velocity curve to apply the same value to those two drawings. Rather than manually entering these values for each frame and adjusting the slope of the curve, you can use the Hold Value Editor to automate the process.

The step value is displayed in the Function Editor as soon as you click on Apply.

Start: Enter the start frame for the step effect you are creating. Stop: Enter the end frame of the step effect. Step: Enter the number of frames you want to hold a value for. For example, if your animation is on twos, you would enter 2 in the Step field.

To open the Hold Value Editor: Click on the Step Note


You must have a curve in the function editor for the steps to appear on your curve.

button in a Velocity Editor - Bezier or a Bezier Editor.

See Also Velocity Editor - Bezier on page 345


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Import Drawings
You can import drawings from any location that your computer can access. A new column will appear in the Xsheet View to display all of the drawings that you import. You can select an unlimited number of drawings in this process. Toon Boom Digital Pro creates folders on the file system and column names based on the prefix of the drawing file. If you select files monster-1.tvg up to and including monster-20.tvg, and alien-1.tvg through alien-50.tvg, Toon Boom Digital Pro will create two folders (timing or element), two columns, and elements with the names monster and alien.

Consider the following when you select drawings to import.

If you create an element for imported drawings, you cannot import other drawings that have the same name as an existing element. You cannot import drawings with different file extensions. All of the drawings that you import must have a dash in them (ie,monster1.tvg). File(s): Enter the name of the drawing files to import. Click on the File Folder button to browse for drawings.

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Create Element: Create a folder for the selected drawings in the Elements directory. This option also labels the cells in the column with the drawings number values.

Add to Existing Element: Add drawings to an existing Elements directory. Select the directory from the drop-down list and specify which column to add the drawing to.

Vectorize: Select if you want your Bitmap file to be vectorized, and click on the Edit Vectorization Parameters button to open the Edit Vectorization Parameters dialog box.

To open the Import Drawings dialog box: In the top menu, select File > Import > Drawings. In the Xsheet View, click on the Menu button and select File > Import > Drawings. In the Xsheet View, right-click a drawing column and select Import > Drawings. In the Timeline View, click on the Menu button and select File > Import > Drawings.

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Load Playback
Use the Load Playback dialog box to refine the selection of files to load in the Playback View window.

To open the Load Playback dialog box: 1. In the Playback View window, click on the Menu Source > Load from Folder. A dialog box appears. 2. Select the directory of images you want to load. button and select

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Morphing Inspector
Use the Morphing Inspector dialog box to add new layers and manage morphing hints.

Layers section: use to create all of the different layers in your drawing. Deformation Path section.

Hints section: use to modify the hint type for all hints in a layer.

Velocity section.

In the Layers section, you create all of the different layers in your drawing. The order of the layers indicates how they are stacked: layers at the top of the list appear on top of layers at the bottom of the list.


Note

Name: The name of the layer. Drawing From: The first drawing in the layer. Drawing To: The last drawing in the layer. From Frame: The first frame that the layer appears in. To Frame: The last frame that the layer appears in. Double-click any Xsheet View cell or Timeline View frame in the morphing sequence.

To open the Morphing Inspector dialog box:

When you create a drawing that starts or finishes during the morphing sequence, Toon Boom Digital Pro inserts a green (representing the start) or red (representing the end) square in the Xsheet View cell where a layer starts or ends.

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New Scene
Use the New Scene dialog box to create a new scene.

Project Directory: Click on the Choose button to in which directory the scene will be stored. Project Name: Enter the scene name. Resolution Profiles: Select a Resolution Profile from the list for your new scene. Add button: Click on the Add frame rate and aspect ratio. button to add a new scene resolution,

Remove button: Click on the Remove profile from the list.

button to delete a resolution

To open the New Scene dialog box: In the File toolbar, click on the New In the top menu, select File > New. button.

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OpenGL Frames
Use the OpenGL dialog box to select the frames you want to render from the OpenGL Camera view, then save the rendered frames as image files or as a QuickTime movie. Note
Frames saved from OpenGL Views have neither anti-aliasing nor network special effects. To render final frames with effects, use the Composite dialog box.

To open the Save Frames dialog box: 1. 2. 3. Select File > Export > OpenGL Frames. Select the frames to render. Select the location and name for the final frames. In the Location field, click on the Browse button to select a folder for the frames. In the File Name field, type the starting sequence of the file name. In the Suffix field, select the numbering format for the file name. From the Drawing Type drop-list, select the type of files you want to create, such as TGA or SGI.

4.

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5. 6. 7. 8.

From the Display drop-list, select the Display Module whose output you want to save. Enter the size of the final frames in the Width and Height fields. If you want to create a movie, select the Save as Movie option and click on the Video Options button to select the compression settings. Click on the OK button.

Digital Pro writes the frames to your file system. You can playback these frames in the Playback View window, or transfer them to video or to another software. To open the Save Frames dialog box: Select File > Save OpenGL Frames.

Palette Browser
Toon Boom Digital Pro provides a Palette Browser and an Advanced Palette Browser.

Palette Browser
The Palette Browser lets you create, duplicate, clone and save palettes.

To open the Palette Browser: 1. In the Colour View, click on the Create Palette OR Click on the Menu 2. button and select Palette. From the Palettes menu, select one of the following commands: New Clone Duplicate Save As button.

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Advanced Palette Browser


The Advanced Palette Browser displays all of the colour palettes in your file system. Use it to create new palettes (originals, duplicates or clones) or to load existing ones into the palette list of an element.

To open the Palette Browser: first set your preferences under the Advanced tab, selecting Advanced Palette List. 1. In the Colour View, click on the Create Palette button. OR Click on the Menu 2. button and select Palette. From the Palettes menu, select one of the following commands: New Load Duplicate Clone Save As or the Load Palette

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Paste Special
Use the Paste Special dialog box to apply advanced features when copying and pasting keyframes, drawings, exposures and templates. The Paste Special feature can be used

in the Timeline View in the Network View in the Xsheet View

Modules

Create New Columns: When pasting modules, select Create New Columns to copy the content from the original column to a new column (and element) with a new name.

Pegs and Functions

Add/Remove Motion Keyframes: Copies the properties of the selected motion keyframe to the new frame.
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Add/Remove Velocity Keyframes: Copies the properties of the selected velocity keyframe to the new frame.

Add/Remove Rotation Keyframes: Copies the properties of the selected rotation keyframe to the new frame.

Add/Remove Skew Keyframes: Copies the properties of the selected skew keyframe to the new frame.

Add/Remove Scaling Keyframes: Copies the properties of the selected scale keyframe to the new frame.

Force Keyframes at functions beginning and end: Adds a keyframe to the beginning and end of the pasted function, reproducing the source function.

Offset Keyframes: When pasting functions, this option offsets the keyframes from the functions last value by the values in the pasted function. This will continue the progression of a function rather than repeat the values.

Replace Expression Columns: Replaces the destination function with the formula from the source column.

Drawings

Do Nothing: Do not create or overwrite drawings.

Add/Remove Exposure: Creates/deletes exposure values in the selected element. You have the following choices as to how to treat drawings that will be created when adding an exposure: Drawing Files

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Never create drawing files: When adding exposures to a drawing element, drawing files will not be created. Only create when it does not exist: When adding exposures to a drawing element, new drawings will be created only when drawings with the same name do not already exist in the destination.

Always create drawings: When adding exposures to a drawing element, new drawings will always be created. If drawing files with the same name already exist, Toon Boom Digital Pro will create a new name for the drawing.

Automatically Extend Exposure: Extends the exposure of drawings to fill the range of cells to the destination frame. Keyframe mode substitution: Pasting an exposure value replaces the cell value in the current frame and in all frames following in sequence with the original cell value.

Colour Palettes Do nothing: Does not create, overwrite, merge or link palettes. Reuse existing palettes: Palettes in the destination drawings are left as they are. Overwrite existing palettes: Overwrites destination palettes with the palettes from the source drawings. Create new palette files: Creates new palette files, placing them at the same relative environment and scene level as the source. If the palettes in the templates were stored at the environment level of the source scene, the paste operation will place the palettes in the environment level of the destination scene. Create new palette files in element folder: Creates new palette files in the element folders of the destination scene, rather than in the same relative job or environment. Merge palettes. Add new colours only: Adds new colours to the destination palettes and ignores colours that are the same in the two palettes. Merge palettes. Update existing colours: Adds new colours to the destination palette and updates duplicate colours in the destination with colour values from the source.

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Link to original palette (colour Model): Links the colour palettes in the destination to the palettes in the source. Use this to link drawings to the palettes in a colour model. Merge palettes at scene level. Add new colours only: Adds new colours to the destination scene palettes and ignores colours that are the same in the two palettes. Merge palettes at scene. Add new colours and update existing colours: Adds new colours to the destination scene palette and updates duplicate colours in the destination with the colour values from the source.

Update drawing pivot: Revises the drawing pivot in the destination to use the same drawing pivot as the first drawing in the template. When you have a range of drawings selected in the destination, the pivot points of all selected drawings will be updated.

To open the Paste Special dialog box: In the Xsheet View, Network View, or Timeline View, click on the Menu button and select Edit > Paste Special. In the Xsheet View, Timeline View or Network View, press [Alt] and drag an object within the window or to another View window.

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Playback Start/Stop Frame


Use the Playback Start Frame and Playback Stop Frame dialog boxes to change the lower and upper limits of the playback frame range. Start frame dialog box.

End frame dialog box.

Enter the New Start/Stop Frame: Enter the frame number where you want to start or end playback and click on OK. The playback frame marker will appear on the frame you selected. In the Timeline View, right-click on the frame bar and select Playback Start Frame or Playback Stop Frame.

To open the Playback Start Frame or Playback Stop Frame dialog box:

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Preferences
In the Preferences dialog box, you can set a number of options for working with Toon Boom Digital Pro

Preferences are organized by category, including:

Shortcuts General Camera Network Exposure Sheet Drawing Template Timeline OpenGL Advanced

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Shortcuts
Use the Shortcuts tab to customize existing shortcuts and to add new ones.

To set a shortcut: 1. In the left window, select the command to modify. Click on the shortcut rectangle (above the right window).

2. 3.

On your keyboard, click on the desired shortcut. Click on the OK button.

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General
Use the General tab to set general software behaviour.

Save

Offer to Save Workspace: Before exiting the application, the system will ask if you want to save modifications that have been made to your Workspace.

Colour Management

Interactive Colour Recovery: If there are colours that are lost, the system will ask if you want to recover them. Colour Recovery: If there are colours that are lost, the system will automatically recover them. Replacement Colours: If there are colours that are lost, the system will display them using the colour indicated in the replacement swatch.

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Colours

Current View Border: Using the colour specified, the system displays a frame around the view currently in use. Current View Border in Template Edit: Using the colour specified, the system displays a frame around the view currently in use in the Template Edit mode. Edit Colours: Click to modify the colours of the user interface.

Playback View

Frame Height: Sets the resolution height for the Playback View render. Frame Width: Sets the resolution width for the Playback View render.

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Options

Auto-Apply: When enabled, values entered or options selected in module editors will automatically be applied to elements in your scene. The Apply and OK buttons will be disabled in the module editors when this feature is enabled. Native Windows Playback: Use Windows functions for playback in Enable Cache mode. This may improve playback performance, depending on your video card. Use Menu Bars in Detached Views: When opening a floating window, a menu will be displayed as a menu bar instead of as a drop-menu. Editors Always on Top: Module and Function Editors are on top of the main window. Close Previous Editors: When the user opens a new editor, the previously opened one will be closed. Focus on Mouse Enter: The current view will automatically change when the mouse cursor enters a new view. Auto-Render: Will automatically enable the Auto-Render option. Cycle Exposure: Make navigation in the Xsheet view wrap-around from the last cell or column to the first. Display Cardinal Coordinates: Display coordinates as either scalar (i.e., +1 / -1) or cardinal (i.e.,. 1N / 1S).

Settings

Stop-Motion Keyframes: New keyframes will be created as Stop-Motion keyframes. Default Separate Positions: New pegs will be created with separate positions functions. Default Separate Scale: New pegs will be created with separate scale functions. Default Bezier: New functions curves will be created as Bezier Curves. Default Bezier Velocity: New velocity curves will be created as Bezier Curves. Read Use Drawing Pivot: The Use Drawing Pivot will be enabled in new drawing element modules. Minimum FOV: The minimum field-of-view for cameras. Maximum FOV: The maximum field-of-view for cameras. Field Chart: Default value for the number of units on the X (left/right), Y (up/ down) and Z (front/back) axes of the field chart used for a new scene. Levels Of Undo: The number of actions in the undo list. HTML Browser for Unix: Used to view the online help on Linux machines. Enter the command to launch the browser, including the path if necessary.

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Snap Keyframe

Snap Keyframe: If two keyframes have the same value, they will both update to the same new position when the first of the two keyframes is modified. The previous keyframe has to be a Stop-Motion keyframe. Snap Last Keyframe Only: If the layers last keyframe has the same value as the previous, they will both update to the same new position when the previous keyframe is modified. The previous keyframe has to be a Stop-Motion keyframe.

Camera
Use the Camera tab to set your Camera View behaviour.

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Tools

Initial Animation Mode: Determines which animation mode will be enabled when the scene is opened. Bounding Box Selection Style: In the Camera View, an outline box will appear around the selected element. Show Locked Drawings As Outlines: In the Camera View, locked elements will be displayed as outlines only. Nudging Factor: The nudging increment value.

Zoom Settings

Camera View Default Zoom: The default zoom value for the Camera View. Top/Side View Default Zoom: The default zoom value for the Top/Side views.

Settings

Thumbnail Size: The thumbnail size, in pixels, that appears in the Top and Side views. Border Size: The size, in pixels, of the small border around the Camera View. Small Bitmap Resolution: The size, in pixels, of the smaller bitmap version of your image. When you import a bitmap image into a scene, a smaller version of it is created by the system in order to accelerate the compositing and playback processes. TV Safety: The ratio value for the TV Safety frame in proportion to the regular camera frame.

Control Size

Rotation: The Rotation Bounding Box size. Skew: The Skew Bounding Box size. Scale: The Scale Bounding Box size. Min Max: The Bezier handle size. Pivots and Control Points: The Pivots and Control Points size.

Wash Background

Enable in Camera: Dulls background bitmaps in Camera View windows. This allows you to see other elements, such as ones that have not yet been painted, more clearly. The Preview Option Wash Background must be enabled Wash Background Percentage: The Wash percentage value.

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Control Points

Control Point Tension: The default Tension value for new keyframes and Control Points. Control Point Continuity: The default Continuity value for new keyframes and Control Points. Control Point Bias: The default Bias value for new keyframes and Control Points.

Network
Use the Network tab to affect your Network View behaviour.

Navigator

Navigator Starting State: If enabled, the Navigator will appear when opening a scene. Navigator Starting Corner: Indicates the default Navigators position.

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Port Options

Cable Type: Displays Network connections as default or Beziers. Image Caching: Selects which modules image will be cached. Port Output Ordering: Orders the Output Port Top Leftmost or Top Rightmost. Port Input Ordering: Orders the Input Port Top Leftmost or Top Rightmost.

Element Module Drawing Options



Antialiasing Quality: The Antialiasing Quality level. Antialiasing Exponent: The blur fall-of-rate value of the antialiasing. Enable External Read If Image Is Bigger Than: Read Colour: If selected, the Read Colour option will automatically be enabled in element modules created afterward. This option controls the production of colour information from bitmap images. If this module reads 3- or 4-channel bitmaps, this selection determines whether the colour should be read or ignored. If this module reads 1-channel bitmaps, this selection determines if the channel should be read as colour. When you select this option with 1-channel images, a greyscale image will result. Read Transparency: If selected, the Read Transparency option will automatically be enabled in element modules created afterward. This option controls the production of alpha information from bitmap images. If this module reads a 1- or 3-channel image, this option will create a matte from the colour values in the image. If the module reads a 4-channel image and this option is unselected, the alpha information in the image will be ignored. Alignment Rule: The Alignment position for the element module. The new element module will be created following this default rule of alignment. Transparency Type: The new element module will be created following this default transparency type. Premultiplied with Black: Select this option if your bitmap alpha channel was multiplied with a black background. Straight: Select this option if your bitmap alpha channel was multiplied with a transparent background. Premultiplied with White: Select this option if your bitmap alpha channel was multiplied with a white background. Clamp Colour to Alpha:

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Exposure Sheet
Use the Exposure Sheet tab to affect Xsheet behaviours.

Filtering

Show Drawing Columns: If enabled, the Xsheet View will display the Drawing columns. Show Function Columns: If enabled, the Xsheet View will display the Function columns. Show 3D Path Columns: If enabled, the Xsheet View will display the 3D Path columns. Show Sound Columns: If enabled, the Xsheet View will display the Sound columns.

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Options

Default Add Columns: The default position where the new column will be added. Default Column Width: The default width value for the new column being created.

New Element

Vector Type: The vector type version. Bitmap Format: The default bitmap format that will be used (if not changed during the scan process) for scanned-in drawings.

Function Editors

Show Grid: If selected, the grid will be displayed by default when opening the Function Editor. Use Constant Z by Default: If selected, the Constant Z option will be enabled by default in the Function Editor.

Drawing Creation

Use Current Frame as Drawing Name: This option is used to automatically name the drawing by the frame position.

Apply/Next

From Left to Right: When clicking on the Apply/Next button in the Xsheet View Column Editor, the next column to be displayed in the Column Editor will be the one on the right. From Right to Left: When clicking on the Apply/Next button in the Xsheet View Column Editor, the next column to be displayed in the Column Editor will be the one on the left.

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Drawing
Use the Drawing tab to affect the Drawing View and Camera Drawing mode.

Light Table

OnionSkin Render Style: Normal: The onion skinned drawings will be displayed in washed out colours. Enable Shade: The previous onion skinned drawings will be displayed in washed out red shades and the next onion skinned drawings will be displayed in washed out green shades. Outlines Only: The onion skinned drawings will be displayed as outlines only. Light Table: Enable Shade: When enabled, the drawings appearing in the Light Table will be displayed in washed out colours in the Drawing View. When this

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option is disabled, the drawings appearing in the Light Table will be displayed with normal colours. Light Table: Shade in Camera View: When using a drawing tool in the Camera View, the elements you are not working on will be displayed in washed out colours. Enhanced Onion Skin: When both Onion Skin and Light Table options are enabled, the drawings appearing in the Light Table will also display their previous and next onion skinned drawings. Onion Skin: Maximum Wash Value (0,0-1,0): The maximum washed out value for onion skinned drawings. Onion Skin: Minimum Wash Value (0,0-1,0): The minimum washed out value for onion skinned drawings. Onion Skin: Maximum Opacity (0,0-1,0): The maximum opacity value for onion skinned drawings. (0 = transparent) Onion Skin: Minimum Opacity (0,0-1,0): The minimum opacity value for onion skinned drawings. (0 = transparent)

Options

Grid On By Default: When opening the Drawing View, the grid will display automatically. Select Tool is Lasso: When this option is enabled, the Select tool will behave as a lasso selector. When this option is disabled, the Select tool will behave as a rectangle selector. Brush Size Cursor: When this option is enabled, the brush tool will display the brush size as a circle around the cursor. Default Multiwheel Colour Picker: When this option is enabled, the Mutliwheel Colour Picker window will be displayed instead of the regular Colour Picker. Auto Save Pen Styles: When this option is enabled, new pens and pen styles will automatically be saved. Sticky Eye Dropper: When this option is enabled, the Colour Pickers Dropper tool will stay active until the user releases it by clicking on the Dropper icon again. Thumbnail View Location: The location of drawing thumbnails in the Drawing or Camera View when sending multiple drawings. You must restart the application in order to see the change.

New Colour Pots

Create New Colour Pots Using Default Colour: Set the default colour for creating a new colour pot.

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Settings

Auto Gap Closing: The value for the automatic gap closing while painting drawings. 0 = Disabled, 1 = Small, 2 = Medium and 3 = Big. Initial Drawing Tool: The tool initially selected when the Drawing View is opened.

Template
Use the Template tab to affect drag and drop behaviours.

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Paste/Drag and Drop



Always Create New Drawings: Default preference when pasting or dragging and dropping from the library to the Timeline, Network or Xsheet views. Palettes: Ask User: When dropping a template into a scene, the system will ask if you want to link the palette to the original or create a local copy in the scene. Use Original Palette: The system will automatically link drawing elements to the original palette file. If the original palette is not encountered a local copy will be created. Use Copy of Palettes: The system will automatically create a local copy of the palette in the scene.

Editing a Template

Behaviour of palettes when editing a template: Ask User: When opening the Edit Template mode, the system asks if you want to keep the link to the original palette or use the palette copy stored in the template. Use Original Palette: The system will automatically maintain the link to the original palette file. If the original palette is not found, a local copy will be created. Use Copy of Palettes: The system will automatically use the palette copy stored in the template. Generate Thumbnails Automatically: When this option is enabled, the system will automatically create thumbnails for the template when the user wants to see the thumbnails in the Template Library or when saving a template modification.

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Timeline
Use the Timeline tab to affect the Timeline View behaviours.

Default

Show Groups: If enabled, the Timeline View will display the Group modules. Show Effects: If enabled, the Timeline View will display the Effect modules. Show Sounds: If enabled, the Timeline View will display the Sound layers.

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OpenGL
Use the OpenGL tab to affect your OpenGL display settings.

Settings

Conservative Texture Management: Turns on and off conservative memory management for bitmap textures files. Performance will improve when this is enabled. If disabled, you will have a better on-screen rendering of bitmap files at the expense of improved performance. Smooth Textures: Smooths out the pixels of bitmap images when zooming; this improves bitmap image quality. Alternate Gradient and Cutter: This is an alternative way to disable write in the OpenGL Backbuffer, required for some video cards (i.e. GeForce FX5200). Do

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not enable this option unless you are experiencing problems with gradients and cutters in OpenGL (Drawing and Camera views). Destroy Context when Application is Inactive: When using an application other than Toon Boom Digital Pro, the system will dump the OpenGL content to free up the memory. Maximum Texture Size: The size that the bitmap file will be reduced to when using the Conservative Texture Management. Texture Memory: The amount of temporary memory used to store bitmap texture files.

Advanced
Use the Advanced tab to switch to diverse advanced modes.

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Advanced Options

Advanced Display: Once enabled, a display drop-down menu appears in each view, allowing you to activate a different Display module in each. All View Display menus set on Global Display will follow the Display toolbar selection. Advanced Palette Lists: Once enabled, the Create Palette dialog box switches to Advanced mode, allowing you to save a palette as a scene palette list or an element palette list. A palette saved as a scene palette list will automatically appear in every scenes layers. A palette saved as an element palette list will appear only in the layer it is loaded in. Restore Current Selected Drawing On Undo: If a drawing other than the current one is being affected by an Undo command, the system will display the affected drawing when this is enabled. Select Edit > Preferences. In the Playback view window, click on the Menu button and select View > Playback Resolution to display the Preferences dialog boxs General tab.

To open the Preferences dialog box:

Preview Manager
Use the Preview Manager to select which elements to display in the Drawing, Camera, Top and Side views. By displaying only the necessary elements, you reduce the amount of memory required by the system to process the images, improving its performance. To open this the Preview Manager: In the top menu, select View > Camera > Preview Manager. In the Camera View, click on the Menu View > Preview Manager. There are three tabs in this dialog box: button and select

Elements Tab Frames Tab Memory Tab

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Elements Tab
Use the Elements tab to select which elements to display in the Camera, Top and Side views. All elements are displayed in the Camera Render View, regardless of selections made in this dialog box

Enable Line Colour Override: Overrides the line art colour display of drawings in the Camera View, as well as the line representing them in the Top and Side view windows. Click a rows colour column to open the Colour Picker and select a new colour. This does not affect the rendered drawings.

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Frames Tab
Use the Frames tab to select which frames to load in the Camera view. During playback, if a drawing assigned to a frame is not loaded, Toon Boom Digital Pro will still display a drawing, but it might not be the one assigned. Loading selected drawings in memory can help accelerate the performance of your playback. To load these frames immediately into memory, click on the Load Now button.

Load Now: loads all of the frames selected in the Frames tab. Use this to playback drawings and display them at full speed.

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Memory Tab
Use the Memory tab to minimize the amount of memory and processing power required to work in your scene. If you are working on rough drawings or a pencil test, select the options that suit your tasks by using lower vector quality settings to display your scene in the Camera, Top and Side views.

Quality

Lines and Colours: Displays both Line and Colour Art in the Camera, Top and Side views. Strokes and colours: Displays the strokes that define lines and colours. Lines Only: Displays only Line Art. Colours Only: Displays only Colour Art.

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TVG Options

Optimize Memory and Rendering Time: stores one version of each drawing at a fixed resolution in memory (RAM). When this option is enabled, Toon Boom Digital Pro erases all other versions from memory, freeing memory for other uses and improving the performance of your computer.

