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5 User Guide
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Disclaimer
Adobe®, Acrobat®, Flash®, Illustrator® and Photoshop® are either registered trademarks or
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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 © 2006 by Toon Boom Animation Inc. All rights reserved.
Trademarks
Toon Boom Studio is a trademark owned by Toon Boom Animation Inc. All other trademarks
are the property of their respective owners.
Credits
Documentation Development: Peter Cawthorne, Tamu Townsend
Content Development and Art: Tania Gray
Publication Date
September 2006
Contents
Preface
About Toon Boom Studio..................................................................... 9
Toon Boom Studio 10
User Interface: Drawing and Importing Media 10
User Interface: Sceneplanning and Animating 13
Animating Using Pegs 17
Step-by-Step: Creating in Toon Boom Studio 17
Creating and Gathering the Content 17
Adding the Sound Track 19
Inking and Painting Your Drawings 20
Changing the Sequence and Timing of Drawings and Images 20
Sceneplanning and Animating Elements 22
Exporting 23
Animating Cut-Out Style 24
Drawing Cut-out Characters 25
Grouping Cut-out Components 26
Sceneplanning Tools and Cut-out Characters 26
Reusing Cut-out Assets 27
New and Improved Features in V3.5 28
About the Documentation 30
Document Conventions 31
Chapter 1
Studio Basics .................................................................................... 33
Launching Toon Boom Studio 34
Starting Your Animation Project 36
Creating A New Project 36
Opening An Existing Project 37
Opening a recently used project 38
Opening Tutorials 38
Accessing Web Resources 39
Saving Animation Projects 40
Setting the Animation Frame Rate and Camera Size 42
Selecting Preset Animation Properties 43
Adding Scenes to a Movie 45
Changing the Background Color of a Scene 46
Reordering Scenes 47
Renaming Scenes 47
Showing/Hiding Scenes 48
Deleting Scenes 49
Setting up Your Studio Session 50
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Toon Boom Studio V3.5 User Guide
Saving and Loading Window Layouts 50
Customizing Toolbars on MacOS 52
Displaying Toolbars on Windows 53
Changing the Background Color of the Drawing and Camera View Windows 53
Assigning Keyboard Shortcuts 55
Selecting Units of Measure 57
Configuring Video Card Display Options 58
Chapter 2
Drawing .............................................................................................61
Creating and Navigating Drawings and Drawing Layers 62
Drawing Line Art 63
Drawing in the Drawing or Camera View 65
Drawing Straight Lines, Ellipses and Rectangles 66
Drawing with the Polyline Tool 67
Drawing Brush Strokes 68
Drawing Pencil Lines 70
Converting Centerline Shapes to Brush Strokes 71
Working With Text 72
Creating Text 72
Formatting Text 73
Changing Text Color 75
Converting Text Into Separate Objects 76
Working with Selections 78
Grouping Drawing Objects 79
Ordering Drawing Objects 80
Resizing, Flipping, Rotating and Moving Drawing Objects 81
Changing the Center of Transformation 82
Cutting, Copying, and Pasting Drawing Objects 84
Deforming a Drawing Object 85
Changing the Color of Brush Strokes, Fills and Centerline Objects 86
Changing the Thickness of Centerline Objects 87
Optimizing Drawing Objects for the Web 88
Converting Brush Strokes to Pencil Lines 89
Reducing Drawing Layers with the Optimize Command 91
Reducing Drawing Layers with the Flatten Command 92
Removing Points with the Smooth Command 93
Merging Layers Using Draw Top Layer 95
Cutting and Erasing Drawing Objects 96
Using the Scissor to Cut Parts from Drawing Objects 97
Erasing Parts from Drawing Objects 98
Using the Cutter to Separate Regions in Drawing Objects 99
Modifying the Shape of Vector Lines 100
Reshaping Centerline Shapes 101
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Contents
Reshaping Brush Strokes 102
Adding Points to Vector Shapes 104
Deleting Points from Vector Shapes 105
Setting Up Your Pens 107
Creating and Removing Pen Styles 108
Modifying a Pen Style 109
Setting Up Your Drawing Space 110
Displaying the Drawing Grid 111
Rotating the Drawing Space 113
Onion Skin: Displaying the Next and Previous Drawings 115
Setting Onion Skin Options 116
Static Light Table: Displaying Selected Drawings 118
Changing the Display of Objects in the Static Light Table 119
Auto Light Table: Displaying All Images in a Frame 121
Zooming and Panning the View Window 122
Chapter 3
Importing Artwork........................................................................... 125
Importing Static Images (Bitmaps) 126
Creating Transparent Bitmaps 127
Vectorizing Bitmaps 129
Importing Illustrator and PDF Files 131
Importing Flash Movies 133
Repositioning All Drawings 134
Scanning, Importing and Vectorizing Bitmaps 135
Chapter 4
Inking and Painting ......................................................................... 139
Coloring Your Toon Boom Studio World 140
Swatches 141
Adding a Swatch 142
Changing the Color Values in a Swatch 143
Creating a Gradient Swatch 144
Changing the Transparency of a Swatch 146
Naming a Swatch 147
Creating a Bitmap Swatch 149
Setting a Bitmap Swatch to Tile or Stretch 149
Painting Zones in Your Drawings 151
Painting a Zone with a Solid Swatch 152
Painting Zones with Gradients and Textures 153
Editing Gradient and Texture Fills 155
Copying Gradient and Texture Fills 158
Power Painting Drawings in an Element 159
Picking a Swatch from a Line or Zone 160
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Toon Boom Studio V3.5 User Guide
Unpainting Zones/Line Art 161
Closing Gaps in Your Drawings 163
Manually Closing Gaps 163
Auto Gap Close Options 165
Inking Line Art 166
Managing Your Colors with Palettes 167
Creating a Palette 168
Copying a Palette 168
Renaming a Palette 170
Deleting a Palette 170
Creating Multiple Palette Styles 171
Renaming a Palette Style 172
Deleting a Palette Style 173
Offsetting Colors in a Palette Style 174
Blending a Color into a Palette Style 176
Importing and Exporting Palettes 178
Importing Palettes 178
Exporting Palettes 179
Chapter 5
Adding Sound ..................................................................................181
Importing Sounds 182
Event and Streamed Sounds 183
Playing the Sound in Your Animation 184
Editing Sounds 185
Changing the Start or End Frame of a Sound 186
Trimming the Start and End of a Sound File 187
Looping a Sound 188
Fading the Sound In and Out 189
Viewing the Waveform in the Exposure Sheet 190
Customizing the Playback Range 191
Lip Synching 192
Sound Scrubbing 193
Changing the Lip Assignment of a Sound 194
Automatically Mapping Lip Sync Drawings 196
Adding Lip Sync Notes 197
Recomputing the Lip Chart 198
Chapter 6
Laying Out Elements in 3D Space.....................................................199
Basic Sceneplanning Concepts 200
Using the View Windows 200
Zooming and Panning View Windows 202
Switching Views 203
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Contents
Resetting the Scene View 204
Selecting Elements 204
Repositioning Elements 207
Changing the NS/EW Position of an Element 208
Changing the FB Position of an Element 209
Defining an Element’s Layering Order 210
Scaling Elements 211
Changing the Scale Pivot Point Position 214
Rotating Elements 216
Changing the Rotation Pivot Point Position 218
Chapter 7
Animating ....................................................................................... 221
Animating Elements with Pegs 222
Adding Peg Elements and Attaching Child Elements 223
Building Peg Hierarchies 225
Displaying Peg Hierarchies 226
Using Keyframes and Timeline Properties 228
Adding Keyframes for Motion, Rotation, Skewing and Scaling 229
Tweening Motion or Maintaining Constant Values Between Keyframes 230
Copying and Pasting Keyframe Values 233
Copying and Moving Frames in the Timeline 235
Pasting Selected Frame Properties in the Timeline 237
Changing the Duration of a Peg Element 239
Looping a Peg 240
Animating Rotation with the Rotate Tool 242
Animating Size Changes with the Scale Tool 245
Animating Skewing with the Skew Tool 248
Creating Motion Paths with the Motion Tool 250
Creating a NS or EW Motion Path 252
Creating a FB Motion Path 254
Adding Motion Points to a Motion Path 256
Adding Motion Points with the Motion Point Tab 258
Moving Motion Points with the Motion Point Tab 259
Deleting Motion Points from a Motion Path 261
Locking/Unlocking Control Points 262
Adjusting the Curve Between Motion Points 263
Defining the Default Tension, Continuity and Bias Values 264
Animating with the Transform Tool 266
Repositioning the Pivot Point of the Transform Tool for an Operation 268
Animating Cut-out Characters 270
Building Peg Hierarchies to Animate Cut-Out Characters 270
Positioning Pivot Points on Cut-Out Characters 272
Editing Functions Using the Function Editor 274
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Toon Boom Studio V3.5 User Guide
Adding Keyframes and Changing their Values 275
Reshaping the Plotline Using the Function Editor 277
Changing Your View of the Function Editor 279
Chapter 8
Using the Multiplane Camera ...........................................................281
Camera Effects with Toon Boom Studio 282
Adding Cameras to a Scene 284
Positioning a Camera 285
Zooming the Camera In or Out 289
Zooming the Camera Over Time 291
Changing the Start Frame and Duration of a Dynamic Camera 293
Editing the Dynamic Zooms with the Function Editor 295
Panning and Trucking the Camera 297
Chapter 9
Creating Effects...............................................................................299
Additive and Multiplicative Color Changes 300
Additive Color Changes 301
Multiplicative Color Changes 302
Changing Color Over Time 303
Adding/Removing Keyframes from a Color Transform 305
Flattening a Color Transform Effect Layer 306
Combining Multiple Color Transforms 307
Clipping Mask Effects 308
Creating Clipping Mask Effects 309
Modifying Masks 311
Drop Shadow Effects 313
Creating Drop Shadow Effects 314
Chapter 10
Organizing Elements and Timing......................................................317
Exposure Sheet and Timeline Windows 318
Showing/Hiding Elements 319
Displaying Selected Elements Only in Sceneplanning Views 321
Adding Element/Cell Notes 323
Viewing Cell and Element Notes 324
Changing the Cell Display in the Exposure Sheet 325
Resizing Columns in the Exposure Sheet 327
Changing the Color of an Element 327
Changing the Default Colors of Elements 328
Changing the Timeline Track Color 330
Changing the Timeline Zoom Level 331
Changing the Current Frame in the Timeline 332
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Contents
Displaying Feet and Frames in the Timeline 333
Splitting the Timeline Window in Two 334
Layering Elements 335
Adding Many Elements to a Scene 337
Changing the Layering Order of Elements 338
Renaming Elements 341
Deleting Elements 341
Duplicating Elements 342
Cloning Elements 343
Sequencing and Timing Drawings and Images 345
Labelling Cells in the Exposure Sheet 346
Inserting a Range of Numbered Cells 347
Changing the Timing (Exposure) of Drawings and Images 349
Swapping Drawings in an Element 351
Changing an Element’s Start Time in the Timeline 353
Inserting Blank Cells in an Element 353
Inserting Blank Frames in a Scene 355
Naming and Renaming a Cell 356
Renaming a Drawing or Image 357
Cutting, Copying and Pasting Cells 357
Creating Cycles 358
Creating Advanced Cycles 360
Protecting Drawings 362
Clearing a Drawing from a Cell 362
Deleting Cells from Elements 363
Chapter 11
Re-using Content ............................................................................ 365
The Library Window 366
Previewing Content in the Library 368
Re-using Drawings and Images from the Current Animation 369
Creating Templates 370
Editing Templates 372
Importing Multimedia Files into the Library 373
Renaming Templates 374
Deleting Templates 374
Viewing a Template’s Properties 375
Defining the Author and Copyright of a Template 376
Using Templates 377
Copying a Template into Your Animation 378
Copying Selected Template Contents into Your Animation 379
Linking Templates to Media Elements 380
Cutting, Copying and Pasting Linked Media Content 381
Using Paste Special to Update Content from a Template 382
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Toon Boom Studio V3.5 User Guide
Creating, Renaming and Deleting Catalogs 384
Creating and Renaming Libraries 386
Loading and Closing Libraries 387
Configuring Global Library Storage 388
Chapter 12
Playback and Rendering ..................................................................389
Previewing a Scene Interactively 390
Setting the Playback Range in the Timeline 391
Real-Time Playback 392
Exporting Your Movie 394
Exporting Drawings to PDF 396
Index ...............................................................................397
8
Preface
About Toon Boom Studio
This chapter describes Toon Boom Studio and its features, including the new
features you’ll enjoy in V3.5.
This chapter contains the following topics:
• Toon Boom Studio on page 10
• New and Improved Features in V3.5 on page 28
• About the Documentation on page 30
Toon Boom Studio V3.5 User Guide
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Preface: About Toon Boom Studio
Drawing View
Use the Drawing View to draw and ink & paint your animated content.
You can use the Onion Skin to see all of the drawings in a layer and the
Auto Light Table to see all of the drawings in a frame.
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Toon Boom Studio V3.5 User Guide
Pen tab
Use the Pen tab to organize different pen styles.
Toon Boom Studio can create variable width strokes based on the amount of pressure
you apply when drawing with a graphic tablet and pen.
Exposure Sheet
Use the Exposure Sheet to organize the content of your scenes and set up their timing.
You can use the Exposure Sheet to import image and sound files. From sound files, you
can generate lip charts, which you can use to lip sync your animations.
See Also
User Interface: Sceneplanning and Animating on page 13
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Preface: About Toon Boom Studio
Sceneplanning views and their tools will assist you as you animate your content.
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Toon Boom Studio V3.5 User Guide
Camera View
From the Camera View window, you can see how your scene looks from the view of
the camera. You can position elements in this window and design motion, rotation and
scaling changes using pegs.
Top View
The Top View displays elements from the top looking down. From this view, you can
judge the relative front-back and west-east position of elements.
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Preface: About Toon Boom Studio
Side View
From the Side View, you can see how the elements in your scene appear from the side
looking across. From this view, you can judge the relative front-back and north-south
position of elements.
Timeline
Use the Timeline to set up and visualize the organization and timing of your scene. You
can also import media in the Timeline. Unlike the Exposure Sheet, you can visualize
and modify peg, camera and effects elements in the Timeline.
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Toon Boom Studio V3.5 User Guide
Library
The Library stores all re-usable content. You can access individual objects from your
scene or you can load templates, which can contain multiple elements.
See Also
User Interface: Drawing and Importing Media on page 10
Animating Using Pegs on page 17
New and Improved Features in V3.5 on page 28
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Preface: About Toon Boom Studio
See Also
Toon Boom Studio on page 10
User Interface: Sceneplanning and Animating on page 13
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Toon Boom Studio V3.5 User Guide
To create and gather content, you perform the following tasks:
• Add element layers to your Exposure Sheet or Timeline.
• Draw the contents of your animation layers. Drawing tools help you create
vector images that are key to producing high-quality, small size, animation.
• Import images, like photos or image sequences from videos, into your
element layers.
• Import multimedia, such as complete Adobe Flash movies, Adobe Illustrator
and audio files. Toon Boom Studio provides a unique system of content
management that can help you re-use animation elements.
• Scan bitmap backgrounds or hand-drawn animations that you want to
vectorize.
Drawing tools help you
create vector images.
See Also
Adding the Sound Track on page 19
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Preface: About Toon Boom Studio
Combine this with the Sound Element Editor to fine tune the sound synchronization.
See Also
Inking and Painting Your Drawings on page 20
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Toon Boom Studio V3.5 User Guide
See Also
Changing the Sequence and Timing of Drawings and Images on page 20
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Preface: About Toon Boom Studio
The Exposure Sheet and Timeline allow you to keep track of all the drawings and
element layers in your scene (characters, objects, backgrounds).