Vector Quality

High: maintains the quality of the vector drawings when displayed in the Camera, Top and Side views. Medium: removes some points from the vector drawings so that they display faster in the Camera, Top and Side views. Some artifacts may appear in the display as a result. Low: removes more points from your vector drawings so that they display more quickly in the Camera, Top and Side views. Some artifacts may appear in the display as a result of this selection. The actual drawings are unchanged.

Memory

Free Memory: Displays the amount of available memory on your system. Total Memory: Displays the total amount of memory on your system. Update: Refreshes the memory displays. Clear Cache: Deletes unused drawings in memory, creating more free memory.

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Preview Options
Use the Preview Options dialog box to control how Toon Boom Digital Pro displays your animation in the Render, Camera, Top and Side views. The options you choose are regulated by the power of your system and video card, and the tasks you perform.

To open the Preview Options dialog box: Select Scene > Preview Options. There are two tabs in the dialog box:

Render View Tab Other Views Tab

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Render View Tab


In the Render View tab, you can disable the rendering of effects displayed in the Camera Render View. The blur, texture and focus effects built with modules in the Network View require a lot of time to render. You can disable the rendering of these effects and still benefit from seeing your animation antialiased.

Enable Blur: Renders blur effects derived from the Blur-Directional Module, Blur-Radial Module, and the Blur-Variable Module in the Render View window.

Enable Line Texture: Renders line texture in the Render View.

Enable Focus: Renders focus effects from the Focus-Apply and Focus-Set modules.

BBox TVG Increase: Increases the size of the TVG bounding box.

By holding images, you can decrease memory usage, thereby increasing the performance of your computer. Use the drop-list to select which images to rerender.

Hold All Network Images: Validates all drawings in a cache, locking them in place. This command increases available memory. Release All Network Images: Releases selected drawings from the cache.

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Hold Flagged Modules Images: validates selected drawings in a cache, thereby locking them in place. To flag a module, select it and activate the Hold Image command. This selection will increase performance by avoiding the re-rendering an image.

Other Views Tab


Use the Other Views tab to make it easier to see elements in the Camera, Top and Side views.

Wash Backgrounds: Dulls background pixmaps in the Camera, Top and Side views. this allows you to see other elements, like those that have not yet been painted, more clearly.

Enable Wash Background: Activate this feature in all Camera, Top and Side views. Enable Wash Background in Drawing Mode: activate this feature in the Frame View window, Edit Drawing mode. Enable Line Texture: Renders line texture in the Drawing, Camera, Top and Side views. Displaying line textures can slow the performance of Toon Boom Digital Pro.

Enable Tone and Highlight: Turns on and off the Tone Module and Highlight Module effects in the Camera, Top and Side views. These effect modules can slow the performance of Toon Boom Digital Pro.

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Enable Cutter: Turns on and off the rendering of Cutter Module effects in the Camera, Top and Side views. This effect module can slow the performance of Toon Boom Digital Pro.

Enable Textures and Gradients in Drawings: Shows zones and lines painted with texture or gradient colour pots. When disabled, zones and lines painted with textures and gradients will be filled with solid colours. Textures and gradients require more time and memory to display, so enabling this effect module can slow the performance of Toon Boom Digital Pro.

Enable Stencil Buffer on Pencil Lines: When the option is enabled, the pencil lines are displayed normally. The lines will be opaque (unless there are tansparencies).Disabling this option will reduce rendering times, but will display additive opacities for overlapping pencil lines and unevenly filled curved pencil lines.

Enable Colour Override: Turns on and off the rendering of the Colour-Override Module in the Camera, Top and Side views.

Enable Variable Line Thickness: Turns on and off the rendering of the variable line thickness option of the Element Module.

Enable Glue Module: turns on and off the Glue module feature.

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Remove Dirt
Use the Remove Dirt dialog box to remove any stray marks and smudges from your drawing. As you adjust the threshold, the marks and smudges that will be removed by the command are highlighted in the open drawing. Apply the operation to all drawings by selecting Apply to all drawings.

To open the Remove Dirt dialog box: In the Drawing View or Camera View, click on the Menu select Drawing > Clean Up > Remove Dirt. Press [Shift]+[D], the default keyboard shortcut. button and

Remove Hair
Use the Remove Hair dialog box to remove any stray hairs and lines from your drawing. As you adjust the threshold, the hairs and lines that will be removed by the command are highlighted in the open drawing. Apply the operation to all drawings by selecting Apply to all drawings.

To open the Remove Hair dialog box: In the Drawing View or Camera View, click on the Menu select Drawing > Clean Up > Remove Hair. Press [Shift]+[F11] (Windows), the default keyboard shortcut. In the top menu, select Drawing > Clean Up > Remove Hair. button and

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Rename Palette
The Rename Palette dialog box opens when you rename a colour palette.

In the Name field, enter the new palette name. Consider the Rename file immediately option carefully before you make a selection. Consider whether other palette lists refers to the colour palette you are about to rename. If you select this option, the palette will immediately be saved in the palette library and the original palette file will be lost. Any palette lists that point to the original palette file will be invalid. You will have to edit those palette lists to point to the new renamed palette. If you do not select this option, the renamed palette will be stored in temporary memory until you save it, while the original palette will remain in the palette library. Since the original remains in the palette library, other palette lists will continue to point to this file. However, the original palette will no longer be updated with changes you might make. In the Colour View, click on the Menu button and select Palette > Rename In the Colour View, select the palette you want to rename, right-click and select Rename.

To open the Rename Palette dialog box:

If the palette has been saved to disk, you will get a warning message asking you to confirm the rename. Click Yes to continue.

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Render Network
Use the Render Network dialog box to set the parameters of your composite operations. You can use this dialog box to composite locally or to set up batch composite operations. When you send your scene to batch composite, you must select the resolution of the rendered frames. To render final frames, you must set up a Write Module in the Network View. Toon Boom Digital Pro will composite your scene based on the settings in the Write Module Editor, as well as in the Rendering Network dialog box. Before you send your scene to batch composite, ensure that the Write Module you want to render is set to render at the resolution you select in this dialog box.

Range

All Frames: Composite all frames in the scene. Selected Frames: Composite only the range of frames entered in the From and To fields.

Other Render Network Options

Field Composite: Select this if you want Toon Boom Digital Pro to render the final images as fields for display on interlaced monitors. You must select NTSC or PAL to control how the 3/2 pull-down is performed to create the field frames.

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Field Composite Options

Add Pulldown: Select this to automatically convert the frame rate from 24 fps to 30 fps. Automatic Combine: Combines even and odd fields during the render process, includes information about each field in each frame. Second Field First: Combines even and odd fields, starting with the second field. This is particularly useful for later video editing. Select File > Export > Render Network. Press [Ctrl]+[Shift]+[Y], the default keyboard shortcut.

To open the Render Network dialog box:

Resolution/Frame Rate
Use the Resolution/Frame Rate dialog box to specify the width and height values of your scene, as well as the frame rate. You must specify the frame rate of your scene before you import sound.

The name and resolutions that appear in this dialog box are derived from the resolution.conf file, stored in either of these directories: When using Windows, the path is:

\Toon Boom Animation\Digital Pro\etc\

When using Mac OS X, the path is:


\Digital Pro\etc\

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All scenes found under the environment or job have access to the resolutions stored in that file. There is a sample of the resolution.conf file in the /usa/resources/samples directory. To open this dialog box: Select Scene > Resolution/Frame Rate

Saving a Scene
Once you have finished working in a scene for the current session, do not forget to save your work. You have a number of options when saving a scene. Save the scene in the following ways:

Save the current scene Save a different version of a scene

Saving the current version of a scene


The most direct method is to update the current scene information. To save the current scene: Select File > Save.

Saving a different version of a scene


To save a different version of the current scene:

Enter a name for the new version and click on OK. A different version of the scene is saved under this name. The file is saved in the same directory as the current scene. Note
Drawing data is not duplicated; if you modify the drawings, the change will occur in all versions.

To open the Save Version dialog box: Select File > Save As New Version.

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Select Colour
Use the Select Colour dialog box to choose the colour of the cells of the selected Xsheet columns or Timeline tracks. The colour changes will also be displayed in the Xsheet and Timeline Views.

To open the Select Colour dialog box: 1. Do one of the following: In the Xsheet View, select one or more column headers. In the Timeline View, select one or more tracks. Do one of the following: If you are working in the Xsheet View, click on the Menu button and select View > Change Column Colour. If you are working in the Xsheet View, right-click a column header and select Colour > Change Column Colour from the pop-up menu. If you are working in the Timeline View, click on the Menu select View > Change Track Colour from the pop-up menu. button and

2.

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Sequence Fill
Use the Sequence Fill dialog box to label cells in a column in the Xsheet View. This dialog box can help you automate labelling repetitive timing effects, such as cycles.

Starting Value: the first number in the sequence you are adding.

Increment: the value to increase each frame number by.

Hold: the number of frames you want each label to repeat.

Cycle: the number of frames in each cycle.

End Frame: the last frame in the entire sequence.

Padding: the number to add to the first digit in the sequence.

To open the Sequence Fill dialog box: 1. 2. In the Xsheet View, select the cells you want to label. Do one of the following: In the Xsheet View, click on the Menu button and select Exposure > Sequence Fill. In the Xsheet View, right-click on the frame and select Exposure > Sequence Fill from the pop-up menu. Press [Ctrl]+[M], the default keyboard shortcut.
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Set Exposure
The Set Exposure dialog box allows you to change the exposure of a drawing, increasing or decreasing the amount of time that it spends on screen.

Set Exposure to: enter the number of cells in which you want the drawing to appear. To open the Set Exposure dialog box: 1. 2. In the Xsheet View, select the cell that contains the drawing whose exposure you want to change. Right-click on the Timeline View and select Exposure > Set Exposure.

Show Hidden Columns


The Show Hidden Columns dialog box allows you to select hidden columns to display in the Xsheet View. Select a row and press Check to show a hidden Select a row and click Uncheck to keep hidden a column you selected for To open the Show Hidden Columns dialog box: In the Xsheet View, click on the Menu button and select View > Show Hidden Columns. Right-click on the exposure sheet and select Collapse/Hide > Show Hidden Columns from the pop-up menu. Right-click a column header and select Show Hidden Columns. Press [Alt]+[Shift]+[H], the default keyboard shortcut.

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Sound Element Editor


Use the Sound Element Editor to modify sound elements in your animation. Sound Element panel Lip Sync panel preview image Lip Sync panel assignment options

Current Sound panel With the Sound Element Editor, you can:

Import/delete a sound. Change the start and end frames of the sound element. Trim sections from the beginning and end of a sound by changing the start or end time. Create a fade-in/out effect on a sound. Compute and modify the lip sync assignment of a voice track.

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The Sound Element Editor has two panels that display wave forms:

The Sound Element panels waveform represents the contents of the entire sound element. The start and end frames of different sound files within the element are marked with their frame number.

The Current Sound panels waveform is the selection you made in the Sound Element panel. It displays the duration of the sound in seconds. This differs from the Sound Element panel, which displays the duration of the sound in frames.

The Sound Element Editor also has a Lip Sync panel that appears to the right of the Sound Element panel. After you compute the lip sync of a voice track, the top image in the panel (the Lip Sync Preview Image) displays the lip position and letter of the current frames sound. The smaller images that appear below the Lip Sync Preview image are all of the lip sync assignment options. To open the Sound Element Editor dialog box: In the Xsheet View, double-click on the sound column header. In the Timeline View, double-click on the sound element name in the left window.

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Tint Offset/Blend
Use the Tint Offset/Blend dialog box to modify all of the colour pots in a palette using the same colour value.

Select the colour pots you want to offset or blend.

In Blend mode, create a colour that can be mixed into each colour in the active palette. The Amount slider allows you to adjust the amount of the blend colour you want to mix into all of the colours in the palette. The closer the blend value is to 100%, the greater the amount of the selected colour you will blend into each colour. In Offset mode, add or remove a specific colour value from all colours in the active palette. The Amount slider allows you to adjust the percentage of blending to add or remove from the palette. At 100%, you are adding or removing the full value of each setting. When you change the percentage, you change the value of each setting by that percentage. If you add a Value (the V of HSV) of 50 and you change the blending percentage to 50%, this is the equivalent of simply changing the Value to 25. While tinting a palette, it is best to leave the blending at 100% and adjust the value settings appropriately. Alpha controls: Use to adjust the transparency of the colour you are blending in or using to tint your colour palette.

Blending% slider: In Blend mode, use the Blending % slider to select the amount of the blend colour to mix into all of the colours in the palette. The closer the blend value is to 100%, the greater the amount of the selected colour
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you will blend into each colour. In Tint mode, use the Blending% slider to adjust the amount of each value you want to add or remove from the palette. In Tint mode, it is best to leave the blending percentage at 100% and adjust the value settings appropriately.

Palette List drop-list: Select the palette to tint or blend from the drop-down Palette List. To ensure that you are seeing the colour palettes with the active drawing, click on the Use Palette List button.

RGB/HSV options: Select the colour model (RBG or HSV) to use for the tint or blend operation.

Tint/Blend options: Select the type of operation to perform: tint or blend.

To open the Tint Offset/Blend dialog box: In the Colour View, click on the Menu button, and select Palettes > Tint Panel from the pop-up menu. In the Colour View, right-click on the palette list section and select Tint Panel from the pop-up menu.

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Toolbar Manager
Use the Toolbar Manager to configure the tools specific to each View toolbar.

To open the Toolbar Manager: Click on the Toolbar Manager button.

The icons that appear in the toolbar are stored in the named to match the command they represent.

\Toon Boom Animation\Digital Pro\resources\icons folder. They are PNG files

To change the icons, replace the commands existing PNG file with a PNG file of the same name.

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Vectorization Parameters
Use the Vectorization Parameters dialog box to edit the parameters if you want to vectorize the bitmap drawings you are importing.

Click on the Vectorize Arrow button to vectorize the drawing and see the results in the Vectorized Image panel. Select Vectorize automatically when options change to automatically regenerate the Vectorized Image.

The Vectorized Image is just a preview. The actual vectorization occurs when you click on the OK button in the Import Drawings dialog box.

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Options Tab

There are a number of options to experiment with in the Vectorization Options dialog box.These are applied during the vectorization process. Input The input filters are applied to the bitmap image before it is vectorized.

One Pass and Two Passes: If you select one pass, one threshold value will be applied to both the Line and Colour Art. If you select two passes, you can apply a different threshold value to each layer. For drawings with distinct vector-style lines or mattes, you only need one pass. For greyscale drawings, you may want to pass through the vectorization process twice to apply different threshold values to the Line and Colour Art. Threshold: Determines which values in the scanned image are considered to be a part of the Line or Colour Art and what will be eliminated from the vectorized

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drawing. 0% (zero) is white and 100% is black. The threshold is between these two values. Expand Bitmap: Enter a value to scale the bitmap to detect small variations in the line. Use this option if you scanned a greyscale image and you want to preserve small variations in the texture that will be applied to the line art. Jag Filter: Enter a value to scale back the bitmap to remove some of the lines roughness. If you have a drawing that appears quite rough, use the jag filter to eliminate excess strokes in the final drawing.

Output The output filters are applied during the vectorization process.

No Colour Art: Does not generate Colour Art in the final images. Select this option if you will not paint the image. No Texture: Does not generate texture in the Line Art in the final images. Select this option to create solid lines in the final Line Art. Colour as Texture: Converts colour values into a texture layer.

Optical Registration The optical registration options are used to automatically align drawings based on the position of peg holes on the animation paper. The peg holes must appear in the scanned drawings for the optical registration to work.

Optical Registration: Use peg holes to align drawings optically. DPI: Type the dots-per-inch value of your image. Peg Side: Select the position of the peg holes on your drawings. Identify whether they are they on the top, bottom, left or right.

Strictness: Determine how exact the location of the peg holes must be for the software to recognize them. You have two values to choose from:

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Strict: The peg holes must be in a tightly defined area to be recognized. Loose: The peg holes can be recognized somewhere in a larger area. This is the recommended setting. Field Chart: select 12 or 16 to indicate the size of your animation paper.

Post Processing The Post Processing filters are applied to the final vector images.

Remove Holes: Removes holes of a specified value that might make painting difficult. Remove Dirt: Removes stray marks and dirt of a specified size. Try a value around 500. Remove Hair: Removes small strokes that have no line art. Try a value around 50. Remove Hair: Number of Passes: The number of times the drawing will be analyzed to identify hair marks. Close gaps: Closes gaps in the Colour Art so that you can paint it. Smooth passes for Line Art before breaking triangles: The number of times the smoothing operation runs before creating the triangles that break lines in your drawing. If unnecessary triangles are appearing in your drawing, increase this value. Smooth passes for Line Art: The number of times the smoothing operation is performed after the triangles have been created. This further smooths the Line Art. Show strokes: Shows the strokes in the Vectorized Image panel. Stroke thickness: Shows the size of the strokes.

Miscellaneous

Preview

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Help Tab

To open the Vectorization Parameters: Click on the Edit Vectorization Parameters button from the Import Drawings dialog box.

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Velobased Editor
Use the Velobased (Velocity-based) Editor to modify the values of a time-based rotation or scale effect. When you link the velocity of a scale or rotation effect to the velocity of a position change for a peg, you can use the Velobased Editor to modify the rotation or scale values at the keyframes already established for the pegs velocity.

Frame: The selected frame number Value: The value at the selected frame number Show Current Frame: Displays a blue line to indicate the current scene frame number and synchronize dialog box data to that frame. Grid button: displays a grid in the Editor. button: adds or removes keyframes to the path at the

Add/Remove selected frame.

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To open the Velobased Editor: 1. Click on the Peg Module Editors Transformation tab, as appropriate.

Click here to view the drop-down menu.

2.

Click on the Drop-list

button.

If the velocity uses a velocity-based editor, the Velobased Editor will appear. If a velocity editor is not assigned, a menu appears. Select Create Velobased.

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Velocity Editor - Bezier


In the Velocity Editor - Bezier dialog box, modify the speed of change by editing the slope of the curve. The Velocity Bezier Editor provides tools that make it possible to edit the shape of the velocity curve using Bezier handles. The velocity curve represents the percentage of distance covered by each frame. Reshape the curve by:


Note

Adding keyframes and modifying the shape of the curve with the Bezier handles. Adding control points and changing their value or changing the slope of the curve with the Bezier handles.

You must unlock keyframes in order to change their values.

These fields are on the top of the Velocity Bezier Editor. Point

Frame: The selected frame number Value: The value at the selected frame number

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Left, Right Handle

Length: Distance between the handle and the motion point Angle: Slope of the curve before the selected motion point (left handle) or after the selected motion point (right handle). Stop-Motion Keyframe option: Sets a constant value for the keyframe and all frames until the next keyframe. Show Current Frame option: Displays a blue line to indicate the current scenes frame number; synchronizes dialog box data to that frame. Add/Remove selected frame. Grid button: Adds or removes velocity points to the curve at the

Other Velocity - Bezier Editor Commands

button: Displays a grid in the Editor.

Step button: Opens the Hold Value Editor so that you can edit the curve for animations edited on twos, threes, etc. Apply Velocity button: Opens the Apply Velocity on Editor so that you can select the projection of the motion path that you want to apply the velocity curve to. When you select a point, the Continuity drop-list becomes active. The options in this menu control the functioning of the handles on either side of the selected point.

Smooth: Moves the handles concurrently, maintaining the same distance and angle to the point. Straight: Moves the handles concurrently, maintaining the same angle to the point.

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Corner: Moves the handles independently.

The Reshape buttons provide options for modifying the path to the right of the point, including maintaining a constant (Stop-Motion) value or changing the value linearly (Linear). Double-click on the header of a Bezier velocity column in the Xsheet View.

To open the Velocity Bezier Editor: You can convert a Velocity Ease Curve column to a Velocity Bezier Curve column. To convert to a Velocity Bezier curve column: 1. 2. Select the Velocity Bezier curve column to convert. Click on the Menu button, select Columns > Convert Velocity to Bezier, and one of the following commands: Convert the Column Create a New Column and Update Links Create a new unused column

Workspace Manager
Use the Workspace Manager dialog box to create, delete, hide, show, rename and reorder workspaces.

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To open the Workspace Manager dialog box, do one of the following: Select Workspace > Workspace Manager. Click on the Workspace Manager To show a workspace: 1. 2. Open the Workspace Manager. In the Available Workspaces list, select the workspace to be displayed and click on the right arrow To hide a workspace: 1. 2. Open the Workspace Manager. In the Workspace Toolbar, select the workspace to be deleted and click on the left arrow button to send it to the Available Workspaces List. button to send it to the Workspace Toolbar. button on the Workspace Toolbar.

If you want to create a new workspace and not only modify the current one, you need to create a new workspace first using the Workspace Manager. To create a new workspace: 1. 2. 3. 4. 5. 6. 1. 2. Open the Workspace Manager. In the Available Workspace List, select one existing workspace. At the bottom of the Available Workspace list, click on the Add a new workspace. Double-click on the new workspace and rename it. Select the new workspace and click on the right arrow Workspace Toolbar. Click on the OK button. Open the Workspace Manager. In the Workspace Toolbar, select the workspace to be deleted and click on the left arrow 3. 4. button to send it to the Available Workspace List. button to delete the button to send it to the button to add

To delete a workspace:

At the bottom of the Workspace list, click on the Delete workspace. Click on the OK button.

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To rename a workspace: 1. 2. 3. 1. 2. Open the Workspace Manager. Select the workspace to be renamed, click on the Rename button and rename it. Click on the OK button. Open the Workspace Manager. In the Workspace Toolbar, select the workspace to be reordered and click on the Up or down arrow 3. Click on the OK button. buttons to move it up or down.

To reorder workspaces:

Xsheet Column Width


In the Xsheet Column Width dialog box, you can set the width of the Xsheet View cells in pixels.

To open the Xsheet Column Width dialog box: In the Xsheet View, click on the Menu View > Set Columns Width button and select

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Chapter 7 Effect Modules


As outlined in previous chapters, a network is essential to compositing images, adding effects, rendering and playing back your scene.

Modules are the building blocks used to create your network. Modules process drawings, apply effects and output the results to the network. Each module has its own editor that can be used to control its output.

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This chapter describes the following effects and compositing network modules, as well as the attributes in each module editor:

Anti-Flicker Module on page 354 Blur-Directional Module on page 355 Blur-Radial Module on page 357 Blur-Variable Module on page 358 Brightness-Contrast Module on page 359 Camera Module on page 360 Colour Art Module on page 362 Colour-Card Module on page 363 Colour-Override Module on page 365 Colour-Scale Module on page 368 Colour-Screen Module on page 370 Composite Module on page 371 Composite-Generic Module on page 374 Contrast Module on page 378 Crop Module on page 379 Cutter Module on page 383 Display Module on page 385 Dither Module on page 386 Element Module on page 387 External Module on page 394 Field-Chart Module on page 395 Focus-Multiplier Module on page 399 Focus Module on page 400 Glow Module on page 402 Glue Module on page 405 Gradient Module on page 407 Grain Module on page 408 Greyscale Module on page 410 Group Module on page 411 Highlight Module on page 412 Line Art Module on page 414 Matte-Blur Module on page 415 Matte-Resize Module on page 417 Motion-Blur Module on page 418 Multi-Port-In Module on page 420

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Multi-Port-Out Module on page 422 Negate Module on page 423 Note Module on page 424 Offset-Position Module on page 424 Offset-Position-Legacy Module on page 425 Peg Module on page 426 Peg Module on page 426 Placeholder Module on page 431 Quadmap Module on page 432 Refract Module on page 435 Remove-Transparency Module on page 436 Scale-Output Module on page 437 Shadow Module on page 438 Sparkle Module on page 441 Tone Module on page 444 Transparency Module on page 446 Write Module on page 447

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Anti-Flicker Module
Use the Anti-Flicker Module to compensate for flickering in your output to TV formats. The Anti-Flicker Module applies a vertical blur to the rendered output. You should place the Anti-Flicker Module before a Write Module in the Network View.

Anti-Flicker Module Editor


Use the Anti-Flicker Module Editor to control the amount of blur that is applied to rendered output. In the Radius field, enter a value for the number of pixels to be considered in the blur. Try values ranging from 0.5 to 1.0.

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Blur-Directional Module
Use the Blur-Directional Module to create a specific directional blur on an image. For example, if a character is running in one direction, you can apply a directional blur to the area behind the character. The following example is a network of a directional blur effect that goes towards the west, or left.

Blur-Directional Module Editor


Use the Blur-Directional Module Editor to control the settings of the directional blur effect. You can attach these values to function curves to change them over time.

Truck Factor: activated by default, this option readjusts the blur when the elements undergo a change of depth or scale. When this option is disabled, the modules values will remain unchanged regardless of any depth or scale changes.