• In the Exposure Sheet, each row represents one frame in your animation. If
you look across a frame in your exposure sheet, you will see what drawings
or images appear together in one frame of your animation.
• In the Timeline, each column represents one frame in your animation.
Both windows also identify how long a drawing or image appears in your scene; this
is known as “exposure.” As you work out the motion of your characters, you may have
to adjust the exposure of drawings, or their order. You may also need to add drawings
to make a motion more fluid and convincing.
The Exposure Sheet and Timeline display the layers in the scene and their timing.
See Also
Sceneplanning and Animating Elements on page 22
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Toon Boom Studio V3.5 User Guide
When animating, you can view your element layers from three different perspectives.
This allows you to see how elements work together through the scene.
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Preface: About Toon Boom Studio
Toon Boom Studio can automatically interpolate all of the drawings in an element! The
quality of your images is preserved through all transformations thanks to vector
technology.
At any time during the process, you can perform quick tests to check your animation
or see it in real-time.
See Also
Exporting on page 23
Exporting
Now it’s time to export your scenes and produce a final movie.
You can export the final movie clip in one of the following formats:
• Adobe Flash format (SWF)
• QuickTime format (MOV)
• AVI
• DV stream
• Image sequence
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Toon Boom Studio V3.5 User Guide
Toon Boom Studio follows the order of the scenes in your Scene Manager window and
exports each scene in sequence to create one seamless movie complete with animation,
movement effects, and sound.
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Preface: About Toon Boom Studio
Cut-out animation allows you to reduce the amount of drawings you do. Instead of re-
drawing your entire character each time it moves, you can isolate changes to specific
body parts - for example, the arm. Instead of redrawing the entire character when the
position of the arm changes, you create the arm in a separate layer and change only the
arm when it moves.
Cut-out animation will reduce the amount of work you do. However, it does require
some planning and work before you begin animating.
Toon Boom Studio includes many features that make the cut-out animation process
simpler and more intuitive.
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Toon Boom Studio V3.5 User Guide
In this hand and forearm, the forearm has been rounded so that
when the hand rotates on the joint, the line between the two parts
will continue.
• Animate your character using the Transform tool. Use the tool to animate
the selected part or parts of your character at a specific frame. Use the
Timeline window to select the frame where you begin and end
transformations.
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Preface: About Toon Boom Studio
Drag the slider to swap the current drawing with another one in the element.
See Also
Drawing Line Art on page 63
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Toon Boom Studio V3.5 User Guide
• The Select tool (activated from the Sceneplanning Tools menu and the
Scene Operation toolbar), in addition to static NS, EW and FB position values
28
Preface: About Toon Boom Studio
of a Drawing or Image element, now sets static rotation, scale and skew
values.
• The Rotate , Scale , and Skew tools are used exclusively to set
dynamic changes of elements.
Drawing
• Use the Convert Line to Brush feature to convert centerline shapes to contour
shapes.
• Contour Editor improvements allow more flexible and intuitive methods
to add points, move handles, lines and points.
Inking and Painting
• Pen properties for the Eraser can be defined differently than the other
drawing tools.
• When using the Edit Texture tool, texture and gradient properties can be
copied and pasted from one painted zone to another.
• Color palettes from other animation projects can be imported into an
animation scene.
• Color palettes can be exported by selecting one, some or all palettes in an
animation project.
Animating
• Drawing and Image elements have a built-in peg, to animate changes in
motion, rotation, scale and skew.
• Peg elements are empty by default, and keyframes can be added at any point.
The first keyframe’s values are applied to the frames before it. The last
keyframe’s values are applied to the frames after it.
Rendering
• OpenGL anti-aliasing is now supported on both Windows and Mac OS X
• Toon Boom Studio can be minimized during rendering process.
Import
• Use the Import File command to create a new element and import an image,
drawing, Flash or sound file into it.
• An animation project’s color palettes can be imported from a TBCP file.
Export
• The Export Movie dialog box includes an Options button which opens a
Settings dialog box specific to the export format you have selected.
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Toon Boom Studio V3.5 User Guide
• The new Export Drawing to PDF feature allows you to create a PDF file of the
drawing at the current frame, allowing you another way to share your work
or work with it in other applications, such as Adobe Illustrator.
• An animation project’s color palettes can be exported to a TBCP file.
See Also
Animating Cut-Out Style on page 24
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Preface: About Toon Boom Studio
See Also
Toon Boom Studio on page 10
New and Improved Features in V3.5 on page 28
Document Conventions on page 31
Document Conventions
• Selecting Menu Commands
When you need to select a command from a menu, the documentation lists
what you need to select in the following order: Menu name > Command.
For example, if you want to select the Open command from the File menu,
the instruction would read as File > Open.
If there is a series of sub-menus, they will appear in the order in which you
would need to open them. For example, if you needed to select Hide Grid
from the Grid sub-menu in the View menu, the instruction would read as
View > Grid > Hide Grid.
• Throughout the Toon Boom Studio documentation, the following terms
describe which mouse button to use to perform an action:
Term Action
[Shift]-click Hold down the [Shift] key and simultaneously click the
specified mouse button.
[Ctrl]-click Hold down the [Ctrl] key and simultaneously click the
specified mouse button.
Drag Click the object and hold down the mouse button while
moving the mouse.
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Toon Boom Studio V3.5 User Guide
32
Chapter 1
Studio Basics
This chapter describes how to start a new animation in Toon Boom Studio, how
to work with scenes and how to set up your windows, toolbars and other
preferences.
This chapter contains the following topics:
• Launching Toon Boom Studio on page 34
• Starting Your Animation Project on page 36
• Saving Animation Projects on page 40
• Setting the Animation Frame Rate and Camera Size on page 42
• Adding Scenes to a Movie on page 45
• Setting up Your Studio Session on page 50
Toon Boom Studio V3.5 User Guide
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Chapter 1: Studio Basics
Use this
section to
open recent
projects.
You can also
Create a new click the
animation Browse link
project in this to select an
section, which animation in
includes the your file
features in the system.
New Project
dialog box.
Use this
section to
access
tutorials.
Quick links to
Toon Boom
Studio on the
Web
You can choose whether or not you want this screen to appear the next time you launch
Toon Boom Studio. If you do not want to display it when you launch the application,
select Do Not Show This Window at Startup option at the bottom of the welcome
screen.
You can easily switch a disabled welcome screen back on so it will appear next time
you start up the application.
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Toon Boom Studio V3.5 User Guide
Use this dialog box to name your animation project, and select its animation
properties.
2. Type in the Name of the project.
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Chapter 1: Studio Basics
3. You can select a frame rate and camera size from the Format drop-list. To use a
new one, select Custom from the list and enter a new frame rate (in frames per
second) and camera size (in pixels).
4. Click on the Create button when you are done. The new project is created and
placed in the directory you selected.
The Toon Boom Studio window opens the default layout based on your chosen
animation properties. You can now start your production.
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Toon Boom Studio V3.5 User Guide
• Launch the program to display the welcome screen. Click the Browse link.
• In the menu bar, click on File > Open.
The Open dialog box appears.
2. Browse to the folder where your project is located, select the file or bundle with
the TBP or TBPD format and click the Open button to open it. The project opens
in the Toon Boom Studio window.
Opening Tutorials
If you choose to open the tutorials and learn how to use the different and producers
You can select one of the tutorials displayed in the tutorials list. If you want to open
tutorials that you have downloaded onto your computer, you can browse using the
More Tutorials folder to take you to their location.
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Chapter 1: Studio Basics
Button Link
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Toon Boom Studio V3.5 User Guide
40
Chapter 1: Studio Basics
In Windows,
enter the new
name in the
File Name field
and select the
location using
the Save In
drop-list and
file browser.
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Toon Boom Studio V3.5 User Guide
If you change the frame rate after you add your sound elements, you run the risk of
sound effects that are not synchronized with the animation.
2. Type the frame rate at which you want to play the rendered movie in the Frame
Rate field. The following frame rates are commonly used:
• 1, 2, 12, 24, and 30 frames per second.
3. Type the size of the final movie in the Camera Size fields.
• Left field: the width of the movie.
• Right field: the height of the movie.
4. Click OK.
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Chapter 1: Studio Basics
Web Use
PC Video
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Toon Boom Studio V3.5 User Guide
HDTV monitors:
Film
Custom
See Also
Creating A New Project on page 36
Camera Effects with Toon Boom Studio on page 282
Real-Time Playback on page 392
Exporting Your Movie on page 394
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Chapter 1: Studio Basics
2. Click Add Scene to create a new scene. By default, Toon Boom Studio assigns a
name to each new scene that you can change later.
A new scene appears in the Scene Manager window and an empty exposure sheet
or timeline appears in the Toon Boom Studio window.
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Toon Boom Studio V3.5 User Guide
See Also
Reordering Scenes on page 47
Renaming Scenes on page 47
Deleting Scenes on page 49
Changing the Background Color of a Scene on page 46
Showing/Hiding Scenes on page 48
3. Click the Background Color square. The Color dialog box opens.
4. Select a color for the scene background or create your own by clicking Define
Custom Colors.
5. Click OK when you are done and Toon Boom Studio will update the scene with
the new background color.
You can show/hide the scene background color in the Drawing View window or in the
Camera View window.
To show or hide the scene background color in the Drawing View or Camera View
windows:
• Select View > Show Scene Background Color.
D When this option is activated, the scene background color will appear in
the Camera View and Drawing View windows.
D When this option is not activated, the background color of these windows
is determined by the Drawing/Camera setting on the Interface tab of the
Preferences dialog box.
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Chapter 1: Studio Basics
See Also
Changing the Background Color of the Drawing and Camera View Windows on
page 53
Changing the Color of an Element on page 327
Changing the Timeline Track Color on page 330
Reordering Scenes
When you play back or export an entire animation project with multiple scenes, Toon
Boom Studio exports the scenes in the order in which they appear in the Scene
Manager window. If you want to change the playback order of the scenes, you must
resort them in the Scene Manager window.
Renaming Scenes
When you start a new project, you always begin with one scene. By default, this scene
is called Scene-1, and every scene you create after that gets a sequentially numbered
default name (Scene-2, Scene-3, and so on).
At any time, you can rename scenes with more descriptive names that more fully
reflect the content.
To rename a scene:
1. Select the scene in the Scene Manager window.
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Toon Boom Studio V3.5 User Guide
3. Type the new name for the scene in the Scene Name field and click OK. You
cannot give two scenes the same name.
The new scene’s name appears in the Scene Manager window. When you select a
scene from the Scene button in the Exposure Sheet window, the customized names
of your scenes also appear.
See Also
Reordering Scenes on page 47
Deleting Scenes on page 49
Changing the Background Color of a Scene on page 46
Showing/Hiding Scenes on page 48
Showing/Hiding Scenes
When you are working on a production that has many scenes, you may not want to
include them all in the rendered playback or in the export. Perhaps some of those
scenes were just “working scenes” in which you were saving some rough animation.
You can use the Show/Hide checkboxes next to scene names in the Scene Manager
window to hide scenes during the rendering process.
See Also
Playback and Rendering on page 389
Deleting Scenes on page 49
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Chapter 1: Studio Basics
Deleting Scenes
As you work on your animation project, you may want to remove old scenes from your
project before you produce your final output.
For example, you could have a few test scenes where you wanted to try certain effects,
but when you are ready to record your final movie, you’ll want to remove these scenes
from the animation project.
To delete a scene:
• Click Delete in the Scene Manager window. Toon Boom Studio deletes
the scene folder and all its related animation files from your system.
See Also
Renaming Scenes on page 47
Adding Scenes to a Movie on page 45
Showing/Hiding Scenes on page 48
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Toon Boom Studio V3.5 User Guide
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Chapter 1: Studio Basics
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Toon Boom Studio V3.5 User Guide
4. A dialog box opens that you can use to change the name of the layout you are
creating. Choose a name that helps you identify this layout from the other layouts
you can make and click OK.
5. To open and reposition windows and toolbars based on a layout, select a layout
from the Window > Load Layout menu.
See Also
Customizing Toolbars on MacOS on page 52
Changing the Background Color of the Drawing and Camera View Windows on
page 53
To customize toolbars:
1. Select View > Customize Toolbar. A window opens that displays all of the
buttons available for the window you are currently working in.
2. Drag the buttons you want to the toolbar in the current window and click Done
when you are finished making your changes.
See Also
Assigning Keyboard Shortcuts on page 55
Setting up Your Studio Session on page 50
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To change the background color of the Drawing View and Camera View windows:
1. Open the Preferences dialog box.
• Select Toon Boom Studio > Preferences on MacOS.
• Select Edit > Preferences on Windows.
The Preferences dialog box opens.
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2. Click the Interface tab.
Which color selector you see depends on which operating system you use.
4. Create a color using the options in the dialog box and close the dialog box when
you are done.
5. Click OK in the Interface tab and Toon Boom Studio will update the default
background color of the windows.
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6. To see the color you select in those windows, you must select the View > Hide
Scene Background Color option.
See Also
Changing the Background Color of a Scene on page 46
Setting up Your Studio Session on page 50
You can create customized keyboard shortcuts for commands that do not have default
shortcuts, such as those that are only accessible from contextual menus. You can also
edit the default keyboard shortcuts assigned to commands to suit your particular
working style.
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3. Select the type of command you want to assign from the Category drop-list.
The contents of the Commands list changes depending on what you select from
the Category drop-list.
4. Select the command you want to assign from the Commands list.
A description of the selected command appears in the Description panel. If the
command you select already has a keyboard shortcut, the keyboard combination
appears in the Current Key field.
5. Click the Click and press new key button.
6. Press the keys you want to assign to the command. The buttons you press appear
in the Current Key field. If the shortcut keys are already used for another
command, that command appears in the Currently assigned to panel.
7. To reset all the keyboard shortcuts to their original shipped settings, click Reset
All.
See Also
Setting up Your Studio Session on page 50
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To select the measurement unit you want to use in your Toon Boom Studio session:
1. Open the Preferences dialog box.
• Select Toon Boom Studio > Preferences on MacOS.
• Select Edit > Preferences on Windows.
The Preferences dialog box opens.
2. Select the Sceneplanning tab.
3. Select the unit of measure from the Coordinate Units drop-list. You have the
following choices:
• centimeters
• inches
• fields: the traditional animation industry standard for the size of a film
camera (0.5" x 0.375" at a ratio of 4:3).
By default, Toon Boom Studio uses the traditional field system (measured by North/
South/East/West) to measure the distance, position, and size of your elements.
4. Choose from your other Sceneplanning options:
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• Select the Show Units option to turn on or off the display of unit values in
Sceneplanning fields.
• Select the Use Box Highlighting option to display selections in a bounding
box. When disabled, selected elements appear faded.
• Select the Create Linear Spline option to force all new peg functions (motion,
rotation and scaling) you create to have no acceleration. New peg functions
will have a linear velocity instead. When you de-select this option, motion
paths are created with a default ease-in/ease-out velocity.
• Select the Create Constant Keyframes option to force all new keyframes with
constant rather than tweened (interpolated) segments.
• Select the Single Cell Selection option to select a single cell when you click
on a layer track in the Timeline View, instead of an entire track.
5. Click OK when done or select another tab.
See Also
Setting up Your Studio Session on page 50
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Chapter 2
Drawing
This chapter explains how to use the tools in Toon Boom Studio to create your
own animated drawings.
This chapter includes the following topics:
• Creating and Navigating Drawings and Drawing Layers on page 62
• Drawing Line Art on page 63
• Working With Text on page 72
• Working with Selections on page 78
• Optimizing Drawing Objects for the Web on page 88
• Cutting and Erasing Drawing Objects on page 96
• Modifying the Shape of Vector Lines on page 100
• Setting Up Your Pens on page 107
• Setting Up Your Drawing Space on page 110
Toon Boom Studio V3.5 User Guide
To navigate elements:
• Press [F] to go to the next element.