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We recommend that this option be disabled when multiple drawings are composited and attached this module. Radius: enter a value for the size of the blur. The larger the value, the greater the blur effect. The blur radius is affected by the drawing scale and camera position. Falloff Rate: the distance where the blur fades from the edge of the image. Select a value between 0 and 1. A falloff rate of 0 causes the blur to fade out slowly, distributing the blur evenly from the edge of the character to the farthest edge of the blur. A falloff rate of 1 causes the blur to fade out quickly so that the blur is heaviest closer to the edge of the image. Angle: the direction of the blur. Enter a value from 0 to 360. 0: blurs the image to the west. 90: blurs the image to the south. 180: blurs the image to the east. 270: blurs the image to the north. Direction of trail: if you do not set an Angle for the direction of the blur, you can select a direction (north, south, east, or west) from this menu. The calculations for this feature are faster than the calculations for the Angle setting. Ignore Alpha: this option controls the leading edge of the blur. Deselect this option for a solid or hard leading edge on the blur. Extra Final Blur: this option causes Toon Boom Digital Pro to apply a second blur after the directional blur is created. If you have a directional blur that begins at 0 and gradually gets stronger, disable this option to ensure a smooth progression.

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Blur-Radial Module
Use the Blur-Radial module to create an effect that blurs evenly in all directions. The following example is a network of a radial blur effect. Compare the resulting image to that of the Blur-Directional Module.

Blur-Radial Module Editor


Use the Blur-Radial Module Editor to change the values of the radial blur effect.

Truck Factor: activated by default, this option readjusts the blur when the elements undergo a change of depth or scale. When this option is disabled, the modules values will remain unchanged regardless of any depth or scale changes. We recommend that this option be disabled when multiple drawings are composited and attached this module. Radius: enter a value for the size of the blur. The larger the value, the greater the blur effect. The blur radius is affected by the drawing scale and camera position. Quality: select High for a slow and accurate operation, or Low for a faster operation with a more raw look.

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Blur-Variable Module
Use the Blur-Variable Module to create a radial blur that varies within a single image based on the white and black values in the matte you supply. You can set one blur value for the black regions in the matte, and another blur value for the white regions. The blur value for each grey region is interpolated between your black and white blur settings. The following example is a network for a variable blur effect. We used a black and white copy of the character to create the effect you see.

Blur-Variable Module Editor


Use the Blur-Variable Module Editor to control the blur value for the white and black radii.

Black radius: the amount of blur to apply to the black (transparent) values in the matte. Higher values create more blur in the colour images regions that correspond to the black matte region. White radius: the amount of blur to apply to the white (opaque) values in the matte. Higher values create more blur in the colour images regions that correspond to the white matte region. Quality: select High for a slow and accurate operation, or Low for a faster operation with a more raw look.

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Keep inside source image: select this option to confine the blur to the source image.

Brightness-Contrast Module
Add a Brightness-Contrast Module to your network to modify the contrast or brightness of an image. You can also apply this module to simultaneously control the brightness and contrast of an image.

Brightness-Contrast Module Editor


Use the Brightness-Contrast Module Editor to control the amount of brightness and contrast to apply to an image.

Brightness: enter a value between -127 and +127. A value that is less than 0 will darken the image; a value greater than 0 will brighten it. Attach a Bezier or Ease function to change the brightness over time. Contrast: enter a value between -127 and +127. A value that is less than 0 will reduce contrast; a value greater than 0 will increase contrast. Attach a Bezier or Ease function to change the contrast over time.

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Camera Module
Add a Camera Module to the Network View of your scene when you want to:

Change the static position of the camera Change the position of the pivot point on which the camera rotates Change the angle of rotation of the camera Change the field-of-view of the camera (zoom level) Attach the camera to a peg to change its position or rotation over time

Use the Camera Module Editor to edit the properties of the camera. Note:
Unlike other modules in your effects network, you do not attach the Camera Module to a Composite module. However, to activate the Camera Module in your scene, you must select it from the Scene > Camera menu.

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Camera Module Editor


Use the Camera Module Editor to set the positions of the camera and the pivot point, and to set the angle of rotation and the field-of-view (zoom).

Position: set the X (east/west), Y (north/south), and Z (front/back) positions of the camera. Angle: enter the angle of rotation. The camera will rotate on the pivot point indicated in the Pivot fields. Pivot fields: set the X and Y variables of the pivot point, on which the camera rotates. Override Scene FOV: select to override the scenes field-of-view, set in the Resolution/Frame Rate window. FOV: enter the field-of-view (zoom level) of the camera. You can attach the FOV value to a function column to gradually change the zoom level. If your camera will remain at one zoom level throughout the scene, enter a single value in the FOV field. To calculate the FOV for the aspect ratio of your production so that the camera sees the entire 12-field grid, use the following formula: FOV = 2*ARCTAN [1/(2*AR)], where AR is the aspect ratio. Set Default FOV: Click on this button to automatically find the proper field-ofview in relation to the output image ratio.

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Colour Art Module


Use the Colour Art Module to read only the Colour Art in an element. Place a Colour Art Module after an Element Module in the Network View to display only the Colour Art output.

Colour Art Module Editor


Use the Colour Art Module Editor to control how the Colour Art is rendered by the module.

Antialiasing Quality: smoothness setting applied to Colour Art. Choose from Low (no antialiasing), Medium Low, Medium and High (extensive antialiasing). The higher the quality of the chosen setting, the greater the amount of antialiasing that is applied. Higher quality images require more time to render and more memory from your system. Choose a lower quality if you are rendering a pencil test.

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Antialiasing Exponent: controls the amount of area around the Colour Art edges that is used in the antialiasing process. A higher value uses less area, resulting in sharper edges, while a lower value uses more area, resulting in softer edges. If the Antialiasing Quality value is set to Low (no antialiasing), this value is ignored.

See Also Line Art Module on page 414

Colour-Card Module
In your Network View, use the Colour-Card Module to add a solid colour to a region in your scene.

Notice the green port at the top of the module. You can attach a Peg Module to a ColourCard Module to gradually move it on the Z-axis (front-back position). Use the Colour-Card Module Editor to modify the colour and Z-axis of the Colour-Card Module.

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Colour-Card Module Editor


Use the Colour-Card Module Editor to modify the Z-axis (front-back position) and the colour produced by the Colour-Card Module. This bar indicates the card colour. Click on the bar to change colour.

When compositing modules in the network, Toon Boom Digital Pro follows the composition order rule. Values entered in the Depth and Offset Z fields, as well as the port that you connect the module to, influence how the Colour-Card Module is composited.

Depth: Toon Boom Digital Pro uses the Depth value to determine composition order when the Z value of two elements is the same. Offset Z: enter the front-back position of the module in 3D space. Red/Green/Blue/Alpha: in these fields you can enter a static value for a colour value, or you can attach these values to function columns that change their values over time.

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Colour-Override Module
Use the Colour-Override Module to process the colours in an elements drawings. The drawings must be TVG (Toonboom Vector Graphic) files. You can use a Colour-Override Module to:

Change the colour values in the drawings during the compositing process. Use the colour values from a specific colour palette in the palette list. Establish the priority of override palettes in the palette list. For example, you may have different clones of the same palette, like a day and night version. Use a Colour-Override Module to switch the priority of the palettes so that the night palette is used instead of the default day palette. Isolate certain areas of drawing by selecting certain colours. For example, you may want to use specific colours to generate a matte for a glow effect. Use the Colour-Override Module to select which colours to use.

Perhaps you want to add a blur to the hair of a character. Use the Colour-Override Module to render only the swatch used in the hair of the character, and then apply a blur effect to the output of the module. Here is an example of a network producing this effect:

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Colour-Override Module Editor


Use the Colour-Override Module Editor to set the colour override operations for TVG elements and their drawings.

Element: this column displays the colour palette loaded into the element and the swatches in each element. This information is retrieved from the Element Module. Palettes: this section displays the palettes in the palette list of the selected element. Drag these palettes into the Palette Override section to re-order them. You can load additional palettes in the palette list. Load a colour palette from anywhere on your file system Load a colour palette stored in the scene. Colours: use this section to display the colours in each palette. Drag a swatch into the Colour Overrides section to change the values of specific swatches, or drag it into the Selected Colours section to render only that colour. Palette Overrides: use this section to force the use of a particular palette, or palette list order, during the composition process. You must drag palettes from the Palettes section to change their order. Toon Boom Digital Pro searches the palettes in the order that they appear in the palette list to find the colour values associated with the colour IDs of each image.

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To apply a different version of a colour palette, for example to switch from a day to a night palette, use the override section to change the order of colour palettes (you must be working with cloned palettes). Colour Overrides: once you drag a swatch from the colours section to this section, you can override the values of specific swatches in the colour palette. You can also override a colour with a texture. Right-click a rows override option to select a new override option from a pop-up menu. Override colour: override the swatch with the colour displayed in this row. New alpha only: override the swatchs alpha channel with the colour displayed in this row. New RGBA: override the swatchs colour and alpha values and then use the dropper tool to modify this colour. New Texture: override the swatchs colour and browse for the texture to use as an override. Texture original matrix: override the colour with the default matrix of the radial gradient on the overridden contour. Texture global bbox matrix: override the colour with a texture that is scaled non-proportionally to the size of the bounding box encompassing all the contours using the colour to override. Texture global bbox centred: override the colour with a texture that is scaled proportionally to the size of the bounding box encompassing all of the contours using that colour to override. Texture contour bbox matrix: override the colour with a disproportionally-scaled colour for each contour using the target colour. Texture scale to screen: disproportionally scales the texture to the output resolution before applying it as an override. Selected colours: use this section to select swatches to render. Render selected only: use this option to render only the colours you select in this section.

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Colour-Scale Module
Use the Colour-Scale Module to adjust the colours in an image, including their RGB, HSV or Alpha levels. Adjust the colour and alpha channels by multiplying the values by a factor that you set in the Colour-Scale Module Editor. For example, if you set the Red Scale value to 2, the module doubles the red channel value in every pixel.

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Colour-Scale Module Editor


In the Colour-Scale Module Editor, set the colour scale effect by entering a value in the scale fields. The actual colour values of the image are not changed; instead, the channels are multiplied by a selected amount. For example:

If you enter a value of 1, the colour values do not change. If you enter a value greater than 1, you increase the colour channel value closer to 255 (or white). If you enter a value less than 1, you decrease the colour channel value closer to zero (0, or black).

You can set the colour scale value by entering a value in the field. You can also change the values of the colour scale effect over time by attaching it to a Bezier or Ease function curve.

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Colour-Screen Module
You can filter out specific colours from a bitmap image using the Colour-Screen Module. This module is usually used to matte out a particular colour from a three-channel image. For example, use the module to make a blue screen background transparent behind a liveaction element, or to create transparency around an overlay. You will not use the ColourScreen Module to screen out colours in vector images. The colours can be screened out based on their colour palette values by using the Colour-Override Module. In this example, the Colour-Screen Module has been used with a Cutter Module to create alpha information in the matte channel that eliminates some areas of the bitmap image.

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Colour-Screen Module Editor


In the Colour-Screen Module Editor, set the minimum and maximum values that will be screened out of each channel in a colour image. The minimum and maximum values range from 0 to 1. For values ranging from 0 to 255, divide the value by 255 to convert it to a value between 0 and 1. For example, to screen out the colour value 160, divide this by 255, resulting in a value of 0.6274.

Composite Module
The Composite Module combines multiple source images, including all transformations and effects, into a single bitmap or vector image for each frame. The Composite Module layers the images based on the composition order rule. First, the Z-value of the elements is analyzed to determine depth. The Z-value is taken from offsets to elements in the Sceneplanning View windows. When multiple elements have the same Z-value, the Depth values in the Element Modules are consulted. If the Depth values are also the same between elements, the composition order is determined by the cable ordering of modules on the Composite Module. By default, elements with cables attached

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to the right are rendered below those attached with cables to the left. You can override this default in the Composite Module Editor.

Composite Module Editor


Use the Composite Module Editor to set the options for the composition process that is controlled by the Composite Module. You must connect the final Composite Module to a Write Module in the Network View in order to render final frames to your file system.

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Composite As Bitmap: when selected, composites all of the images into a single, flat bitmap image. The Z value of the final image will be based on the Output Z selection. As Vector: when selected, composites all of the images as a single vector image. The Z value of the final image will be based on the Output Z selection. Pass Through: when selected, the output from the Composite Module will be separate images. Images excluded from this composite operation can be inserted between the layers of the composited image. You may want to select this option for Composite Modules that are inside of Group Modules, where the individual images in the composite will be layered with images outside the group. In this case, you may have used Group Modules to organize your Network View, not to composite flat images. Ordering Output Z: use this selection to identify which elements front-back value from the current composition will be applied to the entire composited image in the next operation. If you select Portnumber, identify the appropriate port by its position using the Port For Output Z menu. The port used appears in a darker green the other ports on the Composite Module. 2D: when selected, changes in depth from Sceneplanning are ignored during compositing and only the Depth and Cable Order are considered. Bitmap Options This option is active when you select the As Bitmap Composite option.

Apply Focus: activates the Focus effect for this module in the composite operation. Focus Multiplier: the Composite Module multiplies the radius value of the Focus-Multiplier Module or Focus Module by the value entered in this field.

Vector Options This option is active when you select the As Vector Composite option.

Palette Name: when you render files, you can use this field to set the name of the palette files that Toon Boom Digital Pro will create for them. Flatten: flattens the vector drawings into one vector drawing file. Any transparency will be lost in the process. This creates smaller vector files, but might increase the time required to composite the drawings. This can be useful when reusing drawings. Because they will be vector files, you will still be able to apply vector-based transformations and effects.

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Composite-Generic Module
During the composition of images, colour and alpha values of an input image are combined with the image underneath to produce the output image. Effects modules, like the Tone Module and Highlight Module can control the colour and alpha composite operations for you. In addition, we have created a Composite Module, in which the colour and alpha composite operation are pre-set to the standard, and more frequently used, composite operations. You might, however, still want to control the colour and alpha composite operation between two images using the Composite-Generic Module. The Composite-Generic Module combines two images into one output image. The image linked to the left port of the module is layered on top of the image in the right port based on the selected colour and alpha composite operation. Left Image Right Image

COMPOSITE

Output Image

See Also Applying the Composition Order Rule on page 9

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Composite-Generic Module Editor


Use the Composite-Generic Module Editor to control the calculation of colour and alpha values during the composition process.

In the descriptions of composite operations below, the following abbreviations are used: ORGB: RGB values of the Output Image The Output Image is the resulting image from a composite operation. In the formulas for the composite operations, this image is also processed through a composite operation, representing the bottom layer in the composited image. LRGB: RGB values of the Left Image RRGB: RGB values of the Right Image LA: Alpha of the Left Image RA: Alpha of the Right Image OA: Alpha of the Output Image Colour Operation: During this operation, the colour values of the output image are determined based on the alpha and colour values of the left and right image.

Left: the colour values in the output image are derived from the image in the left port. Colour values in the right port are ignored. Right: the colour values in the output image are derived from the image in the right port. Colour values in the left port are ignored. Apply Add: ORGB=RRGB+LRGB. This operation uses the transparency and colour value of the left image to determine the output values. Effects such as shadows and glows are calculated in this manner. Unlike the Apply Tone Highlight operation, the result is not clipped to the matte (RA) of the output image. Apply Matte For Overlay: ORGB=RRGB*(1-LA).This operation prepares the output image using the overlays matte; the mattes RGB values are ignored. This operation prepares the output image to receive the colour portion of the overlay. It is typically used when an overlay and its matte are stored in separate images. Apply Multiplicative Tone: ORGB=RRGB*(LRGB+1-LA). This operation multiplies the left and right images (see the Multiply colours selection), to be combined with the right image colour, creating a darker output colour. This effect created

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by this operation is identical to the Multiply Colour Blending effect in Photoshop. Apply Overlay Into Matte: ORGB=RRGB+(LRGB*RA). This operation maps an overlay into an area prepared by a matte. It is typically used when an overlay and its matte are stored in separate images, and Apply Matte For Overlay has been used to prepare the output image to receive the RGB portion of the overlay. Apply Tone Highlight: ORGB=RRGB+(LRGB*RA). This operation restricts the output of the tone to the region of the matte (RA), and uses the transparency and colour value of the input image to determine the colour values of the output. This is used to lighten or darken the output image. Darkening occurs when RRGB contains negative values. Apply Transparency: ORGB=RRGB*(1-LA). This operation is used for a cutter matte to prepare the output image to receive the colour values of another image. It has the effect of increasing the transparency of ORGB (but not OA), based on the LA. This function is the equivalent to Apply Matte for Overlay. It is almost always used with Apply Transparency Matte, an Alpha Composite Operation. Apply With Alpha: ORGB=[RRGB*(1-LA)]+LRGB. This is a standard composite operation called alpha blending. During this operation, colour values of the left and right images are combined based on the alpha value of the left image. Where the left image is completely opaque (LA=1), the ORGB will be replaced completely with LRGB. Where the left image is completely transparent (LA=0), the ORGB is unaffected. Where the left image is partially transparent, you get a blend of the RRGB and the LRGB, where the values are added together and clipped to 255. The LA is the opacity of the left image. This operation (1-LA) calculates the amount of opacity to retain in the output image. The operation [RRGB*(1-LA)] removes as much of the output image as we are about to add from the left image. Remember that LRGB has been pre-multiplied by the LA, so the equation is really ORGB=[RRGB*(1-LA)]+(LRGB*LA), which is simply the weighted average of L and R, with LA supplying the weight. Divide colours: ORGB=RRGB/LRGB. This operation divides the right image colour values by the left colour values. The left image colour values are inverted, creating a negative image (1/LRGB). The negatives colour values are then multiplied by the right image colour values. Multiply colours: ORGB=RRGB*LRGB. This operation multiplies the left and right image colours. Multiplying colours filters the colour values of the right image from the output image. For instance, to make the left image less blue, you can add a right image to this module with a blue colour value and select this option.

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Alpha Operation

Right: the transparency of the output image is derived from the alpha values of the image in the right port. The values in the left port are ignored. Left: the transparency of the output image is derived from the alpha values of the image in the left port. The values in the right port are ignored. Apply: OA=[RA*(1-LA)]+LA. This operation computes the output alpha of the output image based on the alpha values of the left and right images. This is the standard method of combining alpha channels. Notice its similarity to the Apply With Alpha colour Composite Operation. Add: OA=RA+LA. This operation adds the alpha values of the two images to produce the alpha value of the output image. Subtract: OA=RA-LA. This operation subtracts the alpha values of the input image from the alpha values of the output image. It is useful in situations where two tone levels have been drawn with overlap, but a double-darkening in the overlap is not wanted. This operation will reduce the opacity of overlapping regions. Apply Transparent Matte: OA=RA*(1-LA). This operation is used to increase the transparency of the output alpha in the final composited image. Black: OA=0. Sets the matte of the entire output image to black, so that it is transparent. White: OA=1. Sets the matte of the entire output image to white, so that it is opaque. Leftmost: indicates that the Z value for the output image will be taken from the module in the left port. Rightmost: indicates that the Z value for the output image will be taken from the module in the right port. Backmost: indicates that the Z value for the output image will be taken from the image that is the farthest back in the scene. Frontmost: indicates that the Z value for the output image will be taken from the image that is closest to the front of the scene. Portnumber: indicates that the Z value for the output image will be taken from the module in the selected port. Enter the appropriate port in the Port For Output Z field.

Output Z

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Contrast Module
Use a Contrast Module to increase or decrease the level of contrast in an image. This is done by changing the contrast in the dark and bright pixels and setting the transition point between dark and bright.

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Contrast Module Editor


Use the Contrast Module Editor to control the output of the module.

Mid Point: the value that separates dark from bright colours. The midpoint is a value between 0 and 1 that represents the percentage of the 0 to 255 RGB channel range. Pixels with colour values lower than the midpoint are considered dark pixels. Pixels with colour values higher than the midpoint are considered bright pixels. Dark Pixel Adjustment and Bright Pixel Adjustment: the amount of contrast to be applied to pixels that fall on the either side of the Mid Point value. A value equal to 1: no change A value less than 1: the module makes the pixel colours brighter A value greater than 1: the module makes the pixel colours darker

You can enter static values in the fields of the dialog box, or you can attach these values to function curves to change over time.

Crop Module
Use Crop Modules to set up scenes for different output resolutions. For example, you may want to output HDTV and NTSC TV frames. With the Crop Module, you can set up the framing for each output resolution. You can then preview the cropping in the Frame View window and adjust its offset. In the following example, weve set up our scene for HDTV resolution and we set up a Display Module to show that output. We then added a Crop Module after the composite

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operation to crop the output for NTSC TV and set up another Display Module to display the results of the crop in another Camera View.

Here is a comparison of the HDTV and NTSC TV outputs that were derived from a Crop Module.

Crop Module Editor


Use the Crop Module Editor to determine the size and position of the crop, as well as to determine when it is enabled. The Crop Module Editor has two tabs:

Cropping tab on page 381 Enabling tab on page 382

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Cropping tab
Use the Cropping tab to determine the size of the cropping operation, as well as the position and qualities of the cropping frame. Note:
If you plan to start with a higher resolution and change to lower resolution while cropping, you will need to add a Scale Module to your network.

X Resolution: the width of the cropping frame. Y Resolution: the height of the cropping frame. X Offset: the starting position for the width of the cropping frame. Y Offset: the starting position for the height of the cropping frame. Draw Frame: select this option when you want Toon Boom Digital Pro to draw the cropping frame on the output, rather than actually cut the output to match the resolution. If you select this option, you can determine the RGBA values of the cropping frame. Red/Green/Blue/Alpha: when you select the Draw Frame option, you can use the RGBA fields to determine the colour values of the cropping frame, which will appear on your rendered output.

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Enabling tab
Use the Enabling tab to determine when the Crop Module should be activated.

Always Enabled: select this to have the Crop Module always produce output. Enabled when resolution name is: select this to activate the Crop Module only when the resolution of the scene matches the value selected from the Filter Name menu. These listed resolutions come from the Resolution/Frame Rate dialog box. Enabled when resolution is: select this to activate the Crop Module whenever the scenes resolution matches the values entered in the X resolution and Y resolution fields.

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Cutter Module
Use a Cutter Module to cut out a part of an image using a matte (cutter). In the Network View, attach the Element Module of the matte to the left port. Attach the Element Module of the image you are cutting out to the right port of the Cutter Module.

You can use any image that contains a matte as the shape for a Cutter Module. The Cutter Module reads only the matte (alpha) information from the left port to cut out the area from the image in the right port. The white area of the cutters source matte defines the shape that is cut out of the image.

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Cutter Module Editor


Use the Cutter Module Editor to invert the effect of the matte on a cut out image.

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Display Module
Use the Display Module to display the results of a network. You must have a Display Module in your Network View to preview final frames in the Camera View. You can add any number of Display Modules to your network and rename them in the Display Module Editor. Simply select the Display Module output that you want to view from the drop-list at the top of the Camera View window.

Display Module Editor


Use the Display Module Editor to change the name of the Display Module in the Network View.

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Dither Module
Dithering is the process of approximating a higher number of colours in a low bit-depth colour system. Use the Dither Module to give the appearance of greater colour variability in 8-bit per channel colour images. The Dither Module is useful in the case of a gradient that varies between 100 and 105 in the blue channel, for example. Since the difference in the colour values is not great, banding might appear in the image. In this case, use the Dither Module to give the impression of greater values of blue, decreasing the unwanted banding effect. The results of the dither operation may be imperceptible in Toon Boom Digital Pro.

Dither Module Editor


Use the Dither Module Editor to control the dithering effect.

Magnitude: a magnitude of 1 performs a normal dithering operation, using all bands of colour. A magnitude greater than 1, introduces a bias towards brighter colours. A magnitude of less than 1 creates a faster transition between bands of colour, lessening the bias towards brighter colours. Correlate: when selected, the three colour channels (RGB) are changed simultaneously, for better colour accuracy. When this option is not selected, the three channels are dithered separately, resulting in smoother transitions. Random: the standard algorithm for the dithering operation.

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Element Module
Use an Element Module for each Drawing element, vector or bitmap, that you want to display in your rendered animation. The Element Module brings your images into the compositing network so that the system can render them. Use the Element Module Editor to change the column that is linked to the module and the position of the element during composition.

Element Module Editor


Use the Element Module Editor to modify the properties of the Element Module. This editor has three tabs:

Drawing tab on page 388 Transformation tab on page 390 Advanced Thickness tab on page 391

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Drawing tab
Use the Drawing tab to enable or modify Element Module options.

Full Name: select which element to connect to the module from the drop-list of elements that already exist in your scene. Drawing Path: displays the full path to the current drawing.