• Press [Shift]+[F] to go to the next element displayed in the Exposure Sheet.
• Press [D] to go to the previous element.
• Press [Shift]+[D] to go to the previous element displayed in the Exposure
Sheet.
As soon as you add a drawing element, the first frame in the element is selected and
you can draw right away. You can use keyboard shortcuts to go to the next or previous
frame so that you can draw there.
To navigate frames:
• Press [S] to go to the next frame.
• Press [A] to go to the previous frame.
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As you add more drawings, you may want to go to the previous or next drawing,
whether it is on the adjacent frame or 10 frames away.
To navigate drawings:
• Press [Shift] + [S] to go to the next drawing.
• Press [Shift] + [A] to go to the previous frame.
For more information on working with element layers and frames, see “Organizing
Elements and Timing” on page 317.
See Also
Exposure Sheet and Timeline Windows on page 318
Sequencing and Timing Drawings and Images on page 345
Adding Many Elements to a Scene on page 337
Changing the Layering Order of Elements on page 338
Renaming Elements on page 341
Labelling Cells in the Exposure Sheet on page 346
Points can run down the center of a line, creating what is called a centerline. Or, points
can run around the outside of a shape, creating a line called a contour.
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A straight line drawn with the A line drawn with the Pencil tool is
Line tool has a point at defined by a series of
either end. centerline points.
• The Brush tool creates variable-width strokes that respond to the pressure
you apply with a digital pen and graphic tablet. The points that compose a
brush stroke surround a zone that is filled with color, creating a contour.
The tool you select depends on the type of effect you want to create as well as
considerations for the file size of your final animation.
• When you draw your characters, you may want to wait to draw the lip
positions until after you import the sound track.
Toon Boom Studio features a powerful lip-sync generator. With this tool,
you can generate a lip chart that identifies the animation phoneme that
matches each frame. You can use the lip chart as a reference while you draw
the lip positions of your characters.
• The features of Sceneplanning Tools may change how you approach
drawing with Drawing Tools.
With Sceneplanning Tools, you can create motion, scale and rotation
changes over time. Therefore, you do not have to animate these changes in
your drawing objects with Drawing Tools.
See Also
Drawing in the Drawing or Camera View on page 65
Drawing Straight Lines, Ellipses and Rectangles on page 66
Lip Synching on page 192
Modifying the Shape of Vector Lines on page 100
Optimizing Drawing Objects for the Web on page 88
Exposure Sheet and Timeline Windows on page 318
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After everything is drawn, you can move to the Sceneplanning view windows to lay
out and animate your characters in 3D space.
Sometimes drawings might require retouching or editing after you set up your
animation in the Sceneplanning views. Then, you can use the drawing tools to retouch
or create new drawings in the Camera View window.
Because you can see all of the drawings in a frame in their relative positions in the 3D
sceneplanning space, “drawing in sceneplanning” will help you retouch and create
drawings more easily and accurately.
You can use onion skin, display the drawing grid and rotate the Camera View just like
you can the Drawing View.
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See Also
Creating and Navigating Drawings and Drawing Layers on page 62
Animating on page 221
Laying Out Elements in 3D Space on page 199
Drawing Straight Lines, Ellipses and Rectangles on page 66
Displaying the Drawing Grid on page 111
Rotating the Drawing Space on page 113
Onion Skin: Displaying the Next and Previous Drawings on page 115
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• With the Rectangle and Ellipse tool, press [Alt] (Windows) or [Option]
(MacOS) to draw from the center.
• With the Line tool, press [Alt] (Windows) or [Option] (MacOS) to draw from
the previous point.
• Press [Ctrl] (Windows) or [Command] (MacOS) to select the object you just
drew and move, resize, or rotate it.
See Also
Drawing with the Polyline Tool on page 67
Working with Selections on page 78
Setting Up Your Pens on page 107
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You can force Toon Boom Studio to connect all overlapping shapes that you draw.
• Select Tools > Draw Top Layer. When this command is active, Toon Boom
Studio creates one object out of overlapping lines.
As you draw with the Brush tool, the Draw Top Layer command will create one
shape out of numerous lines you may create as you draw with a graphic tablet and
pen.
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See Also
Setting Up Your Pens on page 107
Drawing Straight Lines, Ellipses and Rectangles on page 66
Working with Selections on page 78
Optimizing Drawing Objects for the Web on page 88
Modifying the Shape of Vector Lines on page 100
Exposure Sheet and Timeline Windows on page 318
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The circle on the left is a centerline shape Brush lines respond differently to editing
that was drawn with the Ellipse tool. The than centerlines do. You can remove
circle on the right has been converted to pieces of them or erase sections creating a
brush lines. more natural eraser mark than in the
centerline shape.
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Creating Text
To add text to your drawing:
1. Activate the Text tool:
• From the Tools > Drawing Tools menu or Drawing Tools toolbar, select the
Text tool.
• Press [T], the default keyboard shortcut.
2. In the Drawing View or Camera View, click the location where you would like the
text to begin. (You can move it later, if you change your mind.)
At this point, you can choose to open the Properties window and select a specific
text font and format the text you will type. To learn more about text formatting,
see “Formatting Text” on page 73.
3. Type the text you want to appear in the drawing.
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4. If you want to add a new text object, click outside the current text box. You can
always re-select a text object, by activating the Text tool and clicking the text.
See Also
Creating Text on page 72
Formatting Text on page 73
Converting Text Into Separate Objects on page 76
Formatting Text
Use the Properties window to select the font type and other attributes you want to
apply to the text.
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3. You can use this tab to select a new font and other text characteristics. You can
select all or a part of the text that has already been typed or select properties that
will apply to text you are about to type.
• Use the first drop-list to select the font you want to apply to the text. The list
will display all of the fonts on your system, however only vector fonts can be
used to create a text object.
• Use the Size drop-list to select the text point size, and the Bold and Italics
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See Also
Creating Text on page 72
Changing Text Color on page 75
Converting Text Into Separate Objects on page 76
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4. In the palette list, select the swatch of the color you want to apply.
See Also
Creating Text on page 72
Formatting Text on page 73
Converting Text Into Separate Objects on page 76
Painting Zones in Your Drawings on page 151
1. Use the Select drawing tool to select the text object that you want to separate
into smaller text objects.
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2. Select Tools > Break Text Apart.
3. Deselect the text. Each character is surrounded by its own bounding box, but the
objects in the original text object will remain in a grouped selection until you click
outside the selection or use the Deselect All command (Use [Ctrl]+[Shift]+[A] in
Windows or [Command]+[Shift]+[A] in MacOS).
4. Select a character.
Each character can be selected as a separate object. Each character in the text below has been
rotated and repositioned.
See Also
Creating Text on page 72
Changing Text Color on page 75
Formatting Text on page 73
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You can change an object’s properties interactively in the Drawing View or Camera
View window or by changing its properties in the Properties window.
As long as a selected drawing object was not created with the Text tool, you can
copy it by pressing [Ctrl] (Windows) or [Option] (MacOS) and dragging the
selection away from its original position.
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To deselect the objects, you have two choices:
• To deselect an object without deselecting the others, press [Shift] and click on
each object that you don’t want.
• To deselect them all, you can select Edit > Deselect All, click the Select
tool in an empty space in the Drawing View window, or press [Esc].
See Also
Ordering Drawing Objects on page 80
Resizing, Flipping, Rotating and Moving Drawing Objects on page 81
Cutting, Copying, and Pasting Drawing Objects on page 84
Deforming a Drawing Object on page 85
Exposure Sheet and Timeline Windows on page 318
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Toon Boom Studio V3.5 User Guide
If you are drawing with the Brush tool with the Tools > Draw Top Layer option
enabled, drawing objects are merged to one layer.
See Also
Resizing, Flipping, Rotating and Moving Drawing Objects on page 81
Cutting, Copying, and Pasting Drawing Objects on page 84
Deforming a Drawing Object on page 85
Merging Layers Using Draw Top Layer on page 95
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Handles
Depending on the handle you select, you can make different types of changes to the
selected object. When you pass your pointer over a handle or over the object, the
pointer changes to indicate the type of change you can make.
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To change the location of the drawing pivot:
1. With the Select tool, select the drawing object you want to transform.
2. In the bounding box, drag the drawing pivot (initially in the center of the
selection) to its new position.
The point starts off in the center of the drawing object.
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1. Click the Select tool and select the drawing objects you want to cut or copy.
2. Decide if you want to create a copy of the object or if you want to remove it.
• Select Edit > Copy Drawing Object to copy the selected object.
• Select Edit > Cut Drawing Object to cut the selected object. The original
object disappears from the View window.
3. Select Edit > Paste Drawing Object to place the copied object in the View
window. The pasted object appears slightly offset from the original.
4. If you want to create a new drawing from the selected object, select another cell in
the Exposure Sheet window or frame in the Timeline window, and reselect the
View window before you paste the object.
• If you just want to make a copy of the selected objects, press [Ctrl]
(Windows) or [Option] (MacOS) and drag the select objects.
• Text and drawing objects can be selected simultaneously, however drawing
tools will have no effect on the text. To convert text into a drawing object,
use the Break Text Apart command (Tools > Break Text Apart).
See Also
Grouping Drawing Objects on page 79
Ordering Drawing Objects on page 80
Resizing, Flipping, Rotating and Moving Drawing Objects on page 81
Deforming a Drawing Object on page 85
Creating Cycles on page 358
Exposure Sheet and Timeline Windows on page 318
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For example, if you had an image you wanted to appear as viewed from an angle, you
could draw the image as it looks from the front and then use the Perspective tool to
distort it so that it would appear like you were looking at it from an angle.
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1. Use the Select tool to select the brush stroke, centerline object or color fill
whose color you want to change.
2. In the Properties window Color Palette tab, click the new color swatch you want
to assign to the brush stroke or color fill. Toon Boom Studio changes the color of
the selection to match the properties of the new swatch.
See Also
Changing the Thickness of Centerline Objects on page 87
Working with Selections on page 78
Protecting Drawings on page 362
Inking Line Art on page 166
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You can use the Pen and Color Palette tabs to make the following types of changes:
• To change the color of a line or color region, click the Select tool, select the
line or region, and select a swatch from the Properties window’s Color
Palette tab.
• To change the width of lines, use the Select tool to select the object and adjust
the sliders on the Pen tab.
See Also
Changing the Color of Brush Strokes, Fills and Centerline Objects on page 86
Working with Selections on page 78
Drawing Line Art on page 63
Drawing Straight Lines, Ellipses and Rectangles on page 66
Drawing with the Polyline Tool on page 67
Drawing Pencil Lines on page 70
Protecting Drawings on page 362
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Shapes you draw with the Pencil , Line , Polyline , Rectangle and Ellipse
tools create a minimum amount of points that run down the center of the shape.
Strokes you draw with the Brush tool require more memory to store because the
points that compose it run along the outside of the shape to create the variable-width
effect.
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Toon Boom Studio has a number of tools that you can use to reduce the number of
points in your drawings, making them simpler and less heavy. You can use any of
these commands to simplify your drawings and reduce the complexity and file size of
your animation:
• Converting Brush Strokes to Pencil Lines on page 89
• Reducing Drawing Layers with the Optimize Command on page 91
• Reducing Drawing Layers with the Flatten Command on page 92
• Removing Points with the Smooth Command on page 93
• Merging Layers Using Draw Top Layer on page 95
See Also
Drawing Line Art on page 63
Cloning Elements on page 343
Creating Cycles on page 358
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To convert selected brush strokes to pencil lines:
1. Select View > Show Strokes to display the lines that compose your drawing
objects.
2. Click the Select tool and click the brush strokes you want to convert. To select
multiple brush strokes, press [Shift] and click the brush strokes.
3. Select Tools > Extract Center Line.
As soon as you activate the command, Toon Boom Studio converts the selected
brush strokes to pencil lines. If the Show Stroke command is active, you can see
the exterior contour line of the brush stroke move to the center to become a pencil
line.
Do not use Extract Center Line on painted zones. Painted zones are surrounded by
points and then filled with color. When you apply Extract Center Line to a painted
zone, you may get unexpected results.
See Also
Deleting Points from Vector Shapes on page 105
Reducing Drawing Layers with the Optimize Command on page 91
Reducing Drawing Layers with the Flatten Command on page 92
Removing Points with the Smooth Command on page 93
Merging Layers Using Draw Top Layer on page 95
Protecting Drawings on page 362
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2. Click the Select tool and click the brush strokes you want to convert. To select
multiple brush strokes, press [Shift] and click the brush strokes.
3. Select Tools > Optimize.
As soon as you activate the command, Toon Boom Studio merges all of the
selected objects that it can, while preserving the look of the drawing.
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See Also
Converting Brush Strokes to Pencil Lines on page 89
Reducing Drawing Layers with the Flatten Command on page 92
Removing Points with the Smooth Command on page 93
Merging Layers Using Draw Top Layer on page 95
Protecting Drawings on page 362
These two circles will appear on top of each other as in the final
image, so there is no reason to have them on two separate
layers.
When they are flattened, the parts of any bottom
layers overlapped by a top layer are removed
because they have different color properties.
The Flatten command is different from the Optimize command in that it does not
verify first to make sure that the merge will not affect the final appearance of the image.
If the layered objects have transparencies, the cumulative effect of the transparency is
not preserved when you flatten the layers. Also, the Flatten command may not
preserve the layer order of overlapping centerline shapes.
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These circles are transparent, but when they are layered the
overlapping area is less transparent because of the additive effect
of the layering.
This overlapping effect is not preserved when you merge the
circles into one layer. All overlapping areas will assume
the color properties of the bottom shape in the
selection.
In this case, one shape is created out of the two
because they have the same color properties.
2. Click the Select tool and click the brush strokes you want to convert. To select
multiple brush strokes, press [Shift] and click the brush strokes.
3. Select Tools > Flatten.
As soon as you activate the command, Toon Boom Studio merges all of the
selected objects.
See Also
Converting Brush Strokes to Pencil Lines on page 89
Reducing Drawing Layers with the Optimize Command on page 91
Removing Points with the Smooth Command on page 93
Merging Layers Using Draw Top Layer on page 95
Protecting Drawings on page 362
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You can apply the Smooth command repeatedly; however the more times you apply
the command the less definition your shape will have.
This shape was drawn with the Brush tool and created a
lot of points.
2. Click the Select tool and click the brush strokes you want to remove points
from. To select multiple brush strokes, press [Shift] and click the brush strokes.
3. Select Tools > Smooth.
As soon as you activate the command, Toon Boom Studio removes points and
recalculates the curves of the drawing objects you select.
See Also
Converting Brush Strokes to Pencil Lines on page 89
Reducing Drawing Layers with the Optimize Command on page 91
Reducing Drawing Layers with the Flatten Command on page 92
Merging Layers Using Draw Top Layer on page 95
Protecting Drawings on page 362
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The Scissor tool and Eraser tool both allow you to remove parts from drawing
objects, but function differently. The Scissor tool allows you to create cut selections.
The Eraser tool allows you to draw the shape of the section you want to erase.
The Cutter tool is slightly different from the Scissor and Eraser. With the Cutter
tool, you divide regions with a stroke. You can then move, delete or transform those
selections with the Select tool.
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The Scissor tool is the Cutter tool from Toon Boom Studio version 2.x.
See Also
Using the Scissor to Cut Parts from Drawing Objects on page 97
Erasing Parts from Drawing Objects on page 98
Protecting Drawings on page 362
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Toon Boom Studio V3.5 User Guide
3. Use the Scissor tool to move the cut selection away from the original drawing
object. If you deselect the cut object or the Scissor tool, the cut will disappear and
the object will remain uncut.
After you cut your shapes, you can use the Contour Editor tool to reshape them into
whatever shape you like.