Vector Options Read Line Art: select this option to have Toon Boom Digital Pro render the Line Art from the vector drawings brought in by this module. Read Colour Art: select this option to have Toon Boom Digital Pro render the Colour Art from the vector drawings brought in by this module. Antialiasing Quality: smoothness setting applied to Colour Art. Choose from Low (no antialiasing), Medium Low, Medium and High (extensive antialiasing). The higher the quality of the chosen setting, the greater the amount of antialiasing that is applied. Higher quality images require more time to render and more memory from your system. Choose a lower quality if you are rendering a pencil test. Antialiasing Exponent: controls the amount of area around the Line and Colour Art edges that is used in the antialiasing process. A higher value uses less area, resulting in sharper edges, while a lower value uses more area, resulting in softer edges. If the Antialiasing Quality value is set to Low (no antialiasing), this value is ignored. Texture Filter: the way that texture colour filling will be filtered. Read Colour: controls the production of colour information from bitmap images. If this module reads 3 or 4-channel bitmaps, this selection determines whether
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the colour should be read or ignored. If this module reads 1-channel bitmaps, this selection determines whether the channel should be read as colour. When this option is selected with 1-channel images, a greyscale image will result. Read Transparency: controls the production of alpha information from bitmap images. If this module reads a 1 or 3-channel image, this option will create a matte from the colour values in the image. If the module reads a 4-channel image and this option is not selected, the alpha information in the image will be ignored. Transparency Type: this option is used to undo the multiplication of the alpha channel. Premultiplied with Black: Select this option if your bitmap alpha channel was multiplied with a black background. Straight: Select this option if your bitmap alpha channel was multiplied with a transparent background. Premultiplied with White: Select this option if your bitmap alpha channel was multiplied with a white background. Clamp Colour to Alpha: @@ Depth: use this value to override the order of cables in the network to determine how this element is rendered. Morphing Velocity: attach a function curve to interpolate the morphing velocity between two frames. The velocity of morphing at a specific frame is the ratio of the difference between the value at the current frame and first frame of the morphing and the difference between the final frame of the morphing and the current frame.

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Transformation tab
Use the Transformation tab to set permanent offset values for the element. If you change the position, rotation, or scaling of an element in any of the Camera View windows, you will see the modified values in this tab. The modification of those values can also be done here. If you attach this element to a peg and make other transformations, they will be added to the offset values set in this tab.

Use Drawing Pivot: select this to have the Peg Module that is linked immediately before the Element Module to use the drawings pivot point for rotation, scaling and skewing changes.

Position


Scale

X: the position of the element on the east-west axis. Y: the position of the element on the up-down (north-south) axis. Z: the position of the element on the front-back axis.


Angle

Locked: the element will be scaled at a 1:1 ratio. Separate: the elements X and Y scales will be independent. This allows you to squash, stretch and skew. X: the horizontal scale value. Y: the vertical scale value. Scale in Fields: will display the scaling values in fields.

Pivot

the angle of rotation for the element.

X: the position of the pivot point on the X axis. Y: the position of the pivot point on the Y axis.

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Advanced Thickness tab


Use the Advanced Thickness tab to control the alignment, clipping and thickness of the elements line. To modify the Line Art thickness:

The Line Art must be created with a brush stroke (in the Drawing View Menu, select Drawing > Convert > Convert Pencil Lines to Brush). The Line Art must be converted to Colour Art (in the Drawing View Menu, select Drawing > Convert > Line Art to Colour Art). To view this feature in the Camera View windows, you must first activate the Enable Variable Line Thickness option, found in the Other Views tab of the Preview Options dialog box (Select Scene > Preview Options).

Alignment

Alignment Rule: the alignment rule selections are intended to deal with drawings that were created on paper of a different size or orientation from the default alignment rule (set up in the Alignment dialog box). If you select Turn Before Alignment, the drawings are rotated and then scaled, based on the option selected from the drop-list. The drawings are then scaled to match Toon Boom Digital Pro alignment rectangle.

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Left: the default alignment for drawings; aligns the drawings on the left side of the scenes alignment rectangle. Toon Boom Digital Pro scales the drawings to match their height to the alignment rectangle of the scene. Right: aligns the drawings on the right side of the alignment rectangle. Toon Boom Digital Pro scales the drawings to match their height to the height of the alignment rectangle of the scene. Top: aligns the drawings on the top of the alignment rectangle. Toon Boom Digital Pro scales the drawings to match their widths to the width of the alignment rectangle of the scene. Bottom: aligns the drawings on the bottom of the alignment rectangle. Toon Boom Digital Pro scales the drawings to match their widths to the width of the alignment rectangle of the scene. Centre Fit: centres the drawings. Centre Fill: centres the drawings and then scales them so that the width or height fills the available space. Centre LR: aligns the drawings in the left-right centre of the alignment rectangle. Toon Boom Digital Pro scales the drawings to match their height to the height of the alignment rectangle of the scene. Centre TB: aligns the drawings in the top-bottom centre of the alignment rectangle. Toon Boom Digital Pro scales the drawings to match their widths to the width of the alignment rectangle of the scene. Stretch: scales the drawings so that they fit within the alignment rectangle of the scene. This is particularly useful for images that you will manipulate with a Quadmap Module. If the drawings in the Quadmap Module do not have the same aspect ratio as the alignment rectangle of the scene (from the Alignment dialog box), the handles on the quadmap will not appear on the corners of the image, making it difficult to manipulate the quadmap. In this case, you would set the Element Module of the quadmap images to Stretch so that the handles appear on the corner of the image. This can have the effect of distorting the images, but this is not an issue with images that will be distorted through the Quadmap Module anyway. As Is: leaves the drawings aligned as they are. Centre First Page: aligns the centre of the first part of a standard pan cel with the centre of the field chart. Turn Before Alignment: this option rotates the drawings in the selected element 90 degrees to the left before scaling and aligning them according to the alignment rule, and before performing any offset, rotation or scaling for the element or the peg. This and the Alignment Rule are intended for drawings that were created on paper of a different size or orientation than the other paper in the scene, and requires alignment so as to be able to accurately treat them. Flip Horizontal: flips the drawing on the X axis. Flip Vertical: flips the drawing on the Y axis.

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Clipping

No Clipping: select this option if you do not want to clip the images in this module before an effect is applied to it. Clipping Factor (X)/(Y): this is an option for rendering images that are larger than the final frame. With this option enabled, images can be moved by a PegApply Module without black entering into the composite as a result of early clipping. In addition, this option is useful for images that have a blur that should appear in the frame even though the image itself is not in frame.

Line Thickness

Normal Line Art Thickness: disables all overrides on the Line Art thickness. Zoom Independent Line Art Thickness: select this if you do not want to display Line Art thickness in proportion the amount of zoom in the view window. Everything else will increase in size, but the Line Art thickness will stay the same. Proportional: enter a multiple by which you want to increase the Line Art thickness. Entering 1 will result in no change; entering 0 (zero) will hide Line Art. Constant: enter a value in pixels (based on a 740 x 540 screen resolution) at which to maintain the Line Art thickness. Minimum: enter a value in pixels (based on a 740 x 540 screen resolution) for the minimum Line Art thickness allowed. Maximum: enter a value in pixels (based on a 740 x 540 screen resolution) for the maximum Line Art thickness allowed.

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External Module
Use the External Module to process images through external programs and input the resulting images back into the network. The External Module writes input files to temporary files on the system. It then calls the external program, which will process the input images. If two images are input into the module, the program must composite them together to produce one output image. Finally, the file produced by the external program is read back into the network. The command is sent to the external program in the following format:
program_name file_1 file_2 output_file numerical_param extension

External Module Editor


Use the External Module Editor to control the program that is launched by the module, the files that it reads, and the file that it outputs into the network.

External Program: the name of the program launched by the External Module. This field can include a full or relative path to the executable file. If no path is entered, the users path is searched to locate the program. Enter the command directly into this field. For example:
mogrify -spread $NUM $IN1 where mogrify is the name of the program, spread is the option to be applied, and $NUM and $IN1 are the numerical parameter and first input file variable

declared in the External Module. Program First Input File ($IN1): the name and location of the temporary file that Toon Boom Digital Pro will write to the file system for the external program to read. It must not include the dot or the extension; the External Module will add these based on the Extension field. Program Second Input File ($IN2): when processing two files through this module (such as an image and a matte), this is the name and location of the second temporary file that Toon Boom Digital Pro writes to the file system for

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Note:

the external program to read. It must not include the dot or the extension; the External Module will add these based on the Extension field. Program Output File ($OUT): the name and location of the temporary file that the external program will write to the file system so that Toon Boom Digital Pro can read it back into the network. Extension ($EXT): the file type that will be processed by the external program. Numerical Parameter ($NUM): a value passed to the external program as a file processing option. It can be attached to a function curve to change over time. The program files are temporary files that are overwritten at each frame as the module is executed. They are only meant to temporarily store the image that is being processed at each frame.

Field-Chart Module
This module displays a field chart which allows you to position elements in the Camera View windows.

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Field Chart Module Editor


Use the Field Chart Module Editor to control the qualities of the field charts that appear in the Camera View windows.

Drawing

Size: the size of the field chart. You can choose either 12 or 16 fields. Opaque: when selected, the field chart is not transparent. When not selected, the field chart is transparent. Antialiasing Quality: smoothness of the field chart image. Choose from Low (no antialiasing), Medium Low, Medium and High (extensive antialiasing). Antialiasing Exponent: controls the amount of area used in the antialiasing process. If the Antialiasing Quality is set to Low, this value is ignored. Alignment Rule: the alignment rule selections determine how the field chart is positioned. If you select Turn Before Alignment, the field chart is first rotated, then scaled based on the option selected from the drop-list. The field chart is then scaled to match the Toon Boom Digital Pro alignment rectangle. Left: aligns the field chart on the left side of the scenes alignment rectangle. Toon Boom Digital Pro scales the field charts height to match the height of the alignment rectangle of the scene. Right: aligns the field chart on the right side of the alignment rectangle. Toon Boom Digital Pro scales the field charts height to match the height of the alignment rectangle of the scene. Top: aligns the field chart on the top of the alignment rectangle. Toon Boom Digital Pro scales the field charts width to match the width of the alignment rectangle of the scene. Bottom: aligns the field chart on the bottom of the alignment rectangle. Toon Boom Digital Pro scales the field charts width to match the width of the alignment rectangle of the scene. Centre Fit: centres the field chart.

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Centre Fill: centres the field chart and then scales it so that the width or height fills the available space. Centre LR: aligns the field chart in the left-right centre of the alignment rectangle. Toon Boom Digital Pro scales the field charts height to match the height of the alignment rectangle of the scene. Centre TB: aligns the drawings in the top-bottom centre of the alignment rectangle. Toon Boom Digital Pro scales the field charts width to match the width of the alignment rectangle of the scene. Stretch: scales the field chart so that it fits within the alignment rectangle of the scene. This setting may distort the field chart. As Is: leaves the field chart aligned as it is. Centre First Page: scales the field chart to match the centre of the first part of a standard pan cel with the centre of the field chart. Turn Before Alignment: rotates the field chart 90 degrees to the left before scaling and aligning it according to the alignment rule, and before performing any offset, rotation or scaling on the field chart or the peg. Depth: use this value to override the order of cables in the network to determine how this element is rendered.

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Position


Scale

X: the position of the field chart on the left-right (east-west) axis. Y: the position of the field chart on the up-down (north-south) axis. Z: the position of the field chart on the front-back axis.


Angle

X: the horizontal scale value. Y: the vertical scale value. The angle of rotation for the field chart.

Pivot

X: the position of the pivot point on the X axis. Y: the position of the pivot point on the Y axis.

See Also Applying the Composition Order Rule on page 9

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Focus-Multiplier Module
The Focus-Multiplier Module works with the Focus Module. This module applies a blur to the selected element, based on the blur radius in the Focus Module. Use the Focus-Multiplier Module when you want to apply the focus to selected elements, or when you need to apply the focus before doing more effects in a composite operation.

Note:
You must disable the Apply Focus option in the Composite Module in order to apply the focus effect to the selected module only. If you do not disable that option, the focus effect will be calculated twice on the selected module.

Focus-Multiplier Module Editor


Use the Focus-Multiplier Module Editor to multiply the Focus Radius by a selected value. You can enter a static value in the Multiplier field or attach it to a function curve.

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Focus Module
Use the Focus Module to set up depth-of-field effects for your scene. The Focus Module is used to determine how much blur will be applied to images, based on their distance from the focal point. The focal point can be the zero value of your scene, or you can link the Focus Module to another module, such as an Element or Peg Module, to retrieve the focal point from the modules Z-axis position. In the following example, the Focus Module receives position data from the Read_me Element Module. Thus, Read_me will always be in focus and the blur applied to the other elements will be based on their distance from Read_me and the radius values in the Focus Module.

Focus Module Editor


Use the Focus Module Editor to determine how the focus will change as objects move farther from the focal point.

Mirror: select this option to also blur images in front of the focal point. Mirror Front/Back Ratio: when the Mirror option is selected, this ratio is applied to the calculation of the blur on images in front of the focal point. The default

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ratio of 1:2 produces realistic results. Experiment with different values to create unusual effects. Radius: controls the amount of blur applied to an element based on its distance from the focal point. Click on the Edit Curve button to change these values. Quality: controls the quality of the blur. A higher quality will achieve better results at the expense of speed.

In the Side View window, you can see how the blur values change based on their distance from the focal point. Select the Focus Module in the Network View, then right-click on the Side View window and select Control from the pop-up menu.

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Glow Module
The Glow Module adds a bright, soft-edged light or diffuses a light region around an image. Link the element that you want to act as the matte to the Glow Module; this determines the shape of the glow. The glow effect is created by blurring the edge of the matte and applying a colour to the blur. You can control the glow effect with the Glow Module Editor.

To add this effect to an image, you have to composite the element above or below the glow matte.

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You can use either bitmaps or TVG files as source images for a glow effect. The source file must contain a matte (alpha channel) to create the glow. Use the Colour-Override Module to focus a glow effect on specific colour values in an element. For example, you can combine colour override and glow modules to create a glow effect on the cheek of a character.

Glow Module Editor


Use the Glow Module Editor to control the direction of the blur that creates the glow, as well as its colour.

Truck Factor: activated by default, this option readjusts the blur when the elements undergo a change of depth or scale. When this option is disabled, the module values remain unchanged regardless of any depth or scale changes. We recommend that this option be disabled when multiple drawings are composited and attached to this module. Blur Type (Directional or Radial): If Directional is selected, Toon Boom Digital Pro will blur the matte in the direction you select. For example, if a character is walking to the east, the blur may fall to the west. If Radial is selected, Toon Boom Digital Pro will blur the edges of the matte evenly around points that make up the edge of it. Radius: enter a value for the size of the blur. The larger the value, the greater the blur effect. The blur radius is affected by the drawing scale and camera position.

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Directional Angle: if you select a Directional Blur Type, you can select the direction of the blur by entering a value from 0 to 360 in this field. 0: blurs the image to the west. 90: blurs the image to the south. 180: blurs the image to the east. 270: blurs the image to the north. Directional Falloff Rate: the distance where the blur fades from the edge of the image. Select a value between 0 and 1. A falloff rate of 0 causes the blur to fade out slowly, distributing the blur evenly from the edge of the character to the farthest edge of the blur. A falloff rate of 1 causes the blur to fade out quickly so that the blur is heaviest closer to the edge of the image. Invert Matte: activate this option to invert the matte used to create the glow. Use Matte colour: select this option to use the colour(s) painted in the matte for the glow effect. If you deselect it, use the Colour section to select colour and alpha values. Multiplicative: select this option to create a more diffused glow. Colour: the colour and alpha values of the glow effect.

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Glue Module
Use the Glue Module to repair the cracks that appear between joints during animation.

The Glue Module has three ports:

Left port (Matte): receives the matte. Middle port (Port A): receives the element that will not be used to fill the joint. Right port (Port B): receives the element that will be used to fill the joint. A B

Matte

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Glue Module Editor


For most effects with the Glue Module, the default options are sufficient. However, you can modify these options using the Glue Module Editor.

The Glue Module Editor includes the following options:

Bias: indicates the tendency to favour the static or moving element. Set to 0, it favours element A; set to 1 it favours element B; set to 0.5 it is in between A and B. Tension: indicates how tight the joint will be. Set to 1, the tension has no effect; set less than 1, the tension decreases; set greater than 1, the tension increases. Type: from this menu, select the type of joint to create. You can choose from among Curve (default), Line and Corner. Use Z for Composition Order: you can use this option to choose the drawing with the higher front-back value to create the joint. A Over B: indicates which image is rendered on top in the final image. By default, A is rendered on top of B, which indicates that the image in the middle port (A) is rendered on top of the image in the right port (B). Spread A: by default, the image in port B is spread to fill the joint. You can use this option to choose the image in the A port to create the joint. If you select this option, the Element Module must receive position information from the B element. Thus, you must connect the Element Module of the B element to the Element Module of the matte. Invert Matte: activate this option to invert the matte used to fill the joint. If you want to use the B element as the matte, you must select this element.

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Gradient Module
Use a Gradient Module to create a transition of colour or alpha values between two areas of colours. Use two points to indicate where those two coloured areas are. You can then move these points to create the transition.

Gradient Module Editor


Use the Gradient Module Editor to control the values of the gradient and the position of its output.

Point 0, Point 1: these sections control the values of the first point (point 0) and the second point (point 1) in the gradient. 2D Path: change the position of the point by attaching it to a 2D path, which can also be used to affect how quickly the position of the point changes.

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Separate: change the X and Y values of the point on independent function curves. Red/Green/Blue/Alpha: the colour and alpha values of the selected point. Depth: enter a value to control the composition order of the output. Offset Z: enter a value to control the relative front/back position of the output. This value would be used in a composite 3D operation. If its value is the same as another image, the depth value will be used to determine the composition order.

Grain Module
Use the Grain Module to add a film grain to an image; the film grain looks like video noise. The Grain Module has two input ports.

On the left port, attach the element that will act as the matte that defines the area of the grain. On the right port, attach the element on which you want to apply the grain effect.

Use the Grain Module Editor to adjust the amount of grain to add to an image; you can also use it to adjust the sharpness or softness of the grain.

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Grain Module Editor


Use the Grain Module Editor to control the grain effect.

Noise: the amount of grain to add to the image based on the percentage of pixels to alter. The larger the value, the more grainy the image will appear. The closer the value is to 0 (zero), the less grainy the image will appear. Smooth: the amount of blending to apply to the grain effect, based on the blur radius, to make the effect appear less pixelated. The larger the value, the greater the smoothing. Random At Each Frame: computes the colour shift in the grain using a different value at each composite. This means that your images will look different each time you render them. Deselect this option and select a Seed Value to ensure the same result every time you composite the grain effect. Seed Value: this value corresponds to a unique pattern in the grain. If you want to retain this pattern in other frames, you can reuse this value.

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Greyscale Module
Use the Greyscale Module to convert a colour image to greyscale. The following examples demonstrate what happens when you set the greyscale to 100% using the Greyscale Module.

The Contrast Module can also be used to adjust the darkness and lightness of the pixels in your element.

Greyscale Module Editor


Use the Greyscale Module Editor to enter the percentage of black and white to apply to the image. You can enter a static value in the Percentage field, or attach the value to a function curve to change over time. Use these menus to create a function curve and attach the Greyscale values to a function curve.

Matte Output: when this option is activated, the colour values do not change. However, alpha values are read from the colours, creating a greyscale image when converting to black and white.

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Group Module
Use Group Modules to organize your effects and compositing network in the Network View. These modules can help keep your workspace neat and organize effects modules as you build your network.

To add a Group Module to the Network View: Drag the module from the Module Library View. Press default shortcuts [Shift]+[G] in Windows/Linux or [Command]+[G] in Mac OS X. To see the contents of a Group Module: Click on the arrow on the Group Module. To add a module to a group: Press [Alt]+[Shift] and drag the module on top of the group. To go back to the level of the Group Module, do one of the following: In Windows/Linux, press [Backspace]. Use the buttons on the Status Bar, at the bottom of the window. Click on the Menu You can create groups by: button and select Modules > Exit Group. [Shift]-click a Multi-Port-In Module or a Multi-Port-Out Module.

Selecting the modules to group in the Network View and applying the Create Group command. Selecting the modules to group in the Network View and pressing [Shift]+[Alt] while dragging the modules into an existing group. Selecting the modules to group in the Network View and pressing [Ctrl]+[G] to create a group containing the selected modules.
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Group Module Editor


Use the Group Module Editor to change the name that appears on the module.

Highlight Module
Use a Highlight Module in your Network View to add a highlight to the drawings in an element. To produce the highlight effect, you must create drawings to control where the highlight will appear (the matte).

To the right input port on the Highlight Module, attach the Element Module for the drawings that you want the highlight to appear on top of (for example, a character). To the left input port, attach the matte, which contains the drawings for the shape of the highlight.

The Highlight Module controls the highlight effect so that it appears only in the selected drawings. Like the Tone Module and Shadow Module, the Highlight Module performs a blur on the matte so that the edges of the effect appear softer. You can edit the properties of the highlight effect in the Highlight Module Editor.

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Highlight Module Editor


Use the Highlight Module Editor to modify how the Highlight Module creates the highlight effect. The Highlight Module uses a matte to determine the shape and position of the highlight on another element and can blur the edges to create a softer effect. Use this dialog box to control the type and amount of blur, as well as the colour of the highlight effect.

Truck Factor: activated by default, this option readjusts the blur when the element undergoes a change of depth or scale. When this option is disabled, the modules values remain unchanged regardless of depth or scale changes. We recommend that this option be disabled when multiple drawings are composited and attached this module. Blur Type (Directional or Radial): If Directional is selected, Toon Boom Digital Pro will blur the matte in the direction you select. If Radial is selected, Toon Boom Digital Pro will blur the edges of the matte evenly around points that make up the edge of it. Radius: enter a value for the size of the blur. The larger the value, the greater the blur effect. The blur radius is affected by the drawing scale and camera position. Directional Angle: if you select a Directional Blur Type, you can select the direction of the blur by entering a value from 0 to 360 in this field. 0: blurs the image to the west. 90: blurs the image to the south. 180: blurs the image to the east. 270: blurs the image to the north. Directional Falloff Rate: the distance where the directional blur fades from the edge of the image. Select a value between 0 and 1.

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A falloff rate of 0 causes the blur to fade out slowly, distributing the blur evenly from the edge of the character to the farthest edge of the blur. A falloff rate of 1 causes the blur to fade out quickly so that the blur is heaviest closer to the edge of the image. Invert Matte: activate this option to invert the matte used to create the highlight. Use Matte colour: select this option to use the colour(s) in the matte for the highlight effect. If you deselect it, use the Colour section to select colour and alpha values. Multiplicative: select this option to create a more diffused highlight. Red/Green/Blue/Alpha: in the RGBA fields, enter the value that you want added to or subtracted from the colour channels in the drawings. Alternatively, you can attach these values to function columns.

Line Art Module


Use the Line Art Module to read only the Line Art in an element. Place a Line Art Module after an Element Module in the Network View to display only the modules Line Art output.

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Line Art Module Editor


Use the Line Art Module Editor to control how the Line Art is rendered by the module.

Antialiasing Quality: smoothness setting applied to Line Art. Choose from Low (no antialiasing), Medium Low, Medium and High (extensive antialiasing). The higher the quality of the chosen setting, the greater the amount of antialiasing that is applied. Higher quality images require more time to render and more memory from your system. Antialiasing Exponent: controls the amount of area around the Line Art edges that is used in the antialiasing process. A higher value uses less area, resulting in sharper edges, while a lower value uses more area, resulting in softer edges. If the Antialiasing Quality value is set to Low (no antialiasing), this value is ignored.

See Also Colour Art Module on page 362

Matte-Blur Module
Use the Matte-Blur Module to blur a matte or change its colour. Here is an example of a network with the result of a Matte-Blur Module.

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Matte-Blur Module Editor


Use the Matte-Blur Module Editor to control the output of the module.

Truck Factor: activated by default, this option readjusts the blur when the element undergoes a change of depth or scale. When this option is disabled, the modules values remain unchanged regardless of depth or scale changes. We recommend that this option be disabled when multiple drawings are composited and attached this module. Blur Type (Directional or Radial): If Directional is selected, Toon Boom Digital Pro will blur the matte in the direction you select. If Radial is selected, Toon Boom Digital Pro will blur the edges of the matte evenly around points that make up the edge of the matte. Radius: enter a value for the size of the blur. The larger the value, the greater the blur effect. The blur radius is affected by the drawing scale and camera position. Directional Angle: if you select a Directional Blur Type, you can select the direction of the blur by entering a value from 0 to 360 in this field. 0: blurs the image to the west. 90: blurs the image to the south. 180: blurs the image to the east. 270: blurs the image to the north. Directional Falloff Rate: the distance where the blur fades from the edge of the image. Select a value between 0 and 1. A falloff rate of 0 causes the blur to fade out slowly, distributing the blur evenly from the edge of the character to the farthest edge of the blur.

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A falloff rate of 1 causes the blur to fade out quickly so that the blur is heaviest closer to the edge of the image. Invert Matte: activate this option to invert the matte used to create the blur. Red/Green/Blue/Alpha: in the RGBA fields, you can enter the value you want added to or subtracted from the colour channels in the drawings. Alternatively, you can attach these values to function columns.

Matte-Resize Module
Use the Matte-Resize Module to evenly expand a matte outward in all directions. The Matte-Resize Module increases the size of a matte from its centre. Here is an example of a network with the result of a Matte-Resize Module.