See Also
Working with Selections on page 78
Erasing Parts from Drawing Objects on page 98
Reshaping Brush Strokes on page 102
Setting Up Your Pens on page 107
Protecting Drawings on page 362
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Chapter 2: Drawing
You can adjust the size of the erasure line using the controls in the Pen tab. The Eraser
pen style allows you to create a different set of pen properties than those of all of other
drawing tools.
See Also
Painting Zones in Your Drawings on page 151
Modifying the Shape of Vector Lines on page 100
Setting Up Your Pens on page 107
Protecting Drawings on page 362
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The Contour Editor is an important tool in the optimization of drawings for the Web.
• With the Contour Editor, you can delete points from lines and shapes you
draw. When you reduce the number of points in a drawing, you reduce the
amount of memory required to store the file.
• After you delete unnecessary points, you can use the Contour Editor to
reshape your drawing objects.
Using the Contour Editor tool, you can transform a simple square into more complex
and sleek forms that would have taken longer to draw by hand.
The Contour Editor tool allows you to create smoother curves because you are
changing the curve of an existing line instead of drawing it manually.
See Also
Reshaping Centerline Shapes on page 101
Reshaping Brush Strokes on page 102
Adding Points to Vector Shapes on page 104
Deleting Points from Vector Shapes on page 105
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If you want to create closed zones as you reshape your drawing objects, use the Snap
to Contour option.
• Select Tools > Snap to Contour to enable this option.
2. To change the shape of the centerline shape, drag one of the centerpoints or the
line to a new position.
Click a centerpoint to display its handles.
You can drag the centerpoint, line or handles in any
direction to stretch or curve a centerline shape.
3. Drag one of the curve handles to adjust the curve of the line. You cannot drag the
segment to change the curve shape.
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To move the entire drawing while the Contour Editor is active, press [Alt]
(Windows) or [Command] (MacOS) and drag the drawing to its new position.
See Also
Drawing Line Art on page 63
Reshaping Brush Strokes on page 102
Optimizing Drawing Objects for the Web on page 88
Cutting and Erasing Drawing Objects on page 96
Protecting Drawings on page 362
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To change the shape of a brush stroke:
1. From the Tools > Drawing Tools menu or Drawing Tools toolbar, select the
Contour Editor and click the shape you want to modify.
You can use the control points around the
shape to change the shape and thickness
of the brush stroke.
2. To change the shape of the brush stroke, drag the control point of the line to a new
position.
If you want to create closed zones as you reshape your drawing objects, use the Snap
to Contour option.
• Select Tools > Snap to Contour to enable this option.
3. Drag one of the curve handles to adjust the curve of the line. You can use these
curve handles to change the amount of curve in the line between the current point
and the nearest points on either side.
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To move the entire drawing while the Contour Editor is active, press [Alt]
(Windows) or [Command] (MacOS) and drag the drawing to its new position.
See Also
Drawing Line Art on page 63
Reshaping Centerline Shapes on page 101
Optimizing Drawing Objects for the Web on page 88
Cutting and Erasing Drawing Objects on page 96
Painting a Zone with a Solid Swatch on page 152
Protecting Drawings on page 362
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Chapter 2: Drawing
See Also
Drawing Line Art on page 63
Optimizing Drawing Objects for the Web on page 88
Cutting and Erasing Drawing Objects on page 96
Reshaping Centerline Shapes on page 101
Protecting Drawings on page 362
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3. Press [Delete] to delete the selected control point(s). The line that flowed through
the selected deleted control point adjusts itself based on the remaining controls
points.
With the center point gone, the line straightens itself out,
taking the shortest distance between two points, forming a
triangle.
Be careful not to delete too many control points!
For example, if you delete three of the four
control points on this square, the shape will
disappear.
See Also
Drawing Line Art on page 63
Adding Points to Vector Shapes on page 104
Reshaping Brush Strokes on page 102
Painting Zones in Your Drawings on page 151
Protecting Drawings on page 362
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A brush pen style applies to all drawing tools except the Eraser tool. An eraser pen
style applies when the Eraser tool is activated.
When you select a pen style, all lines you draw will have the properties of that pen style
until you select another. You can create customized pen styles for each project you are
working on.
For example, if you are working on a project whose drawings use a thick outside line
but use thinner lines for the detailed areas, you could create two pen styles for each
type of line.
See Also
Drawing Line Art on page 63
Creating and Removing Pen Styles on page 108
Modifying a Pen Style on page 109
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When you draw a line with the Brush tool, the Pencil tool or the Eraser
tool, Toon Boom Studio makes an adjustment to the line based on the value in this
panel. It smooths out any sharp edges or jagged peaks in the line.
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4. Double-click the new pen style. The name field for the pen style becomes editable.
5. Type the pen style’s name in the field and press [Enter] (Windows) or [Return]
(MacOS).
6. To remove a pen style, simply select the pen style and click Remove Pen Style
button.
See Also
Modifying a Pen Style on page 109
Setting Up Your Pens on page 107
Drawing Line Art on page 63
Any changes you make to pen styles only affect the lines you draw or erase
afterward.
If you remove a pen style, any lines you drew or erased with that pen style do not
change; the line art remains unchanged even if you delete the pen style that created
it.
You can use the pen styles with the eraser and drawing tools to draw and erase lines
with different qualities. The lines can be thin or thick, and be smooth or rough
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See Also
Modifying the Shape of Vector Lines on page 100
Resizing, Flipping, Rotating and Moving Drawing Objects on page 81
Modifying a Pen Style on page 109
Setting Up Your Pens on page 107
Drawing Line Art on page 63
Creating and Removing Pen Styles on page 108
• Rotate the drawing space so that you can get a better angle on your drawings.
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• Use the onion skin to view previous and next drawings in an element layer.
See Also
Displaying the Drawing Grid on page 111
Rotating the Drawing Space on page 113
Onion Skin: Displaying the Next and Previous Drawings on page 115
Static Light Table: Displaying Selected Drawings on page 118
Auto Light Table: Displaying All Images in a Frame on page 121
Zooming and Panning the View Window on page 122
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When you have the size of your animation set to 500 x 375, the 12 Field Grid is the
same size as the camera frame in the Camera View.
The drawing grid can appear in the Drawing View window or in the Camera View
window. To see the grid in the Camera View window, you must have a Drawing
element and a drawing tool selected.
1. Select View > Grid > Show Grid or click the Grid button on the toolbar. A
grid appears in the Drawing View or Camera View window.
2. Select the type of grid you want to use from either the View > Grid menu or from
the Grid View toolbar button. You can choose from the following types:
• Normal : the grid is divided into a standard set of squares of equal size.
• 12 Field : the grid measures 12 fields in each compass direction from the
grid center.
• 16 Field : the grid measures 16 fields in each compass direction from the
grid center.
3. Select where you want the drawings to appear in relation to the grid from the
View menu. You have two choices:
• Underlay: the grid appears below the drawing.
• Overlay: the grid appears on top of the drawing.
You can also use the Overlay button to switch between the Overlay and
Underlay options.
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See Also
Rotating the Drawing Space on page 113
Onion Skin: Displaying the Next and Previous Drawings on page 115
Static Light Table: Displaying Selected Drawings on page 118
Auto Light Table: Displaying All Images in a Frame on page 121
Zooming and Panning the View Window on page 122
It’s only natural to want to rotate your drawing space while you are working. Getting
the best drawing angle, while seeing all of the relevant parts of your drawing, is
important for you to be able to finely craft your drawings.
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Use the Onion Skin button to turn the onion skin feature on and off.
In the Drawing View, Toon Boom Studio displays previous and next drawings in the
onion skin in a different color so that you can distinguish them. You can also use the
onion skin in the Camera View to display drawings in the previous and next frames.
To set the Previous Onion Skin depth, select one of the following options from the Show
Previous toolbar button:
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To set the Next Onion Skin depth, select one of the following options from the Show
Next toolbar button:
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If you change the drawings that appear in the Static Light Table panel, the Static Light
Table panel updates its contents immediately.
1. Click the Static Light Table button in the Exposure Sheet window.
The Static Light Table panel appears at the bottom of the Exposure Sheet
window.