You can use the Matte-Resize Module to do a pulsating glow. If you use the Blur-Radial Module, the effect might be softer than you intend. Using the Matte-Resize Module, you can enlarge the region without softening the edges. The Matte-Resize Module produces a limited antialiased matte, which can have slightly jagged edges. You should only use this module for mattes that you must blur. You could use this module in combination with other modules, such as:

Tones Highlights Glows Shadows Matte-Blurs

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Matte-Resize Module Editor


In the Matte-Resize Module Editor, you can enter a static value for the Radius of the resize operation. You can also attach the Radius value to a function column to change the value over time.

Motion-Blur Module
Use the Motion-Blur Module to create three types of effects:

Motion blur Blur with a matte Particle effect

To create a motion blur, you must also create a motion path for the element using a Peg Module. Here is an example of a network with the result of a Motion-Blur Module.

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Motion-Blur Module Editor


Use the Motion-Blur Module Editor to modify the motion blur effect.

Number of Frames in Trail: the number of frames before the current frame that will be used in the trail. Number of Samples: number of copies of each drawing used in the trail. The higher the number, the more continuous the trail appears. Falloff Rate: the distance where the blur fades from the edge of the image. Select a value between 0 and 1. A falloff rate of 0 causes the trail to fade out slowly, distributing the colour evenly from the edge of the character to the farthest edge of the trail. A falloff rate of 1 causes the trail to fade out quickly so that the trail is more opaque closer to the edge of the image and transparent at the end of the trail. Intensity: select a value to define the opacity of the trail. Use Mirror on Edges: enable this option when you use a matte to create the blur and the image is close to the edge of the drawing. This option forces Toon Boom Digital Pro to use a mirror of the image to calculate the blur, rather than the black on the other side of the edge.

For blurs with a matte and a particle effect, you need a matte. The matte is used as a filter that is applied to the motion blur and must be drawn at the centre. In addition, the matte

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must be linked to the left port on the Motion Blur Module. For particle effects, use a matte that is spotted with colour.

Multi-Port-In Module
A Multi-Port-In Module is added by default in a new Group Module. Use it to add one or more input ports to the Group Module so that you can process an image through the modules in the Group Module. Use the Multi-Port-Out Module Editor to change the name of the module.

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When you plug an element to a Multi-Port-In Module, an input port appears at the top of the Group Module. You can add additional ports to the modules as needed.

Pass your cursor over the Group Module input port to see the name of the Port-Image-In Module that it connects to. You will notice that the Group Module in these examples has no output port. It requires a Multi-Port-Out Module to output data from its network.

Multi-Port-In Module Editor


Use the Multi-Port-In Module Editor to change the name of the module.

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Multi-Port-Out Module
By default, a Multi-Port-Out Module is added in a new Group Module. Use it to add one or more output ports to the Group Module so that you can output the result of the group operation to the rest of the network. Use the Multi-Port-Out Module Editor to change the name of the module.

After you plug an element to a Multi-Port-Out Module, an output port appears on the bottom of your Group Module. You can add additional output ports as needed.

Multi-Port-Out Module Editor


Use the Multi-Port-Out Module Editor to change the name of the module in the network.

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Negate Module
Use the Negate Module to invert the colour and/or alpha values in the Colour Art and Line Art of an image. The Negate Module subtracts the original value of each channel (RGB or A) from the maximum value of that channel (255 for 8-bit channels) to produce the negative image. Here is an example of a network with the result of a Negate Module:

Negate Module Editor


Use the Negate Module Editor to select which colour values to negate, and to negate mattes.

Use the following to select the values to invert:

Negate Colour: inverts the values of the colour channels. Negate Alpha: inverts the transparency value (alpha channel). Negate Colour Clamp to Alpha: limits the negated area to the alpha channel.

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Note Module
The Note Module allows you to record any textual information that is relevant to your project. Use its editor to enter comments, suggestions or reminders. Note Modules can be added anywhere in the network, including in groups.

Note Module Editor


Use the Note Module Editor to add or update relevant notes with any textual information.

Offset-Position Module
Use the Offset-Position Module to apply a different position, scale, rotation or movement to one or more existing elements without having to duplicate them. The module applies the translations in a peg after compositing, so that read modules outside of the camera frame or images larger than the resolution of the scene are not clipped. The Offset-Position Module applies the Flip and Alignment options from the Element Module to prepare the image before composition. Here is an example of this network:

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Offset-Position Module Editor


Use the Offset-Position Module Editor to change the name of the module.

Offset-Position-Legacy Module
The Offset-Position-Legacy Module is only used for backward compatibility purposes. The Offset-Position-Legacy Module applies the Flip and Alignment options from the Element Module to prepare the image before composition. Here is an example of this network:

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Offset-Position-Legacy Module Editor


Use the Offset-Position-legacy Module Editor to change the name of the module.

Peg Module
Peg Modules control the transformation of elements (position, scale, skewing and rotation) over time. The green ports at the top and bottom of the module indicate that it accepts position data information (from another peg, element or quadmap) and outputs position information. You can edit the effects of the Peg Module in the Camera View windows or in the Peg Module Editor.

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Peg Module Editor


Use the Peg Module Editor to control how a peg affects the position, scale, skew and rotation of elements attached to it over time. The Peg Module Editor has four tabs:

Position tab on page 427 Transformation tab on page 428 Pivot tab on page 429 Advanced tab on page 429

Position tab
Use the Position tab to set up how your peg will receive position data. You must select between using 3D Path columns or Separate X (east-west), Y (north-south) and Z (frontback) columns.

3D Path: select an existing set of 3D Path columns or create a new set. When you create a 3D path for your peg, Toon Boom Digital Pro creates columns for the X, Y and Z values for the position of your peg, as well as a column for the velocity of the peg in the Xsheet View. Separate: use the Separate option to use a peg to offset several elements by a fixed amount throughout the scene. You can also connect the X, Y or Z values of an element to separate Bezier Curve columns or Ease Curve columns. When you create separate columns for the position of the peg, the Bezier or Ease functions build values for each frame, so there is no separate control for velocity when you choose Separate columns.

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Transformation tab
Use the Transformation tab to choose between Locked horizontal and vertical scaling or Separate horizontal and vertical scaling. You can also change the angle and skew settings.

Scale

In the Locked panel, you can enter a static scale value for the scaling or connect the scale value to a Bezier Curve column, Ease Curve column, or velocity-based column. Select a velocity-based column to link the speed of your scaling changes to the speed of the peg changing positions and specify values for the scale of the peg. In the Separate panel, you can set a static value for the horizontal (X) and vertical (Y) scaling or create separate columns for the X and Y scaling. Scale In Fields: Select this option to use fields for scaling measurements. Ignore Parent Scaling: if the peg is parented to another peg, any scaling changes to the parent will not affect the current peg. Angle: enter the angle of rotation of the peg. All of the Element Modules connected to the peg will rotate on the pivot point indicated in the Pivot fields. Enable Min. Max Angle: enables the minimum and maximum angle constraints. Skew: this is the skew value.

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Pivot tab
Use the Pivot tab to set the position of the pivot point for rotation or scaling on the peg spline. The values that appear in this tab are updated when you move the pivot point with the Rotate or Scale tool in the Camera View window.

Advanced tab
Use the Advanced tab to set the position of the peg spline. You can offset the position of the spline to enable you to work with the peg in the Camera View window; this do not affect the position values of the motion path. The values that appear in this tab are updated when you move the peg with the Translate tool in the Peg - Spline Position element mode.

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Network Building
In the Advanced tab, you can select options that work in conjunction with the buildNetworkfromUnconnected script, which will attach all unconnected modules to a Composite Module, which is in turn linked to a Display Module.

Group at Network Building: place all of the modules attached to the current peg in a group module. Add Composite to Group: attach all of the modules to a Composite Module before outputting the information from the group to the rest of the network.

Rendering

Disable Field Rendering: When rendering with the Field Rendering option, pegs using this option will be excluded from the Field Rendering.

IK

Nail for Children: sets an IK Nail on the selected peg.

Pixelate Module
Use the Pixelate Module to apply a mosaic effect to an image (and its matte) based on the matte you supply. Pixelation makes the image look like it is made up of square tiles. There are two input ports on the Pixelate Module: the left port receives the matte and the right port receives the image. Use the Pixelate Module Editor to control the amount of pixelation in the image.

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Pixelate Module Editor


Use the Pixelate Module Editor to control the amount (Factor) of pixelation in the image. You can attach the Factor value to a function curve to change the value over time.

Placeholder Module
Use the Placeholder Module in a network when you are either unsure of which module you will put in its place or if you want to lay out a custom network for future use.

Placeholder Module Editor


Use the Placeholder Module Editor to change the name of the module.

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Quadmap Module
Use the Quadmap Module to deform the shape of an element. For example, you can use it to create a drop-shadow effect on an element.

You can edit the Quadmap Module visually in the Camera View window. To edit the Quadmap Module in the Camera View window: 1. 2. 3. Drag a Quadmap Module from the Module Library View window to the Network View window. Connect the Quadmap Module to a Element Module you want to modify. Connect a display to the output of the Element Module to a Display Module.

4. 5.

From the Animation Tools Toolbar, disable the Animate Mode to change the value for the quadmap over the entire duration of the element. In the Network View, click on the Quadmap Module to select it. The element should appear red in your Camera View window.

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6.

In the Camera View window, click on the Menu View > Show Control Parameters.

button and select

The quadmap handles appear around the element in the window. There is also a pivot point at the centre of the quadmap frame that can be repositioned.

Note:
If the handles on the quadmap image do not appear on the corners, set the Alignment Rule on the Element Module of the image to Stretch.

7.

In the Camera View window, use the Select tool to move the points on the quadmap. [Shift]-click to select multiple points.

The value of each point on the quadmap can be changed gradually. To do this, use the Quadmap Module Editor to attach the points to function curves. Toon Boom Digital Pro will add keyframes to the function curve as you change their values.

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Quadmap Module Editor


Use the Quadmap Module Editor to enter specific static values for the points of the quadmap, or to attach those values to function curves so that their values will change over time.

Only the X and Y values of each point in the quadmap can be changed.

2D Path: change the X and Y values simultaneously and control the velocity of the change. Separate: change the X and Y values separately. Each of these can be attached to separate function curves.

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Refract Module
Use the Refract Module to create effects such as ripples, rustling leaves, and heat waves. This effect is based on the principle of light refraction, which happens when a beam of light passes through media of different density, causing the light to refract, or change angles. This effect makes objects appear distorted or offset from their actual positions. Think of an object in a pool of water. Objects beneath the surface of the water appear offset from their true positions. To create the effect of refraction, you need a matte with alpha values. This matte will create the effect of a volume passing over an image, refracting the light that would be bouncing off of the contents below. For the effect of a ripple that moves across an image, you must move the matte with a Peg Module.

Refract Module Editor


Use the Refract Module Editor to control the effect.

Intensity: the amount of refraction to apply to the image. Height: the amount of depth to add to the refraction effect. Coupled with the Intensity effect, this value can create the effect of bending the objects below the refraction matte. You can attach the Intensity and Height values to function curves to change their values over time.

Following is an example of two different applications of the Intensity and Height parameters.

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In the network, we added a Blur-Radial Module to blur the solid matte. The variations in the alpha levels in the blurred matte will contribute to the refraction effect.

Remove-Transparency Module
The Remove-Transparency Module negates transparent values in an image. You can use the Remove-Transparency Module to remove the result of antialiasing around an image.

Remove-Transparency Module Editor


Use the Remove-Transparency Module Editor to control the effects of the module.

Threshold: all values above the Threshold represent a transparent value. In this field, you must identify the value above which all alpha values are considered transparent. Alpha is measured from 0 to 255.

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Remove Colour Transparency: when selected, the Threshold value is used to determine which pixels in the Colour Art (RGB channels) to make fully opaque or fully transparent. Remove Alpha Transparency: when selected, the Threshold value is used to determine which pixels in the Alpha channel to make fully opaque or fully transparent.

Scale-Output Module
The Scale-Output Module scales the output of an operation to the desired resolution. You can use this module to scale the resolution of a composite operation for output to anamorphic projection systems. You can also use this module to scale down the output to a lower resolution, enabling a quicker composition. This is different than the Crop Module, which cuts images to match an output resolution. Here is an example of a network using the Scale-Output Module to write files in two different output resolutions:

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Scale-Output Module Editor


Use the Scale-Output Module Editor to scale the output to the desired resolution.

Resolution Name: enable this option to scale the output to the resolution in one of the scenes Resolution Names and select the resolution from the drop-list. The names of the scene resolution appear in the Resolution/Frame Rate dialog box. Custom Resolution: enables you to input a customized resolution in the Width and Height boxes.

Shadow Module
With the Shadow Module, you can turn a vector drawing element into a shadow. You can set up the options for the shadow effect in the Shadow Module Editor. You can attach only one element to a Shadow Module. The Shadow Module reads the Line Art and Colour Art of the element attached to it, depending on the selection made in the Element Module for the element. In the Network View, attach the Element Module, which will be the shape of the shadow, to the Shadow Module.

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Like the Tone Module and Highlight Module, the Shadow Module can perform a blur on the matte so that the edges of the effect appear softer. You can edit the properties of the shadow effect in the Shadow Module Editor.

Shadow Module Editor


Use the Shadow Module Editor to modify how the Shadow Module creates the shadow effect.

The Shadow Module uses a matte to determine the shape and position of the shadow behind another element and can blur the edges to create a softer effect. You can control the type and amount of blur, as well as the colour of the shadow, in this dialog box.

Truck Factor: activated by default, this option readjusts the blur when the elements undergo a change of depth or scale. When this option is disabled, the
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modules values remain unchanged regardless of any depth or scale changes. We recommend that this option be disabled when multiple drawings are composited and attached this module. Blur Type (Directional or Radial): If Directional is selected, Toon Boom Digital Pro will blur the matte in the direction you select. If Radial is selected, Toon Boom Digital Pro will blur the edges of the matte evenly around points that make up the edge of it. Radius: enter a value for the size of the blur. The larger the value, the greater the blur effect. The blur radius is affected by the drawing scale and camera position. Directional Angle: if you select a Directional Blur Type, you can select the direction of the blur by entering a value from 0 to 360 in this field. 0: blurs the image to the west. 90: blurs the image to the south. 180: blurs the image to the east. 270: blurs the image to the north. Directional Falloff Rate: the distance where the blur fades from the edge of the image. Select a value between 0 and 1. A falloff rate of 0 causes the blur to fade out slowly, distributing the blur evenly from the edge of the character to the farthest edge of the blur. A falloff rate of 1 causes the blur to fade out quickly so that the blur is heaviest closer to the edge of the image. Invert Matte: activate this option to invert the matte used to create the shadow. Use Matte Colour: create the shadow using the matte shape colour. Multiplicative: multiplies the shadow colours with the background. Red/Green/Blue/Alpha: in the RGBA fields, you can enter the value to add or subtract from the colour channels in the drawings, or you can attach these values to function columns.

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Sparkle Module
Add a Sparkle Module to your network to add a sparkle effect to your scene. You have a high degree of control over the appearance of the sparkles.

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Note:
The sparkle effect can only be used with vector drawings. If the sparkle effect module is attached to a composite, verify that the Composite Module Editor is set to Vector Flatten Output.

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Sparkle Module Editor


Use the Sparkle Module Editor to modify how the Sparkle Module creates the sparkle effect. You can also use Bezier and Ease function curves to change the values of factors over time.

Start Angle: enter a value between -360 and 360 to indicate the angle of rotation of each sparkle. Scale: sparkles are determined by the size of the bounding box of the coloured areas in the drawing. Enter the multiple to use to scale the sparkle size. Factor: enter a value between 0.1 and 1 to determine how pointy the sparkle is. A value closer to 0 will result in a more pointed sparkle. A value closer to 1 will result in a more rounded sparkle. Density: adjusts the density level. Number of Points: enter the number of points you want each sparkle to have. Probability of Appearing: enter the percentage of possibility that sparkles will be displayed. Enter 100 to always show sparkles. Enter 0 to always hide sparkles. Point Noise: enter a value between 0.1 and 1 to indicate the amount by which points in a sparkle will distort. Centre Noise: enter a value between 0.1 and 1 to indicate the amount by which the angles between each point in a sparkle will distort. Angle Noise: enter a value between 0.1 and 1 to indicate the amount by which the Start Angle in a sparkle will distort. Random Seed: enter a positive integer value that will be used to determine the

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sparkle pattern. Use Drawing Colours: select this option to use the colour attributes of the drawing for the sparkle colour. When this selection is disabled (default setting), the colour values will be used as they are entered in the editor. Flatten Sparkles of Same colour: flatten all drawings of the same colour into a single layer. Red/Green/Blue/Alpha: in the RGBA fields, enter the values to use for the sparkle colour.

Tone Module
Use a Tone Module in your Network View to add a dark coloured region to the top of drawings in an element. To produce the tone effect, you must create drawings to control where the tone will appear (the matte).

Attach the Element Module for the drawings that you want the tone to appear on top of to the right input port on the Tone Module Attach the matte, which contains the drawings for the shape of the tone, to the left input port.

The Tone Module controls the tone effect so that the tone appears only in the element. You can edit the properties of the tone effect in the Tone Module Editor.

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Tone Module Editor


Use the Tone Module Editor to modify how the Tone Module creates the tone effect. The Tone Module uses a matte to determine the shape and position of the tone on top of another element and can blur the edges to create a softer effect. Use this dialog box to control the type and amount of blur, as well as the colour of the tone.

Truck Factor: activated by default, this option readjusts the blur when the elements undergo a change of depth or scale. When this option is disabled, the modules values will remain unchanged regardless of depth or scale changes. We recommend that this option be disabled when multiple drawings are composited and attached this module. Blur Type (Directional or Radial): If Directional is selected, Toon Boom Digital Pro will blur the matte in the direction you select. If Radial is selected, Toon Boom Digital Pro will blur the edges of the matte evenly around points that make up the edge of the matte. Radius: enter a value for the size of the blur. The larger the value, the greater the blur effect. The blur radius is affected by the drawing scale and camera position. Directional Angle: if you select a Directional Blur Type, you can select the direction of the blur by entering a value from 0 to 360 in this field. 0: blurs the image to the west. 90: blurs the image to the south. 180: blurs the image to the east. 270: blurs the image to the north. Directional Falloff Rate: the distance where the blur fades from the edge of the image. Select a value between 0 and 1. A falloff rate of 0 causes the blur to fade out slowly, distributing the blur evenly from the edge of the character to the farthest edge of the blur.
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A falloff rate of 1 causes the blur to fade out quickly so that the blur is heaviest closer to the edge of the image. Invert Matte: activate this option to invert the matte used to create the tone. Use Matte Colour: Uses the matte shape colour to create the tone. Multiplicative: multiplies the tone colours with the background. Red/Green/Blue/Alpha: in the RGBA fields, you can enter the value you want added to or subtracted from the colour channels in the drawings, or you can attach these values to function columns.

Transparency Module
Use a Transparency Module to make an image partially transparent. The Transparency Module fades the alpha channel of the image by the amount selected.

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Transparency Module Editor


Use the Transparency Module Editor to control the amount of transparency that will be applied to the element. You can enter a value in the Transparency field, or change the transparency value over time by linking it to a function curve.

Write Module
You must add a Write Module to the Network View in order to render individual image files or a QuickTime movie on your file system. You can add multiple Write Modules at any point in your network. In the Write Module Editor, you can set up the type, name and location of the final frames. You can also set up the Write Module to conditionally execute based on the resolution of the scene.

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Write Module Editor


The Write Module Editor controls how the Write Module creates files on your file system for your final, rendered frames. The Write Module Editor has two tabs:

Output tab Enabling tab

Output tab
Use the Output tab to set the options for the name, location, and type of file to render. Use this tab if you will render a QuickTime movie or individual image files for each frame in your scene.

Folder: you can manually type or use the Choose button to select the path for the final frames. Filename: Enter a prefix for the files rendered from this Write Module in the field below the path. Drawings: Select this radio button to create final frames. Movie: Select this radio button to create a QuickTime movie.

Drawing Start: enter the starting value for frames rendered with this module. Leading Zeros: select from the drop-down menu the number of leading zeros you would like your rendered files in their filename. Drawing type: select the type of final frames to render from the drop-list. When rendering TVG files from the Write Module, you can use this option in combination with the Vector Flatten Output and TVG Palette options in the Composite Module.
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Movie

Video Options: click on this button to open a dialog box in which you can set the video compression format, depth and quality of your movie. Audio Options: click on this button to open a dialog box in which you can set the sound compression format and quality for your movie.

Enabling tab

Always Enabled: selecting this option forces Toon Boom Digital Pro to execute this module whenever a composite operation is performed. Enabled when resolution name is: select this option to execute this module only when the resolution name matches the selected resolution in the Filter name drop-list. The resolutions in this list are the same as those found in the Resolution/Frame Rate dialog box. Filter name: the resolution name that must be active for the Write Module to be enabled. Enabled when resolution is: select this option to execute this module only when the resolution matches the selected X resolution and Y resolution. X resolution: the width of the output resolution for the scene, which must be set for this Write Module to be executed. Y resolution: the height of the output resolution, which must be set for this Write Module to be executed.

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Chapter 8 Scripting Overview


This chapter provides an overview of Qt, the scripting language supported by Toon Boom Digital Pro. It addresses the following topics:

Using Qt Script to Automate Toon Boom Digital Pro Functions on page 451 Creating a Qt Script on page 452 Exporting and Importing Scripts on page 454 Linking a Script to a Toolbar Button on page 455

Using Qt Script to Automate Toon Boom Digital Pro Functions


Qt Script provides access to many of the functionalities supported in the Toon Boom Digital Pro interface. With Qt Script, you can automate a number of Toon Boom Digital Pro functions to speed the completion of various repetitive tasks. Qt Script is an object-oriented scripting language based on the ECMAScript standard, like JavaScript and JScript. However, there are some differences that distinguish it from these scripting languages, which are familiar to Web programmers.

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Creating a Qt Script
Use QSA Workbench to create Qt scripts for Toon Boom Digital Pro. Scripts are stored in the /Digital Pro/nt/bin directory. To create a script: 1. Click on the Edit Script button in the Scripting Tools toolbar.

The QSA Workbench dialog box opens.

2.

Select File > New Script

. The Input Script Name dialog box appears.

3.
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Chapter 8: Scripting Overview

The name of your script appears in the Project Scripts panel.

4.

Double-click on the script name in the Project Scripts list panel. A tab with a text box appears to the right of the Projects Scripts panel. Write your script in the tabbed text box. Try the following script:
function addDrawCol() { column.add(ColumnName, DRAWING); }

5.

6.

To test your script, click on the green Play

button.

The Call Function dialog box appears with the script selected in the Function drop-list by default.

If you select the script and click on OK, a new drawing column will appear in your Xsheet View with the name ColumnName. If a syntax error occurs, it will be displayed in the Output text box.

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Exporting and Importing Scripts


To use scripts prepared by other users or for other scenes, you must first export the scripts from the originating scene and then import the scripts into a target scene. To export a script: 1. 2. 3. 4. 5. In Toon Boom Digital Pro, open the scene that you want to export the scripts from. Click on the Edit Script Select File > Export Script button to open QSA Workbench. . The Export Script dialog box opens.

Select the script that you want to export from the Project Scripts list. Use the Export Script dialog box to select a name and location for the exported script, and then click OK. The script is saved. It is now ready to be imported into other scenes. In Toon Boom Digital , open the scene that you want to import the scripts into. Click on the Edit Script Select File > Import Script button to open QSA Workbench. .

To import a script: 1. 2. 3. 4.

Use the Import Script dialog box to locate the script file that you want to import. Select a script and click on Open. The script is imported and appears in the Project Scripts list.

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Linking a Script to a Toolbar Button


You can add buttons to the Scripting Tools toolbar so that you can access them easily. They will appear to the right of the default Scripting Toolbar buttons. To link a script to a toolbar button: 1. Click on the Manage Scripts button on the Scripting Tools toolbar. A dialog box containing all of the available scripts opens.

2. 3. 4.

In the Available Scripts list, select the script you want to link to a toolbar button. Click on the Right Arrow button to add the script to the In Toolbar list.

Click on OK to add the button and close the dialog box.

Customizing a Scripting Toolbar Button


There is one default button for your scripts. This default button will be applied to all scripts you create. You can customize the look of your script icons before or after they have been placed in the Scripting Toolbar. To customize a Scripting Toolbar button: 1. 2. In the Available Scripts list, select the script you want to link to a toolbar button. Click on the Customize Icon button to open a dialog box. Use it to locate the image you want to use for the toolbar buttons icon.

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3.

Select the image and click on Open. The dialog box closes, and the old icon image is replaced with the newly selected one.

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In the scripting section you will find information which will allow you to understand how to use the Qt, the scripting language supported by Toon Boom Digital Pro. The following topics are addressed:

Using Qt Script to Automate Toon Boom Digital Pro Functions on page 451 Creating a Qt Script on page 452 Exporting and Importing Scripts on page 454 Linking a Script to a Toolbar Button on page 455

Qt Script provides access to many of the functions supported in the Toon Boom Digital Pro interface. With Qt Script, you can automate a number of Toon Boom Digital Pro functions to speed the completion of various repetitive tasks. You can use the QSA Workbench to create Qt scripts for Toon Boom Digital Pro. To use scripts prepared by other users or for other scenes, you must first export the scripts from the originating scene and then import the scripts into a target scene. To use scripts prepared by other users or for other scenes, you must first export the scripts from the originating scene and then import the scripts into a target scene. You can add buttons to the Scripting Tools toolbar so that you can access them easily. They will appear to the right of the default Scripting Toolbar buttons.

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Chapter 10 Script Reference


With Qt Script, you can access the following built-in Toon Boom Digital Pro objects.

Scene on page 471 Frame on page 476 Element on page 479 Column on page 481 Node on page 488 Selection on page 500 Function Curve on page 503 Timeline on page 519 View on page 525

Each object has its own set of functions that can manipulate the attributes of the object. All functions can receive the following data types as arguments. All functions return the same data types.

An integer (numerical value). On failure, the function returns -1. A string. When used as arguments, strings must be enclosed in quotes. On failure the function returns the null string . A boolean value (true or false). The function returns false on failure.

As arguments, these data types can be supplied in the function or can be generated by other functions. For more information on the Qt scripting language, see the following:

Language: http://doc.trolltech.com/qsa-1.1.3/language.html Creating Qt Scripts, including building dialog boxes: http://doc.trolltech.com/qsa-1.1.3/qsa-5.html

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Function Summary
Following are tables of all the supported functions, their arguments and a description. Scene Function
scene.beginUndoRedoAccum(comma ndname);

Description Starts the accumulation of all of the functions between it and the endUndoRedoAccum function as one command that will appear in the undo/redo list. If you do not use this function with endUndoRedoAccum, each function in the script generates a separate undo/redo entry. For details, see beginUndoRedoAccum on page 472. Returns the X value of the centre coordinate of the scene grid. For details, see coordAtCentreX on page 472. Returns the Y value of centre coordinate of the scene grid. For details, see coordAtCentreY on page 472. Returns the name of the current scene. For details, see currentScene on page 473. Ends the accumulation all of the functions between it and the beginUndoRedoAccum function as one command that will appear in the undo/redo list. If you do not use this function with beginUndoRedoAccum, each function in the script generates a separate undo/redo entry. For details, see endUndoRedoAccum on page 473. Returns the number of units in the X axis of the scene grid. For details, see numberOfUnitsX on page 473. Returns the number of units in the Y axis of the scene grid. For details, see numberOfUnitsY on page 474. Returns the number of units in the Z axis of the scene grid. For details, see numberOfUnitsZ on page 474. Sets the aspect ratio of the scene. For details, see setUnitsAspectRatio on page 475.

scene.coordAtCenterX();

scene.coordAtCenterY();

scene.currentScene();

scene.endUndoRedoAccum();

scene.numberOfUnitsX();

scene.numberOfUnitsY();

scene.numberOfUnitsZ();

scene.setUnitsAspectRatio(x, y);

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Scene Function
scene.setNumberOfUnits(x, y, z);

Description Sets the number of X, Y, and Z units in the scene grid. For details, see setNumberofUnits on page 475. Sets the value of the centre (X, Y) coordinates. For details, see setCoordAtCentre on page 474. Returns the X value of the aspect ratio of the cells in the scene grid. For details, see unitsAspectRatioX on page 475. Returns the Y value of the aspect ratio of the cells in the scene grid. For details, see unitsAspectRatioY on page 476. Description Returns the number of the current frame. For details, see current on page 477. Inserts frames at the specified frame number. For details, see insert on page 477. Returns the number of frames in the scene. For details, see numberOf on page 478. Removes frames from the specified frame. For details, see remove on page 478. Description Adds an element to the scene. For details, see add on page 479. Returns the name of the element. For details, see getName on page 480. Returns the id (key) of the element. For details, see id on page 480. Returns the number of elements in the scene. For details, see numberOf on page 480.

scene.setCoordAtCenter(x, y);

scene.unitsAspectRatioX();

scene.unitsAspectRatioY();

Frame Function
frame.current(); frame.insert(atFrame, nbFrame);

frame.numberOf();

frame.remove(startFrame, nbFrame);

Element Function
element.add(name, scanType, fieldChart, fileFormat, Vectorize); element.getName(index);

element.id(index);

element.numberOf();

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Column Function
column.add(columnName, columnType); column.clearKeyFrame(columnNam e, atFrame ); column.getElementOfDrawing(col umnName); column.getEntry(columnName, subColumn, atFrame); column.getName(columnNumber);

Description Adds a column with the specified name and type. For details, see add on page 482. Removes a keyframe from a cell in a column. For details, see clearKeyFrame on page 482. Returns the name the element linked to the specified drawing column. For details, see getElementOfDrawing on page 483. Returns the value of a cell in a column. For details, see getEntry on page 483. Returns the name of the column. For details, see getName on page 483. Returns the expression text in the identified column. For details, see getTextOfExpr on page 484. Returns true or false indicating if a cell in a column is a keyframe. For details, see isKeyFrame on page 484. Returns the number of columns in the scene. For details, see numberOf on page 485. Renames the specified column. For details, see rename on page 485. Links a Drawing column to an element. For details, see setElementOfDrawing on page 485. Set the value of a cell in a column. For details, see setEntry on page 486. Makes a cell in a column a keyframe. For details, see setKeyFrame on page 486.

column.getTextOfExpr(columnNam e); column.isKeyFrame(columnName, subColumn, atFrame); column.numberOf();

column.rename(oldName, newName); column.setElementOfDrawing(col umnName, elementName); column.setEntry(columnName, subColumn, atFrame, value ); column.setKeyFrame(columnName , atFrame );

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Column Function
column.setTextOfExpr(columnNam e, text); column.type(columnName);

Description Sets the value in the Expression column to the specified text. For details, see setTextOfExpr on page 487. This function returns the column type. There are seven column types: drawing (DRAWING), sound (SOUND), 3D Path (3DPATH), Bezier Curve (BEZIER), Ease Curve (EASE) and Expression (EXPR). For details, see type on page 487. Description Adds a module to the network. For details, see add on page 490. Returns an integer indicating the X position of a module in the network. For details, see coordX on page 490. Returns an integer indicating the Y position of a module in the network. For details, see coordY on page 491. Returns the path of the destination module linked to by the output port on the source module. For details, see dstNode on page 491. Returns true or false to indicate if a node path is equal to another. For details, see equals on page 491. If the dstNode is a Group Module, this returns the path of the module inside the Group Module that is the destination. For details, see flatDstNode on page 492. If the srcNode is a Group Module, this returns the path of the module inside the Group Module that is the source. For details, see flatSrcNode on page 492. Returns the value(s) of the modules selected attribute. For details, see getTextAttr on page 493.

Node Function
node.add(parent_group_path, name, type, X, Y, Z); node.coordX(node_path);

node.coordY(node_path);

node.dstNode(node_path, iPort, iLink);

node.equals(node_path, node_path); node.flatDstNode(node_path, iPort, iLink);

node.flatSrcNode(node_path, iPort);

node.getTextAttr(node_path, atFrame, attrName);

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Node Function
node.getName(node_path);

Description Returns the name of a module. For details, see getName on page 492. Returns a true or false value indicating if the module is a Group Module. For details, see isGroup on page 493. Returns true or false to indicate if a port is connected to another module. For details, see isLinked on page 493. Links a port on a module to a port on another module. For details, see link on page 494. Links an attribute to a function column in the Xsheet View. For details, see linkAttr on page 494. Returns the name of the column that an attribute is linked to. If the attribute is not linked to a column, the function returns the null string. For details, see linkedColumn on page 495. Returns the null string that is returned by other functions when there is an error. For details, see noNode on page 495. Returns an integer indicating the number of input ports on the module. For details, see numberOfInputPorts on page 495. Returns an integer indicating the number of modules actually linked from the output ports. For details, see numberOfOutputLinks on page 496. Returns an integer indicating the number of output ports on a module. For details, see numberOfOutputPorts on page 496. Returns an integer that indicates the number of modules contained in a group. For details, see numberOfSubNodes on page 496. Returns the path of the parent level of a module contained in a group. For details, see parentNode on page 497.

node.isGroup(node_path);

node.isLinked(node_path, iPort); node.link(srcNode_path, srcPort, dstNode_path, dstPort); node.linkAttr(node_path, attrName, columnName); node.linkedColumn(node_path, attrName);

node.noNode();

node.numberOfInputPorts(node_p ath); node.numberOfOutputLinks(node_ path, iPort);

node.numberOfOutputPorts(node_ path); node.numberOfSubNodes(node_pat h); node.parentNode(node_path);

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Node Function
node.rename(node_path, newName); node.root();

Description Changes the name of a module. For details, see rename on page 497. Returns the name of the Top level in the network, which is Top. For details, see root on page 497. Sets the position of a module in the network. For details, see setCoord on page 498. Changes the value of an attribute in a module. For details, see setTextAttr on page 498. Returns the path for the module that the port is linked to. For details, see srcNode on page 498. Returns the path of a module in a group. For details, see subNode on page 499. Returns the module type. For details, see type on page 499. Unlinks a port on one module from the port on another module. For details, see unlink on page 499. Unlinks an attribute from a function column. For details, see unlinkAttr on page 500. Description Returns a value for the number of selected columns. For details, see numberOfColumnsSelected on page 501. Returns the number of modules that are selected. For details, see numberOfNodesSelected on page 501. Returns the name of the selected column. For details, see selectedColumn on page 502. Returns the path of the selected node. For details, see selectedNode on page 502.

node.setCoord(node_path, X, Y); node.setTextAttr(node_path, attrName, atFrame, attrValue); node.srcNode(node_path, iPort); node.subNode(node_path_parent , iSubNode); node.type(node_path);

node.unlink(dstNode_path, inPort); node.unlinkAttr(node_path, attrName);

Selection Function
selection.numberOfColumnsSelect ed(); selection.numberOfNodesSelected (); selection.selectedColumn(int i); selection.selectedNode(int i);

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Function Curve Function


func.holdStartFrame(columnName );

Description Returns the Start value from the Hold Value Editor dialog box, for Bezier, Ease and Velobased Function Editors. For details, see holdStartFrame on page 507. Returns the Step value from the Hold Value Editor dialog box, for Bezier, Ease and Velobased Function Editors. For details, see holdStep on page 508. Returns the Stop value from the Hold Value Editor dialog box, for Bezier, Ease and Velobased Function Editors. For details, see holdStopFrame on page 508.

func.holdStep(columnName);

func.holdStopFrame(columnName );

Functions common to Bezier, Ease and Velocity-Based Function Curves


func.numberOfPoints(columnName ); func.pointConstSeg(columnName , point);

Returns the number of keyframes and control points on a curve. For details, see numberOfPoints on page 508. Returns a 1 to indicate that the point is on a constant segment, or a 0 to indicate that the point is not on a constant segment. For details, see pointConstSeg on page 509. Returns the continuity of the curve that follows the point. One of the following values will be returned, in upper-case: SMOOTH, CORNER or STRAIGHT. For details, see pointContinuity on page 510. Returns the X value (frame number) of a point on a function curve. For details, see pointX on page 513. Returns the Y value of a point on a function curve. For details, see pointY on page 514.

func.pointContinuity(columnNam e, point);

func.pointX(columnName, point); func.pointY(columnName, point);

Bezier Functions
func.pointHandleLeftX(columnNa me, point); func.pointHandleLeftY(columnNa me, point);

Returns the X value of the left handle of a point on a curve. For details, see pointHandleLeftX on page 511. Returns the Y value of the left handle of a point on a curve. For details, see pointHandleLeftY on page 512.

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Function Curve Function


func.pointHandleRightX(columnN ame, point); func.pointHandleRightY(columnN ame, point);

Description Returns the X value of the right handle of a point on a curve. For details, see pointHandleRightX on page 512. Returns the Y value of the right handle of a point on a curve. For details, see pointHandleRightY on page 512.

Ease Functions
func.angleEaseIn(columnName, point); func.angleEaseOut(columnName, point); func.pointEaseIn(columnName, point); func.pointEaseOut(columnName, point);

Returns the angle of the ease-in handle. For details, see angleEaseIn on page 507. Returns the angle of the ease-out handle. For details, see angleEaseOut on page 507. Returns the number of frames in the ease-in. For details, see pointEaseIn on page 510. Returns the number of frames in the easeout. For details, see pointEaseOut on page 511.

3D Path Functions
func.numberOfPoints3DPath(colu mnName); func.pointBias3DPath(columnNam e, point); func.pointContinuity3DPath(col umnName, point);

Returns the number of keyframes and control points on the 3D path. For details, see numberOfPoints3DPath on page 509. Returns the bias value for the specified point on the 3D path. For details, see pointBias3DPath on page 509. Returns the continuity value (STRAIGHT, SMOOTH or CORNER) for the specified point on the 3D path. For details, see pointContinuity3DPath on page 510. Returns the frame the point is locked at, or 0 if the point is not locked. For details, see pointLockedAtFrame on page 513. Returns the tension value for the specified point on the 3D path. For details, see pointTension3DPath on page 513. Returns the value of the specified point on the X path. For details, see pointX3DPath on page 514.

func.pointLockedAtFrame(column Name, point); func.pointTension3DPath(column Name, point); func.pointX3DPath(columnName, point);

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Function Curve Function


func.pointY3DPath(columnName, point); func.pointZ3DPath(columnName, point);

Description Returns the value of the specified point on the Y path. For details, see pointY3DPath on page 514. Returns the value of the specified point on the Z path. For details, see pointZ3DPath on page 515.

Editing Functions
func.addCtrlPointAfter3DPath(c olumnName, point, X, Y, Z, tension, continuity, bias); func.addKeyFrame3DPath(columnN ame, frame, X, Y, Z, tension, continuity, bias); func.removePoint3DPath(columnN ame, point); func.setPoint3DPath(columnName , point, X, Y, Z, tension, continuity, bias); func.setBezierPoint(columnName , frame, Y, handleLeftX, handleLeftY, handleRightX, handleRightY, constSeg, continuity); func.setEasePoint(columnName, frame, Y, easeIn, angleEaseIn, easeOut, angleEaseOut, constSeg, continuity); func.setHoldStartFrame(columnN ame, startFrame);

Adds a keyframe after a point on a 3D path and sets the X, Y and Z values, as well as the tension, continuity and bias. For details, see addCtrlPointAfter3DPath on page 505. Adds a keyframe to a 3D path and sets the X, Y and Z value, as well as the tension, continuity and bias. For details, see addKeyFrame3DPath on page 506. Removes either a control point or a keyframe from the 3D path. For details, see removePoint3DPath on page 515. Sets the properties of a point on a 3D path, including X, Y, and Z values, and tension, continuity and bias values. For details, see setPoint3DPath on page 518. Sets the values of a point on a Bezier function curve. For details, see setBezierPoint on page 515.

Sets the values of a point on an Ease function curve. For details, see setEasePoint on page 516. Sets the Start value in the Hold Value Editor dialog box, for Bezier, Ease and Velo-based Function Editors. For details, see setHoldStartFrame on page 517. Sets the Hold value in the Hold Value Editor dialog box, for Bezier, Ease and Velo-based Function Editors. For details, see setHoldStep on page 517.

func.setHoldStep(columnName, stepNumber);

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Function Curve Function


func.setHoldStopFrame(columnNa me, stopFrame);

Description Sets the Stop value in the Hold Value Editor dialog box, for Bezier, Ease and Velo-based Function Editors. For details, see setHoldStopFrame on page 517. Sets the values of a point on a Velocity-Based function curve. For details, see setVeloBasedPoint on page 518. Description Returns the number of the first frame in the Timeline selection or the current frame, if only one frame is selected. For details, see firstFrameSel on page 520. Returns true or false to identify if a layer is the parent of another layer. For details, see isAncestorOf on page 520. Returns true or false to identify if the Timeline layer is linked to a column in the Xsheet. For details, see layerIsColumn on page 520. Returns true or false to identify if the Timeline layer is linked to a module (node) in the Network. For details, see layerIsNode on page 521. Returns the column name for the Timeline layer. It returns an empty string if the layer is not a column. For details, see layerToColumn on page 521. Returns the node (module) index from the Network for the Timeline layer. It returns an empty string if the layer is not a node. For details, see layerToNode on page 521. Returns the number of the selected frame in the Timeline, if only one frame is selected. For details, see numFrameSel on page 522. Returns the number of layers in the Timeline. For details, see numLayers on page 522.

func.setVeloBasedPoint(columnN ame, frame, Y);

Timeline Function
Timeline.firstFrameSel

Timeline.isAncestorOf(parentLay erIdx, layerIdx);

Timeline.layerIsColumn(layerIdx );

Timeline.layerIsNode(layerIdx);

Timeline.layerToColumn(layerIdx );

Timeline.layerToNode(layerIdx);

Timeline.numFrameSel

Timeline.numLayers

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Timeline Function
Timeline.numLayersSel

Description Returns the number of layers that are selected in the Timeline. For details, see numLayerSel on page 522. Returns a layer identifier (layerIdx) for the parent of the layer (layerIdx). For details, see parentNodeIndex on page 523. Returns true or false to indicate if the Timeline selection has a column in the Xsheet. For details, see selIsColumn on page 523. Returns true or false to identify if the Timeline selection is linked to a module (node) in the Network. For details, see selIsNode on page 523. Returns the column name for the Timeline selection. For details, see selToColumn on page 524. Returns the layer identifier (layerIdx) for the selection (selIdx) in the Timeline. For details, see selToLayer on page 524. Returns the node name from the module in the Network for the Timeline selection. For details, see selToNode on page 524. Description Returns the name of the column for the currently displayed function in the Function View. For details, see column on page 525. Returns a unique identifier for the current, active View. For details, see currentView on page 526. Returns the name of the current Group Module in the active Network View. For details, see group on page 526. Returns a string that indicates what type of View the currentView is. For details, see type on page 526.

Timeline.parentNodeIndex(layerI dx) Timeline.selIsColumn(selIdx)

Timeline.selIsNode(selIdx)

Timeline.selToColumn(selIdx)

Timeline.selToLayer(selIdx)

Timeline.selToNode(selIdx)

View Function
view.column(currentView);

view.currentView();

view.group(currentView);

view.type(currentView);

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Scene
With the Scene functions, you can retrieve and set global scene attributes, like the aspect ratio of the cells in the scene grid. Following are the Scene functions:

beginUndoRedoAccum on page 472 coordAtCentreX on page 472 coordAtCentreY on page 472 currentScene on page 473 endUndoRedoAccum on page 473 numberOfUnitsZ on page 474 setCoordAtCentre on page 474 setNumberofUnits on page 475 setUnitsAspectRatio on page 475 unitsAspectRatioX on page 475 unitsAspectRatioY on page 476

Example This script uses an undo/redo wrapper to enclose several functions in one command called Set Scene. The Set Scene command sets the aspect ratio of the scene, sets the number of units of the scene and sets the centre coordinates.
function setScene() { // Sets the beginning of the undo/redo command wrapper scene.beginUndoRedoAccum("Set Scene"); // Sets the aspect ratio of the scene to 4, 3 scene.setUnitsAspectRatio(4, 3); // Sets the number of units in the scene scene.setNumberOfUnits(1200, 900, 12); // Sets the value of the center coordinate scene.setCoordAtCenter(5000, 5000); // Terminates the undo/redo command wrapper scene.endUndoRedoAccum(); }

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beginUndoRedoAccum
Description This function starts the accumulation of all of the functions between it and the endUndoRedoAccum function as one command that will appear in the undo/redo list. If you do not use this function with endUndoRedoAccum, each function in the script generates a separate undo/redo entry. Syntax
scene.beginUndoRedoAccum(commandname);

Arguments
commandname

commandname: the name of the command to be added to the undo/redo list.

coordAtCentreX
Description This function returns the X value of the centre coordinate of the scene grid. Syntax
scene.coordAtCenterX();

Arguments None.

coordAtCentreY
Description This function returns the Y value of the centre coordinate of the scene grid. Syntax
scene.coordAtCenterY();

Arguments None.

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currentScene
Description This function returns the name of the current scene. Syntax
scene.currentJob();

Arguments None.

endUndoRedoAccum
Description This function ends the accumulation all of the functions between it and the beginUndoRedoAccum function as one command that will appear in the undo/redo list. If you do not use this function with beginUndoRedoAccum, each function in the script generates a separate undo/redo entry. Syntax
scene.endUndoRedoAccum();

Arguments None.

numberOfUnitsX
Description This function returns the number of units in the X axis of the scene grid. Syntax
scene.numberOfUnitsX();

Arguments None.

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numberOfUnitsY
Description This function returns the number of units in the Y axis of the scene grid. Syntax
scene.numberOfUnitsY();

Arguments None.

numberOfUnitsZ
Description This function returns the number of units in the Z axis of the scene grid. Syntax
scene.numberOfUnitsZ();

Arguments None.

setCoordAtCentre
Description This functions sets the value of the centre (X, Y) coordinates. Syntax
scene.setCoordAtCenter(x, y);

Arguments
X, Y

X, Y: The value of the X and Y coordinate at the centre of the grid.

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setNumberofUnits
Description This function sets the number of X, Y, and Z units in the scene grid. Syntax
scene.setNumberofUnits(x, y, z);

Arguments
X, Y, Z

X, Y, Z: the X, Y and Z values of the scene grid.

setUnitsAspectRatio
Description This function sets the aspect ratio of the scene. The scenes final aspect ratio will be:
X * numberOfUnitsX()/Y * numberOfUnitsY()

Syntax
scene.setUnitsAspectRatio(x, y);

Arguments
X, Y

X, Y: the X, Y value of the new aspect ratio.

unitsAspectRatioX
Description This function returns the X value of the aspect ratio of the cells in the scene grid. Syntax
scene.unitsAspectRatioX();

Arguments None.

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unitsAspectRatioY
Description This function returns the Y value of the aspect ratio of the cells in the scene grid. Syntax
scene.unitsAspectRatioY();

Arguments None.

Frame
With the Frame functions, you can retrieve values from frames and you can add and remove frames in your scene. Following are the Frame functions:

current on page 477 insert on page 477 numberOf on page 478 remove on page 478

Example This example is called as soon as a scene is opened.


function sceneOpened() { // this part of the function launches the newScene function if // the scene has only one frame if (frame.numberOf() == 1) newScene(); }

function newScene() { // this function opens a dialog box named Create New Scene, which // allows users to enter the number of frames to add to the scene var d = new Dialog; d.title = "Create New Scene"; var nbFrames = new SpinBox; 476

Chapter 10: Script Reference nbFrames.label = "Number of Frames"; nbFrames.minimum = 1; nbFrames.maximum = 300; nbFrames.value = 60; d.add(nbFrames);

if (d.exec()) { var oldNbFrames = frame.numberOf(); frame.insert(0, nbFrames.value - oldNbFrames); } }

current
Description This function returns the number of the current frame. Syntax
frame.current();

Arguments None.

insert
Description This function inserts frames at the selected frame number. Syntax
frame.insert(atFrame, nbFrames);

Arguments
atFrame, nbFrames

atFrame: integer for the frame number at which the frames will be inserted. Frames are inserted after the frame indicated. Use 0 to insert frames before the

first frame.

nbFrames: integer for the number of frames to insert.

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numberOf
Description This function returns the number of frames in the scene. Syntax
frame.numberOf();

Arguments None.

remove
Description This function deletes frames starting from the selected frame number. Syntax
frame.remove(startFrame, nbFrames);

Arguments startFrame, nbFrames

startFrame: integer indicating at which frame to start removing frames. Use 0 to delete frames from the beginning. nbFrames: integer for the number of frames to remove.

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Element
With the Element functions, you can retrieve information about the elements in your scene and you can add and remove them. Following are the Element functions:

add on page 479 getName on page 480 id on page 480 numberOf on page 480

Example This script adds an element named newDrawing to your scene.


function addElement { element.add(newDrawing, BW, 12, TVG, SCAN); }

add
Description This function adds an element to the scene. Syntax
element.add(name, scanType, fieldChart, fileFormat, Vectorize);

Arguments
name, scanType, fieldChart, fileFormat, Vectorize

name: any string for the name. scanType: Colour, Gray_Scale, BW (for black and white) or None. fieldChart: 12, 16 or 24. fileFormat: SCAN, OPT, PAL, SGI, TGA, YUV, OMF or PSD. Vectorize: TVG or None.

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getName
Description This function returns the name of the element. Syntax
element.getName(index);

Arguments
index

index: an integer from 0 to the value returned by the function element.numberOf, representing the index number of the element.

id
Description This function returns the id (key) of the element. Syntax
element.id(index);

Arguments
index

the index are not always the same value.

index: an integer from 0 to the value returned by the function element.numberOf, representing the index number of the element. The id and

numberOf
Description This function returns the number of elements in the scene. Syntax
element.numberOf();

Arguments None.

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Column
With the Column function, you can retrieve values from columns in your scene and you can add and remove them. The following are the Column functions:

add on page 482 clearKeyFrame on page 482 getElementOfDrawing on page 483 getEntry on page 483 getName on page 483 getTextOfExpr on page 484 isKeyFrame on page 484 rename on page 485 setElementOfDrawing on page 485 setEntry on page 486 setKeyFrame on page 486 setTextOfExpr on page 487 type on page 487

Example In this script, a loop is run on each column to retrieve the name and type of each column. If a column is a Drawing column, the element is also printed retrieved. All this information is printed to the shell that started Toon Boom Digital Pro.
function printColumnInfo() { n = column.numberOf(); System.println("Columns"); for (i = 0; i < n; ++i) { var line; name = column.getName(i); type = column.type(name); line = i + " " + name + "(" + type + ")"; if (type == "DRAWING") line += " element = " + column.getElementOfDrawing(name); System.println(line);

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add
Description This function adds a column with the specified name and type. Syntax
column.add(columnName, columnType);

Arguments
columnName, columnType

columnName: the name of the column you want to add. columnType: the type of column you want to add. You can add any of the

following: DRAWING, SOUND, 3DPATH, BEZIER, EASE OR EXPR (for expression).

clearKeyFrame
Description This function removes a keyframe from a cell in a column. Syntax
column.clearKeyFrame(columnName, atFrame);

Arguments
columnName, atFrame

columnName: the name of the column. If the column is a 3D Path with multiple

columns, the keyframe in each column will be removed.

atFrame: the frame number where you want to clear the keyframe.

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getElementOfDrawing
Description This function returns the name the element linked to the specified drawing column. Syntax
column.getElementOfDrawing(columnName);

Arguments
columnName

columnName: name of the column.

getEntry
Description This function returns the value of a cell in a column. Syntax
column.getEntry(columnName, subColumn, atFrame);

Arguments
columnName, subColumn, atFrame

columnName: the name of the column, enclosed in quotes subColumn: the number value of the sub-column. This only exists in the case of

3D Path columns, which include a group of sub-columns for the X, Y, Z and velocity values on the 3D path. Each sub-column has a number: X=1 Y=2 Z=3 Velocity = 4 atFrame: the frame number that you want to retrieve the value from.

getName
Description This function returns the name of the column. Syntax
column.getName(columnNumber);

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Arguments
columnNumber

columnNumber: this is an integer that represents the numerical value of the

column. This integer is between 0 and column.numberOf.

getTextOfExpr
Description This function returns the expression text in the identified column. Syntax
column.getTextOfExpr(columnName);

Arguments
columnName

columnName: the name of the Expression column that contains the text you want

to return. The columnName is must be enclosed in quotes.

isKeyFrame
Description This function returns true or false indicating if a cell in a column is a keyframe. Syntax
column.isKeyFrame(columnName, subColumn, atFrame);

Arguments
columnName, subColumn, atFrame

columnName: the name of the column. subColumn: the number value of the sub-column. This only exists in the case of 3D Path columns, which include a group of sub-columns for the X, Y, Z and velocity values on the 3D path. Each sub-column has a number: X=1 Y=2 Z=3 Velocity = 4 atFrame: the frame number that you want to retrieve the value from.

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numberOf
Description This function returns the number of columns in the scene. Syntax
column.numberOf();

Arguments None.

rename
Description This function renames the specified column. Syntax
column.rename(oldName, newName);

Arguments
oldName, newName

oldName: the original name of the column you want to change. newName: the new name of the column.

setElementOfDrawing
Description This function links a Drawing column to an element. Syntax
column.setElementOfDrawing(columnName, elementName);

Arguments
columnName, elementName

columnName: the name of the column. elementName: the name of the element you want to link to the column.

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setEntry
Description This function sets the value of a cell in a column. Syntax
column.setEntry(columnName, subColumn, atFrame, value);

Arguments
columnName, subColumn, atFrame, value

columnName: the name of the column, enclosed in quotes subColumn: the number value of the sub-column. This only exists in the case of 3D Path columns, which include a group of sub-columns for the X, Y, Z and velocity values on the 3D path. Each sub-column has a number: X=1 Y=2 Z=3 Velocity = 4 atFrame: the frame number. value: the value you want to set the cell to.

setKeyFrame
Description This function makes a cell in a column a keyframe. Syntax
column.setKeyFrame(columnName, atFrame);

Arguments
columnName, atFrame

columnName: the name of the column. If the column is a 3D Path with multiple

columns, the frame in each column will be made a keyframe.

atFrame: the frame number where you want to set the keyframe.

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setTextOfExpr
Description This function sets the value in the Expression column to the specified text. Syntax
column.setTextOfExpr(columnName, text);

Arguments
columnName, text

columnName: the name of the column. text: the expression text.

type
Description This function returns the column type. There are seven column types: drawing (DRAWING), sound (SOUND), 3D Path (3DPATH), Bezier Curve (BEZIER), Ease Curve (EASE) and Expression (EXPR). Syntax
column.type(columnName);

Arguments
columnName

columnName: a string for the name of the column.

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Node
Nodes are synonymous with Filter, IO, Move and Group Modules in the Network View. With Node functions, you can retrieve values from modules in your effects and compositing network. You can also use these functions to add and link modules in your network, and set their attributes. Because there can be identical module names in the effects network, you must use the full path to identify a module. Similarly, when functions return module names, they often use the full path. The syntax for module paths is:
Top/Group_Name/Module_Name

Note:
To find the proper syntax for modules and their attributes, create a scene, add the modules you want to check, save the scene and then check the *.stage file.

The following is a list of the Node functions:


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add on page 490 coordX on page 490 coordY on page 491 dstNode on page 491 equals on page 491 flatDstNode on page 492 flatSrcNode on page 492 getName on page 492 getTextAttr on page 493 isGroup on page 493 isLinked on page 493 link on page 494 linkAttr on page 494 linkedColumn on page 495 noNode on page 495 numberOfInputPorts on page 495 numberOfOutputLinks on page 496 numberOfOutputPorts on page 496 numberOfSubNodes on page 496 parentNode on page 497 rename on page 497 root on page 497

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setTextAttr on page 498 srcNode on page 498 subNode on page 499 type on page 499 unlink on page 499 unlinkAttr on page 500 setCoord on page 498

Example This script automates the process of compositing several modules together using a Composite Module. This script takes all of the selected modules in the Network View and links them to a new Composite Module, named comp.
{ /* The parentNode function in this script adds the Composite Module in the parent group of the selected modules. The link function, in a loop, connects all selected modules to the new Composite Module. The setCoord function positions the new module in the network. function compose()*/

var n = selection.numberOfNodesSelected(); var i, posx, posy;

if (n > 0) { var comp = node.add( node.parentNode(selection.selectedNode(0)), "comp", "COMPOSITE", 0, 0, 0); posx = 0; posy = -10000; for (i = 0; i < n; ++i) { var selNode = selection.selectedNode(i); node.link(selNode, 0, comp, i); posx += node.coordX(selNode); if (node.coordY(selNode) > posy) posy = node.coordY(selNode); }

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add
Description This function adds a module to the network. Syntax
node.add(parent_group_path, name, type, X, Y, Z);

Arguments
parent_group_path, name, type, X, Y, Z

parent_group_path: the path of the parent node into which you want to add this module. name: the name of the module you will add. type: the type of module you will add. The module types are like: READ, COMPOSITE, PEG, QUADMAP, SHADOW, etc. X: the X position of the module in the Network View. Y: the Y position of the module in the Network View. Z: the Z position of the module in the Network View. This property is important when two modules overlap.

coordX
Description This function returns an integer indicating the X position of a module in the network. Syntax
node.coordX(node_path);

Arguments
node_path

node_path: the path of the node whose X position you want to identify.

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coordY
Description This function returns an integer indicating the Y position of a module in the network. Syntax
node.coordY(node_path);

Arguments
node_path

node_path: the path of the node whose Y position you want to identify.

dstNode
Description This function returns the path of the destination module linked to by the output port on the source module. Syntax
node.dstNode(node_path, iPort, iLink);

Arguments
node_path, iPort, iLink

node_path: the path of the module whose output you want to get. iPort: the port number on which you want to find the connected module. This value is between 0 and the results of the numberOfInputPorts function. iLink: the link number whose destination module you want to find. This value is between 0 and the results of the numberOfInputLinks function.

equals
Description This function returns true or false to indicate if a node path is equal to another. Used to compare node paths. Syntax
node.equals(node_path, node_path);

Arguments
node_path, node_path

node_path : the path of the modules you want to compare.

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flatDstNode
Description If the dstNode is a Group Module, this function returns the path of the module inside the Group Module that is the destination. This function behaves like the dstNode function when the module is not in a group. Syntax
node.flatDstNode(node_path, iPort, iLink);

Arguments
node_path, iPort, iLink

node_path: the path of the module whose output you want to get. iPort: the port number on which you want to find the connected module. This value is between 0 and the results of the numberOfInputPorts function. iLink: the number of the link whose destination module you want to find. This value is between 0 and the results of the numberOfInputLinks function.

flatSrcNode
Description If the srcNode is a Group Module, this function returns the path of the module inside the Group Module that is the source. If the source is not inside a group, the flatSrcNode function behaves like the srcNode function. Syntax
node.flatSrcNode(node_path, iPort);

Arguments
node_path, iPort

node_path: the path of the module whose input ports you want to get. iPort: the port number on which you want to find the module that is connected to it. This value is between 0 and the results of the numberOfInputPorts

function.

getName
Description This function returns the name of a module. Syntax
node.getName(node_path);

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Arguments
node_path

node_path: the path of the node that you want to get the name of.

getTextAttr
Description This function returns the value(s) of the modules selected attribute(s). Syntax
node.getTextAttr(node_path, atFrame, attrName);

Arguments
node_path, atFrame, attrName

node_path: the path of the module whose attributes you want. atFrame: the frame number from which you want to extract the attribute value. If the value is static, you must still pass a value. You can, for example, pass 1 to take the value at the first frame. attrName: the attribute whose value you want.

isGroup
Description This function returns a true or false value indicating if the module is a Group Module. Syntax
node.isGroup(node_path);

Arguments
node_path

node_path: the path of the node that you want to test to see if it is a Group

Module.

isLinked
Description This function returns true or false to indicate if a port is connected to another module. Syntax
node.isLinked(node_path, iPort);

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Arguments
node_path, iPort

node_path: the path of the module whose ports you want to check. iPort: the number of the port whose link status you want to check. This value is between 0 and the results of the numberOfInputPorts function.

link
Description This function links a port on a module to a port on another module. Syntax
node.link(srcNode_path, srcPort, dstNode_path, dstPort);

Arguments
srcNode_path, srcPort, dstNode_path, dstPort

srcNode_path: the path of the module whose output port you want to link to a

destination module.

function.

srcPort: the port that you want to link to the input port on the destination module. This value is between 0 and the results of the numberOfOutputPorts dstNode_path: the path of the module whose input port you want to link to the

source module. dstPort: the port on the destination module that you want to link to the output port from the source module. This value is between 0 and the results of the numberOfInputPorts function.

linkAttr
Description This function links an attribute to a function column in the Xsheet View. Syntax
node.linkAttr(node_path, attrName, columnName);

Arguments
node_path, attrName, columnName


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node_path: the path of the module whose attribute you want to link to a function column. attrName: the name of the attribute that you want to link. columnName: the name of the column that you want to link to the attribute.

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linkedColumn
Description This function returns the name of the column that an attribute is linked to. If the attribute is not linked to a column, the function returns the null string. Syntax
node.linkedColumn(node_path, attrName);

Arguments
node_path, attrName

node_path: the path of the module you want to check. attrName: the attribute you want to check to see if it is linked to a column.

noNode
Description This function returns the null string that is returned by other functions when there is an error. Syntax
node.noNode();

Arguments None.

numberOfInputPorts
Description This function returns an integer indicating the number of input ports on the module. Syntax
node.numberOfInputPorts(node_path);

Arguments
node_path

node_path: the path of the module whose input ports you want to count.

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numberOfOutputLinks
Description This function returns an integer indicating the number of modules actually linked from the output ports. Syntax
node.numberOfOutputLinks(node_path, iPort);

Arguments
node_path, iPort

node_path: the path of the module whose output ports you want to check. iPort: the port number on which you want to locate the module that is numberOfInputPorts function.

connected to it. This value is between 0 and the results of the

numberOfOutputPorts
Description This function returns an integer indicating the number of output ports on a module. Syntax
node.numberOfOutputPorts(node_path);

Arguments
node_path

node_path: the path of the module whose output ports you want to check.

numberOfSubNodes
Description This function returns an integer that indicates the number of modules contained in a group. Syntax
node.numberOfSubNodes(node_path);

Arguments
node_path

node_path: the path of the Group Module that you want to query to count the modules it contains.

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parentNode
Description This function returns the path of the parent level of a module contained in a group. Syntax
node.parentNode(node_path);

Arguments
node_path

node_path : the path of the module whose parent you want to locate.

rename
Description This function changes the name of a module. Syntax
node.rename(node_path, newName);

Arguments
node_path, newName

node_path: the path of the module whose name you want to change. newName: the new name for the module. atFrame: the frame number at which you want to change the value. If the value is static, you must still pass a value. attrValue: the new value for the attribute.

root
Description This function returns the name of the Top level in the network, which is Top. Syntax
node.root();

Arguments None.

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setCoord
Description This function sets the position of a module in the network. Syntax
node.setCoord(node_path, X, Y);

Arguments
node_path, X, Y

node_path: the path of the module you want to reposition in the Network View. X: the X position of the module in the Network View. Y: the Y position of the module in the Network View.

setTextAttr
Description This function changes the value of an attribute in a module. Syntax
node.setTextAttr(node_path, attrName, atFrame, attrValue);

Arguments
node_path, attrName, atFrame, attrValue

node_path: the path of the module whose attribute you want to change. attrName: the name of the attribute whose value you want to change.

srcNode
Description This function returns the path for the module that the port is linked to. Syntax
node.srcNode(node_path, iPort);

Arguments
node_path, iPort

node_path: the path of the module whose input ports you want to get. iPort: the port number on the destination module whose source module you numberOfInputPorts function.

want to find. This value is between 0 and the results of the

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subNode
Description This function returns the path of a module in a group. Modules are counted starting with zero. Syntax
node.subNode(node_path_parent, iSubNode);

Arguments
node_path_parent, iSubNode

node_path_parent: the path of the parent group that contains the module you want to identify. iSubNode: an integer representing the numerical value of the module. This value must be between 0 and the numberOfSubNodes function for that point.

type
Description This function returns the module type. These are all of the built-in module types available from the Stage Module like: READ, COMPOSITE, PEG, QUADMAP, SHADOW, etc. Syntax
node.type(node_path);

Arguments
node_path

node_path: the path of the node whose type you want to know.

unlink
Description This function unlinks a port on one module from the port on another module. Syntax
node.unlink(dstNode_path, inPort);

Arguments

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dstNode_path: the path of the module whose input port you want to unlink

from the source module.

inPort: the input port that you want to unlink. This value is between 0 and the results of the numberOfInputPorts function.

unlinkAttr
Description This function unlinks an attribute from a function column. Syntax
node.unlinkAttr(node_path, attrName);

Arguments
node_path, attrName

node_path: the path of the module whose attribute you want to unlink from a function column. attrName: the name of the attribute that you want to unlink.

Selection
With the Selection functions, you can retrieve information about the modules or columns you have selected. Following are the Selection functions:

numberOfColumnsSelected on page 501 numberOfNodesSelected on page 501 selectedColumn on page 502 selectedNode on page 502

Example This script prints the name of the selected columns and their frame values to the shell.
function dumpSelectedColumn() { /* The numberOfColumnsSelected function loops to check all of the selected columns and determine their frame values. The selectedColumn function prints the name of the selected column to the shell and then loops through the values in the column to print them as well. */

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Chapter 10: Script Reference var ncol = selection.numberOfColumnsSelected(); var nframe = frame.numberOf(); var i; for (i = 0; i < ncol; ++i) { var f; var c = selection.selectedColumn(i); System.println("Column " + c); for (f = 1; f <= nframe; ++f) { var value = column.getEntry(c, 1, f); var keyframe = column.isKeyFrame(c, 1, f); if (keyframe) value += " (keyframe)"; System.println(" } } } " + f + ": " + value);

numberOfColumnsSelected
Description This function returns a value for the number of selected columns. Syntax
selection.numberOfColumnsSelected();

Arguments None.

numberOfNodesSelected
Description This function returns the number of modules that are selected. Syntax
selection.numberOfNodesSelected();

Arguments None.

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selectedColumn
Description This function returns the name of the selected column Syntax
selection.selectedColumn(int i);

Arguments
int i

int i: the index value of each selected column. The value must be between 0 and the numberOfColumnsSelected function.

selectedNode
Description This function returns the path of the selected node. Syntax
selection.selectedNode(int i);

Arguments
int i

int i: the index value of each selected node. The value must be between 0 and the numberOfNodesSelected function.

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Function Curve
With the Function Curve functions, you can retrieve and modify values in the function curves. Following are the Function Curve functions:

addCtrlPointAfter3DPath on page 505 addKeyFrame3DPath on page 506 angleEaseIn on page 507 angleEaseOut on page 507 holdStartFrame on page 507 holdStep on page 508 holdStopFrame on page 508 numberOfPoints on page 508 numberOfPoints3DPath on page 509 pointBias3DPath on page 509 pointConstSeg on page 509 pointContinuity on page 510 pointContinuity3DPath on page 510 pointEaseIn on page 510 pointEaseOut on page 511 pointHandleLeftX on page 511 pointHandleLeftY on page 512 pointHandleRightX on page 512 pointHandleRightY on page 512 pointLockedAtFrame on page 513 pointTension3DPath on page 513 pointX on page 513 pointX3DPath on page 514 pointY on page 514 pointY3DPath on page 514 pointZ3DPath on page 515 removePoint3DPath on page 515 setHoldStartFrame on page 517 setHoldStopFrame on page 517 setHoldStep on page 517 setBezierPoint on page 515 setEasePoint on page 516

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setPoint3DPath on page 518 setVeloBasedPoint on page 518

Example The following script adds three function columns and sets the values for various points on the function curves.
function addSetFunctions() { /* creates the function columns if needed*/ if ( !column.add("3DPATH_FUNC", "3DPATH") )

System.println( "Error creating 3dpath column" );

if ( !column.add("BEZIER_FUNC", "BEZIER") ) System.println( "Error creating bezier column" );

if ( !column.add("EASE_FUNC", "EASE") ) System.println( "Error creating ease column" );

// adds 2 keyframes on a 3DPATH at frame 6 and 12 // with values x=2, y=2, z=1, tension=3, continuity=-1, bias=1 func.addKeyFrame3DPath( "3DPATH_FUNC", 6, 2, 2, 1, 3, -1, 1 ); func.addKeyFrame3DPath( "3DPATH_FUNC", 12, 2, 2, 1, 3, -1, 1 );

// removes a keyframe on 3DPATH at frame 12 func.removePoint3DPath( "3DPATH_FUNC", 12 );

// prints the number of points on a 3DPath column var pathPoints = func.numberOfPoints3DPath("3DPATH_FUNC"); System.println( "3DPATH_FUNC column has " + pathPoints + " points" );

// adds a keyframe on a BEZIER at frame 10 with values y=5, // handle_leftx=9, handle_lefty=5, handle_rightx=12, // handle_righty=-0.5, constant seg=false, continuity=smooth if ( ! func.setBezierPoint( "BEZIER_FUNC", 10, 5, 9, 5, 12, -

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System.println( "Error creating point on bezier" );

// sets the step value for a function column staring at frame // 1 upto frame 15 hold 2 func.setHoldStartFrame("BEZIER_FUNC", 1); func.setHoldStopFrame("BEZIER_FUNC", 15); func.setHoldStep("BEZIER_FUNC", 2);

// prints the number of points on a function column var bezPoints = func.numberOfPoints("BEZIER_FUNC"); System.println( "BEZIER_FUNC column has " + bezPoints + " points" );

// adds a keyframe on an EASE at frame 10 with values y=5, // ease_inx=0, ease_iny=0, ease_outx=0, ease_outy=180 // constant seg=true, continuity=straight if ( ! func.setEasePoint( "EASE_FUNC", 10, 6, 0, 0, 0, 180, true, "STRAIGHT" ) ) System.println( "Error creating point on ease" );

addCtrlPointAfter3DPath
Description This function adds a keyframe after a point on a 3D path and sets the X, Y and Z values, as well as the tension, continuity and bias. Syntax
func.addCtrlPointAfter3DPath(columnName, point, X, Y, Z, tension, continuity, bias);

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Arguments
columnName, point, X, Y, Z, tension, continuity, bias

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1. X: X value for the point on the 3D path. Y: Y value for the point. Z: Z value for the point. tension: the tension value of the keyframe. continuity: the continuity value of the keyframe. bias: the bias value of the keyframe.

addKeyFrame3DPath
Description This function adds a keyframe to a 3D path and sets the X, Y and Z value, as well as the tension, continuity and bias. Syntax
func.addKeyFrame3DPath(columnName, frame, X, Y, Z, tension, continuity, bias);

Arguments
columnName, frame, X, Y, Z, tension, continuity, bias

columnName: the name of the column. frame: frame number for the point. X: X value for the point on the 3D path. Y: Y value for the point. Z: Z value for the point. tension: the tension value of the keyframe. continuity: the continuity value of the keyframe. bias: the bias value of the keyframe.

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angleEaseIn
Description This function returns the angle of the ease-in handle. Syntax
func.angleEaseIn(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

angleEaseOut
Description This function returns the angle of the ease-out handle. Syntax
func.angleEaseOut(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

holdStartFrame
Description This function returns the Start value from the Hold Value Editor dialog box, for Bezier, Ease and Velo-based Function Editors. Syntax
func.holdStartFrame(columnName);

Arguments
columnName

columnName: the name of the column.

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holdStep
Description This function returns the Step value from the Hold Value Editor dialog box, for Bezier, Ease and Velo-based Function Editors. Syntax
func.holdStep(columnName);

Arguments
columnName

columnName: the name of the column.

holdStopFrame
Description This function returns the Stop value from the Hold Value Editor dialog box, for Bezier, Ease and Velo-based Function Editors. Syntax
func.holdStopFrame(columnName);

Arguments
columnName

columnName: the name of the column.

numberOfPoints
Description This function returns the number of keyframes and control points on a curve. Syntax
func.numberOfPoints(columnName);

Arguments
columnName

columnName: the name of the column.

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numberOfPoints3DPath
Description This function returns the number of keyframes and control points on the 3D path. Syntax
func.numberOfPoints3DPath(columnName);

Arguments
columnName

columnName: the name of the column.

pointBias3DPath
Description This function returns the bias value for the specified point on the 3D path. Syntax
func.pointBias3DPath(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

pointConstSeg
Description This function returns a 1 to indicate that the point is on a constant segment, or a 0 to indicate that the point is not on a constant segment. Syntax
func.pointConstSeg(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

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pointContinuity
Description This function returns the continuity of the curve that follows the point. One of the following values will be returned, in upper-case: SMOOTH, CORNER or STRAIGHT. Syntax
func.pointContinuity(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

pointContinuity3DPath
Description This function returns the continuity value (STRAIGHT, SMOOTH or CORNER) for the specified point on the 3D path. Syntax
func.pointContinuity3DPath(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

pointEaseIn
Description This function returns the number of frames in the ease-in. Syntax
func.pointEaseIn(columnName, point);

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Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

pointEaseOut
Description This function returns the number of frames in the ease-out. Syntax
func.pointEaseOut(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

pointHandleLeftX
Description This function returns the X value of the left handle of a point on a curve. Syntax
func.pointHandleLeftX(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

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pointHandleLeftY
Description This function returns the Y value of the left handle of a point on a curve. Syntax
func.pointHandleLeftY(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

pointHandleRightX
Description This function returns the X value of the right handle of a point on a curve. Syntax
func.pointHandleRightX(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

pointHandleRightY
Description This function returns the Y value of the right handle of a point on a curve. Syntax
func.pointHandleRightY(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

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pointLockedAtFrame
Description This function returns the frame the point is locked at or 0 if the point is not locked. Syntax
func.pointLockedAtFrame(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

pointTension3DPath
Description This function returns the tension value for the specified point on the 3D path. Syntax
func.pointTension3DPath(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

pointX
Description This function returns the X value (frame number) of a point on a function curve. Syntax
func.pointX(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

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pointX3DPath
Description This function returns the value of the specified point on the X path. Syntax
func.pointX3DPath(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

pointY
Description This function returns the Y value of a point on a function curve. Syntax
func.pointY(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

pointY3DPath
Description This function returns the value of the specified point on the Y path. Syntax
func.pointY3DPath(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

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pointZ3DPath
Description This function returns the value of the specified point on the Z path. Syntax
func.pointZ3DPath(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

removePoint3DPath
Description This function removes either a control point or a keyframe from the 3D path. Syntax
func.removePoint3DPath(columnName, point);

Arguments
columnName, point

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1.

setBezierPoint
Description This function sets the values of a point on a Bezier function curve. Syntax
func.setBezierPoint(columnName, frame, Y, handleLeftX, handleLeftY, handleRightX, handleRightY, constSeg, continuity);

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Arguments
columnName, frame, Y, handleLeftX, handleLeftY, handleRightX, handleRightY, constSeg, continuity

columnName: the name of the column. frame: frame number for the point. Y: Y value for the point. handleLeftX: X value for the left handle of the point. handleLeftY: Y value for the left handle. handleRightX: X value for the right handle. handleRightY: Y value for the right handle. constSeg: boolean expression (with a true or false value) to indicate whether the

segment is constant or interpolated. continuity: string value for the continuity of the point. The string must be in all upper-case. The following are the acceptable values: STRAIGHT, SMOOTH and CORNER.

setEasePoint
Description This function sets the values of a point on an Ease function curve. Syntax
func.setEasePoint(columnName, frame, Y, easeIn, angleEaseIn, easeOut, angleEaseOut, constSeg, continuity);

Arguments
columnName, frame, Y, easeIn, angleEaseIn, easeOut, angleEaseOut, constSeg, continuity

columnName: the name of the column. frame: frame number for the point. Y: Y value for the point. easeIn: the number of frames in the ease-in. angleEaseIn: the angle of the ease-in handle. easeOut: the number of frames in the ease-out. angleEaseOut: the angle of the ease-out handle. constSeg: boolean expression (with a true or false value) to indicate whether the

segment is constant or interpolated.

continuity: string value for the continuity of the point. The string must be in

all upper-case. The following are the acceptable values: STRAIGHT, SMOOTH and CORNER.

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setHoldStartFrame
Description This function sets the Start value in the Hold Value Editor dialog box, for Bezier, Ease and Velo-based Function Editors. Syntax
func.setHoldStartFrame(columnName, startFrame);

Arguments
columnName, startFrame

columnName: the name of the column. startFrame: integer for the start frame of the hold.

setHoldStep
Description This function sets the Hold value in the Hold Value Editor dialog box, for Bezier, Ease and Velo-based Function Editors. Syntax
func.setHoldStep(columnName, step);

Arguments
columnName, stepNumber

columnName: the name of the column. stepNumber: integer for the value of the steps in the hold.

setHoldStopFrame
Description This function sets the Stop value in the Hold Value Editor dialog box, for Bezier, Ease and Velo-based Function Editors. Syntax
func.setHoldStopFrame(columnName, stopFrame);

Arguments
columnName, stop

columnName: the name of the column. stopFrame: integer for the stop frame of the hold.

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setPoint3DPath
Description This function sets the properties of a point on a 3D path, including X, Y, and Z values, and tension, continuity and bias. Syntax
func.setPoint3DPath(columnName, point, X, Y, Z, tension, continuity, bias);

Arguments
columnName, point, X, Y, Z, tension, continuity, bias

columnName: the name of the column. point: the number of the point on the curve, from 0 to n, where n is the total number of points. The last point on the curve is n-1. X: X value for the point on the 3D path. Y: Y value for the point. Z: Z value for the point. tension: the tension value of the keyframe. continuity: the continuity value of the keyframe. bias: the bias value of the keyframe.

setVeloBasedPoint
Description This function sets the values of a point on a Velocity-Based function curve. Syntax
func.setVeloBasedPoint(columnName, frame, Y);

Arguments
columnName, frame, Y

columnName: the name of the column. frame: frame number for the point. Y: Y value for the point.

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Timeline
With the Timeline functions, you can return values for layers and frames in the Timeline window. There are two main groups of Timeline functions:

selToXX: the selection functions work with a selection using the selIdx parameter. layerToXX: the layer functions work with Timeline layers using the layerIdx parameter.
layerIdx: this is an integer that represents the layer in the Timeline. The first layer in the Timeline is considered 0 (zero). selIdx: this is an integer that represents the selection in the Timeline. It is a number from 0 to the number of layers selected minus 1.

The layerIdx and selIdx parameters are used in many of the functions:

Following are the Timeline functions:

firstFrameSel on page 520 isAncestorOf on page 520 layerIsColumn on page 520 layerIsNode on page 521 layerToColumn on page 521 layerToNode on page 521 numFrameSel on page 522 numLayers on page 522 numLayerSel on page 522 parentNodeIndex on page 523 selIsColumn on page 523 selIsNode on page 523 selToColumn on page 524 selToLayer on page 524 selToNode on page 524 setDisplayToUnconnected on page 525

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firstFrameSel
Description This function returns the number of the first frame in the Timeline selection or the current frame, if only one frame is selected. Syntax
Timeline.firstFrameSel;

Arguments None.

isAncestorOf
Description This function returns true or false to identify if a layer is the parent of another layer. Syntax
Timeline.isAncestorOf(parentLayerIdx, layerIdx);

Arguments parentLayerIdx, layerIdx

parentLayerIdx: this is an integer that represents a layer that has nested sublayers (children) in the Timeline. layerIdx: this is an integer that represents a layer in the Timeline.

layerIsColumn
Description This function returns true or false to identify if the Timeline layer is linked to a column in the Xsheet. Syntax
Timeline.layerIsColumn(layerIdx);

Arguments
layerIdx

layerIdx: this is an integer that represents the layer in the Timeline.

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layerIsNode
Description This function returns true or false to identify if the Timeline layer is linked to a module (node) in the Network. Syntax
Timeline.layerIsNode(layerIdx);

Arguments
layerIdx

layerIdx: this is an integer that represents the layer in the Timeline.

layerToColumn
Description This function returns the column name for the Timeline layer. It returns an empty string if the layer is not a column. Syntax
Timeline.layerToColumn(layerIdx);

Arguments
layerIdx

layerIdx: this is an integer that represents the layer in the Timeline.

layerToNode
Description This function returns the node (module) index from the Network for the Timeline layer. It returns an empty string if the layer is not a node. Syntax
Timeline.layerToNode(layerIdx);

Arguments
layerIdx

layerIdx: this is an integer that represents the layer in the Timeline.

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numFrameSel
Description This function returns the number of the selected frame in the Timeline, if only one frame is selected. It will return zero (0) if no frames are selected. Syntax
Timeline.numFrameSel;

Arguments None.

numLayers
Description This function returns the number of layers in the Timeline. Syntax
Timeline.numLayers;

Arguments None.

numLayerSel
Description This function returns the number of layers that are selected in the Timeline. A peg layer counts for six layers, seven if the Scale properties are set to separate functions in the Peg Module Editor. Syntax
Timeline.numLayerSel;

Arguments None.

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parentNodeIndex
Description This function returns a layer identifier (layerIdx) for the parent of the layer (layerIdx). Peg Modules are often used to create parent-child hierarchies that control the animation of several related modules. Syntax
Timeline.parentNodeIndex(layerIdx);

Arguments
layerIdx

layerIdx: this is an integer that represents the layer in the Timeline.

selIsColumn
Description This function returns true or false to indicate if the Timeline selection has a column in the Xsheet. Syntax
selIdx Timeline.selIsColumn(selIdx);

Arguments
selIdx: this is an integer that represents the selection in the Timeline. It is a number from 0 to the numLayerSel -1.

selIsNode
Description This function returns true or false to identify if the Timeline selection is linked to a module (node) in the Network. Syntax Arguments
selIdx Timeline.selIsNode(selIdx);

selIdx: this is an integer that represents the selection in the Timeline. It is a number from 0 to the numLayerSel -1.

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selToColumn
Description This function returns the column name for the Timeline selection. Syntax
Timeline.selToColumn(selIdx);

Arguments
selIdx

selIdx: this is an integer that represents the selection in the Timeline. It is a

number from 0 to the numLayerSel -1.

selToLayer
Description This function returns the layer identifier (layerIdx) for the selection (selIdx) in the Timeline. Syntax
Timeline.selToLayer(selIdx);

Arguments
selIdx

selIdx: this is an integer that represents the selection in the Timeline. It is a

number from 0 to the numLayerSel -1.

selToNode
Description This function returns the node name from the module in the Network for the Timeline selection. Syntax
Timeline.selToNode(selIdx);

Arguments
selIdx

selIdx: this is an integer that represents the selection in the Timeline. It is a

number from 0 to the numLayerSel -1.

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setDisplayToUnconnected
Description This function sets the Display to Unconnected in the Timeline. It returns false if it was unable to set the Display. Syntax
Timeline.setDisplayToUnconnected();

Arguments None

View
With the View functions, you can retrieve information about the contents of selected View windows. Following are the View functions:

column on page 525 currentView on page 526 group on page 526 type on page 526

Example This script prints the name of the name of the View type in the Shell that started the Stage Module.
function viewScript() { var myView = view.currentView(); System.println(view.type(myView)); }

column
Description This function returns the name of the column for the currently displayed function in the Function View. Syntax
view.column(currentView);

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Arguments
currentView

currentView: the current view value, as returned by the currentView function

currentView
Description This function returns a unique identifier for the current, active View. Syntax
view.currentView();

Arguments None.

group
Description This function returns the name of the current Group Module in the active Network View. Syntax
view.group(currentView);

Arguments
currentView

currentView: the current view value, as returned by the currentView function.

type
Description This function returns a string that indicates what type of View the currentView is. Syntax
view.type(currentView);

Arguments
currentView

currentView: the current view value, as returned by the currentView function.

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Index

Index
Numerics
3D Path Editor 254

Apply Tool to All Drawings command 109 Apply Velocity on Editor 260 arrow pegs in Timeline 60

B
Back 253 backgrounds Maintain Size command 94 beginUndoRedoAccum 472 Bezier Editor 262 Bitmap Image Quality 264 bitmaps alpha 389 Blur-Directional Module 355 Blur-Directional Module Editor 355 Blur-Radial Module 357 Blur-Radial Module Editor 357 Blur-Variable Module 358 Blur-Variable Module Editor 358 Buttons 253

A
Access support 25 tutorials 25 accessing how to 25 access tutorials how to 25 add 479, 482, 490 Add Columns 257 addCtrlPointAfter3DPath 505 Add Frames 258 addKeyFrame3DPath 506 Adjust Line Texture Opacity 258 Advanced 315 Advanced Palette Browser 292 Advanced tab peg module editor 429 Alignment 259 alpha bitmaps 389 alpha blending Composite Generic Module 376 anamorphic projection systems 437 angleEaseIn 507 angleEaseOut 507 Animation menu 90 Animation Tools toolbar 67 anti-aliasing Playback View 53 Anti-Flicker Module Editor 354 Apply 253

C
Camera 303 Camera Module 360 Camera Module Editor 361 Camera View 31 playback 31 Camera View Menu 176 Cancel 253 cells Xsheet Cells Size dialog box 349 Xsheet View 63 Change track colour of layers in Timeline 62 child pegs timing 60 clearKeyFrame 482 Close 253 Close Gaps 265
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Collapse child layers in timeline 60 Collapse pegs in timeline 60 Color2BW Module 362 Color2BW Module Editor 410 Color-Art Module 362 Color-Art Module Editor 362 Color-Card Module 363 Color Override Modules 365 Color-Scale Module 368 Color-Scale Module Editor 369 Color-Screen Module 370 Color-Screen Module Editor 371 colour art Apply Tool to All Layers command 109 Create Colour Art from Line Art command 114 Create Contour Strokes 114 Colour-Card Module Editor 364 colour modelling Model View 45 Colour-Override Module 365 Colour-Override Module Editor 366 colour palettes Palette Manager 34 Colour Picker 265 Colour Recovery 268 colours overriding rendering 365 colour styling Model View 45 Colour View 34 menu 195 Column 481 column 525 Column Editor (Drawing) 269 columns Xsheet View 63 Column Types 270 Commands animation menu 90 camera view menu 176
528

colour view menu 195, 229, 250 compositing menu 103 drawing menu 108 drawing view menu 200 edit menu 136 function view menu 215 help menu 145 introduction to 17 model view menu 216 Module library menu 218 network view menu 219 pen view menu 223 playback view menu 224 play menu 146 scene menu 148 template library menu 226 view menu 152 windows menu 173 Xsheet view menu 239 communication between applications 394 Composite-Generic Module 374 Composite-Generic Module Editor 375 Composite Module 371 Composite Module Editor 372 Compositing menu 103 compositing colour overrides 365 Network View 50 continuity Toggle Continuity command 101 Contrast Module 378 Contrast Module Editor 379 Control Point and Keyframes types of 36 control points Toggle Lock in Time command 101 Convert Morphing to Drawings 270 coordAtCenterX 472 coordAtCenterY 472 Coordinates and Control Points View 35 coordX 490 coordY 491

Index

Copying and Pasting Keyframes in the Timeline 56 Create new scene 25 create a new scene how to 25 Create Contour Strokes 37 Create Cycle 271 Creating Qt scripts 452 Crop Module 379 Crop Module Editor 380 Cropping tab 381 current 477 currentScene 473 currentView 526 cut-out animation timing parent and child elements 60 cut-outs animating 60 Cutter Module 383 Cutter Module Editor 384

drawing Brush command 111 Drawing elements locking 59 drawing elements locking 59 drawings alignment 392 loading in Drawing View 38 Remove Dirt command 111, 127 Drawing tab 388 Drawing Tools toolbar 71 Drawing View 37 loading drawings 38 Toonboom Vector Graphic (TVG) files 37 Drawing View Menu 200 dstNode 491

E
Ease Editor 272 Easy Flipping toolbar 80 Edit menu 136 toolbar 81 Effect Modules introduction to 20 effect values attaching to function curves 355 Element 479 Element Module Editor 387 elements locking 59 offset 390 Reset Transformation command 95 Elements Tab 317 Enable or Disable Modules from the Timeline 58 Enabling tab 382, 449 endUndoRedoAccum 473 equals 491
529

D
Dialog Boxes introduction to 18 Display All filtering views 57 Displaying Functions in the Timeline 61 Displaying Groups, Sounds and Effects in the Timeline 61 Display Module 57, 385 Display Module Editor 385 Display Toolbar toolbar 80 Dither Module 386 Dither Module Editor 386 drag and drop Timeline 56 Drawing 309 menu 108

Toon Boom Digital Pro: Reference and Scripting Guide

Exporting and Importing Scripts 454 Export to Flash Movie (Swf) 274 Export to QuickTime Movie 276 Exposure Sheet 307 exposure sheet 63 Expression 278 Extend Exposure 281 External Module 394 External Module Editor 394

function curves controlling effect values 355 functions displaying in Timeline 61 Function Summary 460 Function View 40 Function View Menu 215

G
gap closing Close Gap command 112 Close Large Gap command 112 Close Medium Gap command 112 Close Small Gap command 112 Disable command 116 General 300 getElementOfDrawing 483 getEntry 483 getName 480, 483, 492 getTextAttr 493 getTextOfExpr 484 Glow Module 402 Glow Module Editor 403 Go to Frame 283 Gradient Module 407 Gradient Module Editor 407 Grain Module 408 Grain Module Editor 409 group 526 Group Module 411 Group Module Editor 412 Group Modules Create Group command 107 Explode Selected Group(s) command 106 Move to parent group command 107

F
Fade Module 446 Fade Module Editor 447 Field-Chart Module 395 Field Chart Module Editor 396 File toolbar 81 File Menu 142 Fill Cells Randomly 283 Fill Selection 282 Filtering Layers in Timeline View 57 filtering views 57 Finish 253 flatDstNode 492 flatSrcNode 492 flickering Anti-Flicker Module 354 Flip toolbar 82 Focus-Apply Module 399 Focus-Apply Module Editor 399 Focus-Set Module 400 Focus-Set Module Editor 400 Frame 476 frames add frames after 149 copying and moving in Timeline 56 Frames Tab 318 Free, Side and Top View Menus 212 Free View 39 Function Curve 503 displaying in Function View 40
530

H
Help Menu 145 Help Tab 342 Highlight Module 412 Highlight Module Editor 413

Index

holdStartFrame 507 holdStep 508 holdStopFrame 508 Hold Value Editor 284 How to access support 25 access tutorials from the Welcome Screen 25 create a new scene from the Welcome Screen 25 display a function curve in the function view 40 open a new scene from the Welcome Screen 25 open recent scene from the Welcome Screen 25 open workspace manager 28 set stop-motion keyframes 42

isKeyFrame 484 isLinked 493

K
key frames Clear Key Frames command 90 Toggle Lock in Time command 101 keyframes copying and moving in Timeline 56

L
Layers filtering in Timeline View 57 layers changing colour in Timeline 62 Left/Right Handle 263 line art Create Colour Art from Line Art command 114 Create Contour Strokes command 114 Line Art Module 414 Line Art Module 414 Line Art Module Editor 415 line styles Adjust Line Texture Opacity command 109 Brush command 111 Pen Styles dialog box 51 line textures Adjust Line Texture Opacity command 109 Pen Styles dialog box 51 link 494 linkAttr 494 linkedColumn 495 Linking a Script to a Toolbar Button 455 lip sync sound scrubbing 146 Load Playback 287 Locking Drawing Elements 59
531

I
Icons welcome screen 25 id 480 IK toolbarl 83 Import Drawings 285 ink & paint Paint Unpainted command 124 Respect Sticky Colour command 130 Unpaint command 134 insert 477 inserting values Xsheet View 64 Interface introduction to 15 Introduction to commands 17 dialog boxes 18 effect modules 20 Interface 15 toolbars 16 Inverse Kinematics toolbar 83 isGroup 493

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Pegs 59

M
Managing Workspaces creating 28 hiding 28 showing 28 Matte-Blur Module 415 Matte-Blur Module Editor 416 Matte-Resize Module 417 Matte-Resize Module Editor 418 Memory Tab 319 Menu animation 90 camera view 176 colour view 195, 229 compositing 103 drawing 108 drawing view 200 edit 136 Free 212 function view 215 help 145 model view 216 Module library 218 network view 219 pen view 223 play 146 playback view 224 scene 148 Side 212 Template library 226 thumbnail panel contextual 250 TopCommands Free menu 212 view 152 windows 173 Xsheet view 239 Message Log View 44 Model View 45 menu 216 Module Library Menu 218 Module Library View 47

Module Properties View 48 modules Color Override Modules 365 Disable command 104 Enable command 105 enabling and disabling 58 Morphing Inspector 288 Morphing View 49 Motion-Blur Module 418 Motion-Blur Module Editor 419 motion points Toggle Lock in Time command 101 Multi-Port-In Module 420 Multi-Port-In Module Editor 421 Multi-Port-Out Module Editor 422 Muti-Port-Out Module 422

N
navigating panning 29 zooming 29 Negate Module 423 Negate Module Editor 423 Network 305 network fire 32 network cables Bezier command 155 Network View 50 panning 50 Network View Menu 219 New Scene 289 Next 254 Node 488 noNode 495 Note Module 424 Note Module Editor 424 numberOf 478, 480, 485 numberOfColumnsSelected 501 numberOfInputPorts 495 numberOfNodesSelected 501 numberOfOutputLinks 496

532

Index

numberOfOutputPorts 496 numberOfPoints 508 numberOfPoints3DPath 509 numberOfSubNodes 496 numberOfUnitsX 473 numberOfUnitsY 474 numberOfUnitsZ 474

O
Offset-Position-Legacy Module 425 Offset-Position-Legacy Module Editor 426 Offset-position Module 424 Offset-position Module Editior 425 OK 254 Onion Skin toolbar 85 Open new scene 25 recent scene 25 open a new scene how to 25 open a recent scene how to 25 OpenGL 314 OpenGL Frames 290 Options Tab 339 Other Views Tab 323 Output tab 448 overwriting values Xsheet View 64

P
Palette Browser 291 Palette Manager 293 palettes Palette Browser 292 Palette Manager 34 palette tinting Show Tint Palette command 199 Panning and Zooming Windows 29

parentNode 497 parent pegs timing 60 Paste Special 293 Peg Module 426 Peg Module Editor 427 Pegs locking 59 pegs locking 59 Pen styles adjusting texture characteristics 51 pen styles Brush command 111 Pen Styles dialog box 51 Pen View 51 Pen View Menu 223 pipeline integrating other applications 394 Pivot tab peg module editor 429 Pixelate Module 430 Pixelate Module Editor 431 Placeholder Module 431 Placeholder Module Editor 431 Playback toolbar 86 playback Camera View 31 Playback Start/Stop Frame 297 Playback View 53 Playback View Menu 224 Play Menu 146 pointBias3DPath 509 pointConstSeg 509 pointContinuity 510 pointContinuity3DPath 510 pointEaseIn 510 pointEaseOut 511 pointHandleLeftX 511 pointHandleLeftY 512 pointHandleRightX 512
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pointHandleRightY 512 pointLockedAtFrame 513 pointTension3DPath 513 pointX 513 pointX3DPath 514 pointY 514 pointY3DPath 514 pointZ3DPath 515 Position tab 390 peg module editor 427 Preferences 298 Preview Manager 316 Preview Options 321 programs External Module 394

root 497 rows Xsheet View 63

S
Save 254 Saving a different version of a scene 329 Saving a Scene 329 Saving the current version of a scene 329 Scale- Output Module 437 Scale-Output Module Editor 438 Scene 471 create, new 25 open, new 25 open, recent 25 Scene Menu 148 Sceneplanning View Camera View 31 Side View 54 Top View 62 Script buttons 455 Scripting toolbar 87 scrubbing sound Scrubbing command 146 Select Colour 330 selectedColumn 502 selectedNode 502 Selection 500 Selection Coordinates types of 35 Sequence Fill 331 setBezierPoint 515 setCoord 498 setCoordAtCenter 474 setEasePoint 516 setElementOfDrawing 485 setEntry 486 Set Exposure 332 setHoldStartFrame 517 setHoldStep 517 setHoldStopFrame 517

Q
Quadmap Module 432 Quadmap Module Editor 434

R
Reference Introduction 15 Refract Module 435 Refract Module Editor 435 remove 478 Remove Dirt 325 Remove Hair 325 removePoint3DPath 515 Remove-Transparency Module 436 Remove-Transparency Module Editor 436 rename 485, 497 Rename Palette 326 Rendering toolbar 87 rendering anamorphic 437 colour overrides 365 Network View 50 Render Network 327 Render View Tab 322 Resolution/Frame Rate 328
534

Index

setKeyFrame 486 setNumberofUnits 475 setPoint3DPath 518 setTextAttr 498 setTextOfExpr 487 setUnitsAspectRatio 475 setVeloBasedPoint 518 Shadow Module 438 Shadow Module Editor 439 Shortcuts 299 Show Hidden Columns 332 Side menu 212 Side View 54 Sound Element Editor 333 Sound Options 277 sound scrubbing Scrubbing command 146 srcNode 498 Stage Module window tabs 27 Stop-Motion Keyframes setting 42 subNode 499 Support acessing 25 support 25

T
tab Enabling 449 tabs Stage Module window 27 Template 311 Template Library Menu 226 Template Library View 55 Texture adjust characteristics of pen styles 51 Thumbnail Panel Contextual Menu 250 Timeline 313 collapsing child layers in 60 collapsing pegs in 60

Timeline View 56 changing track colour of layerss 62 copying/moving frames 56 displaying functions 61 displaying layers 57 enabling and disabling modules 58 operations 56 show/hide 60 Timeline view filtering layers 57 module display 58 Timeline View Menu 229 timing Columnate Selection command 237 cut-out animation 60 insert/overwrite Xsheet values 64 Tint Offset/Blend 335 Tone Module 441 Tone Module Editor 445 Toolbar Manager 337 Toolbars animation tools 67 display 80 drawing tools 71 easy flipping 80 edit 81 file 81 flip 82 introduction to 16 inverse kinematics 83 onion skin 85 playback 86 rendering 87 scripting 87 workspace 88 Topics User Interface 16 View Windows 16 Welcome screen 16 Top menu 212 Top View 62 Transformation tab peg module editor 428 troubleshooting
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Recompute All command 107 Tutorials open 25 TV flicker 354 TVG Toonboom Vector Graphics 37 TVG files overriding colours 366 type 487, 499, 526

U
UI Menu Bar 89 unitsAspectRatioX 475 unitsAspectRatioY 476 unlink 499 unlinkAttr 500 User Interface 26 Using Qt Script to Automate Stage Module Functions 451 Using the Expression Column 278

list of 30 Message log view 44 Model library view 47 Model view 45 Module Properties view 48 Morphing view 49 Network view 50 Pen view 51 Playback view 53 Side view 54 tabs 27 Template library view 55 Timeline View 56 Top view 62 Xsheet view 63

W
Welcome Screen 24 Welcome screen icons 25 window layouts panning 29 tabs 27 zooming 29 windows panning 29 zooming 29 Windows Menu 173 Window workspace 28 Workspace toolbar 88 Workspace Manager 347 Workspace manager how to open 28 Write Module 447 Write Module Editor 448

V
Vectorization Parameters 338 Velobased Editor 343 velocity Velocity Bezier Editor 345 Velocity Editor - Bezier 345 Versions 349 Video Options 277 View 525 menu 152 View Tabs 27 View windows Camera view 31 Colour view 34 Coordinates and Control Points View 35 Drawing view 37 Free view 39 Function view 40
536

X
XSheet Cells Size 349 XSheet Column Width 349 Xsheet Column Width 349 Xsheet View 63 cells 63

Index

columns 63 inserting values 64 overwriting values 64 rows 63 Xsheet View Menu 239

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