2. Drag the cell that contains the drawing or image you want to display into the
Static Light Table panel.
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A thumbnail of the selected drawing appears in the Static Light Table and the
drawing appears slightly dimmed in the Drawing View window (unless you
have it currently selected, in which case it appears in full color).
3. To remove drawings in the Static Light Table, you have two options:
• To remove selected drawings, [Control]-click (MacOS) or right-click
(Windows) the selected drawing and select Delete from the pop-up menu.
• To remove all the drawings, [Control]-click (MacOS) or right-click (Windows)
anywhere in the Static Light Table and select Delete All from the pop-up
menu.
See Also
Displaying the Drawing Grid on page 111
Rotating the Drawing Space on page 113
Onion Skin: Displaying the Next and Previous Drawings on page 115
Auto Light Table: Displaying All Images in a Frame on page 121
Zooming and Panning the View Window on page 122
Changing the Display of Objects in the Static Light Table on page 119
To change the display properties of the objects in the Static Light Table, do any of the
following:
• To show/hide a drawing, select the Display checkbox above the thumbnail.
D When you select the Display checkbox, the drawing appears in the
Drawing View window.
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D When you deselect the Display checkbox, the drawing disappears from
the Drawing View window, although it still appears in the Static Light
Table.
• To show/hide all the drawings in the Static Light Table, [Control]-click
(MacOS) or right-click (Windows) in the Static Light Table panel and select
one of the following commands from the pop-up menu:
D Show All: displays all the drawings in the Static Light Table.
D Hide All: hides all the drawings in the Static Light Table.
• To change the layering order of a drawing, click the layering icons above the
drawing’s thumbnail.
D Overlay : places the currently selected Static Light Table image above
the currently selected drawing in the Exposure Sheet window.
D Underlay : places the currently selected Static Light Table image
below the currently selected drawing in the Exposure Sheet window.
• To change the layering order for all the drawings in the Static Light Table
panel, [Control]-click (MacOS) or right-click (Windows) the Static Light
Table panel and select one of the following options from the pop-up menu:
D Overlay All: places all the drawings in the Static Light Table above the
currently selected drawing.
D Underlay All: places all the drawings in the Static Light Table below the
currently selected drawing.
To enable/disable the shading of objects that appear in the Static Light Table:
1. Open the Preferences dialog box.
• Select Toon Boom Studio > Preferences in MacOS.
• Select Edit > Preferences in Windows.
The Preferences dialog box opens.
2. Click the Light Table tab.
3. In the Static Light Table panel, select Enable Shade.
• When this option is selected, the color of objects in the Static Light Table is
paler than the original.
• When this option is de-selected, objects in the Static Light Table have the
same color shading as the original.
See Also
Onion Skin: Displaying the Next and Previous Drawings on page 115
Static Light Table: Displaying Selected Drawings on page 118
Auto Light Table: Displaying All Images in a Frame on page 121
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• Click the Auto Light Table button or select View > Turn Auto Light Table
On. All the drawings from the elements in the exposure in the current frame
appear in the Drawing View window.
See Also
Displaying the Drawing Grid on page 111
Rotating the Drawing Space on page 113
Onion Skin: Displaying the Next and Previous Drawings on page 115
Static Light Table: Displaying Selected Drawings on page 118
Zooming and Panning the View Window on page 122
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Zooming and Panning the View Window
As you work on your scene in the View windows, you can change the zoom factor so
that you can zoom in closer to see some parts of your drawings in more detail or zoom
out to see the entire frame.
There are two ways to change the zoom factor on your drawing:
• You can use the Zoom In and Zoom Out commands in the View menu.
• You can use the Zoom tool to zoom in and out of a specific point or a
selected zone.
• Select View > Zoom Out to decrease the zoom factor. You can also press the
[Z] key.
• Select View > Reset Zoom to reset the zoom level. You can also press
[Shift]+[Z].
To pan a window:
• Use the Grabber button or press [Spacebar] and move the view of the
Drawing View window.
• To return to the center of the Drawing View window, select View > Recenter
or press [Shift]+[Spacebar].
See Also
Displaying the Drawing Grid on page 111
Rotating the Drawing Space on page 113
Onion Skin: Displaying the Next and Previous Drawings on page 115
Static Light Table: Displaying Selected Drawings on page 118
Auto Light Table: Displaying All Images in a Frame on page 121
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Chapter 3
Importing Artwork
This chapter explains how to import visual content, such as bitmaps and
movies, that were created in another application.
This chapter includes the following topics:
• Importing Static Images (Bitmaps) on page 126
• Vectorizing Bitmaps on page 129
• Importing Illustrator and PDF Files on page 131
• Importing Flash Movies on page 133
• Repositioning All Drawings on page 134
• Scanning, Importing and Vectorizing Bitmaps on page 135
Toon Boom Studio V3.5 User Guide
You must import bitmap images into Image elements. When you place a background
image in your scene, make sure you place the element column at the extreme right (the
bottom layer) of the Exposure Sheet. If you activate the Auto Light Table and you place
a background element to the left of other elements, you may hide other elements or
only see the background element in your Drawing View window.
Graphic formats like PNG and TGA support an alpha channel, which allows you to
make certain parts of an imported image transparent.
• You can also click the Add Image Element button in the Exposure Sheet
window.
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1. Select the cell in the Image element in which you want to import the bitmap
image.
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If you have a bitmap you want to use within the layering order of your elements, you
must make the non-image portion of your graphic transparent so that you can see
elements behind the bitmap and that other elements can appear to pass by the bitmap
in the action of your scene.
There are a couple of bitmap file formats that save transparency in an alpha (matte)
channel, including the 32-bit TARGA format (TGA), TIFF, SGI and PSD.
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Vectorizing Bitmaps
As you develop your animation, you may want to integrate hand-drawn pictures. You
can scan these pictures and import them as bitmaps into image elements. However,
you cannot edit bitmap images in Toon Boom Studio. In addition, bitmap images are
not as flexible as vector drawings when it comes to resolution and file size.
Rather than importing your scanned drawings as bitmaps, you can transform the
scanned images into vector drawings so that you can benefit from Toon Boom Studio
vector technology.
When you import and vectorize bitmap images, you must select an appropriate image
filter and threshold. You may have to experiment with different settings to achieve the
best results for your drawings.
All color bitmaps are transformed into grayscale during the vectorization process. Any
pure color (with an RGB value of 255) will be converted to white and ignored during
the vectorization process. If you are vectorizing color bitmaps, you should recolor pure
color regions that you want to be vectorized, with another color.
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4. Select a bitmap filter. You may have to experiment with these settings based on
the qualities of the images you are vectorizing.
• If the lines in your bitmap are thin, select Smoothing + Loss of Sharpness.
This filter blurs the lines in the bitmap slightly so that thin lines are picked up
in the vectorization process.
• If the lines in your bitmap are very fine, select Smoothing + Greater Loss of
Sharpness. This filter blurs the lines in your bitmap more so that more lines
are transformed in the vectorization process.
• If the lines in your bitmap are thick, select Edge Enhancement. This filter
merges fine lines (noise) into larger lines to create cleaner objects.
• If the lines in your bitmaps are thick and include a lot of fine detail, select
Sharpening With Clearness. This filter sharpens edges to enhance details in
your images.
5. Select a Threshold percentage.
The Threshold value filters out noise in your bitmaps. Noise can be dirt or faint
smudges on your scanned images.
For example, if your value is set to 70%, all color values below 70% are converted
to white and ignored in the final image.
6. Click OK when you are done.
A progress dialog box opens while Toon Boom Studio imports and vectorizes your
images. You can modify these vector drawings like you would any other vector
drawing.
See Also
Importing Flash Movies on page 133
Changing the Timing (Exposure) of Drawings and Images on page 349
Linking Templates to Media Elements on page 380
Creating Transparent Bitmaps on page 127
Adding Many Elements to a Scene on page 337
Drawing Line Art on page 63
Modifying the Shape of Vector Lines on page 100
Repositioning All Drawings on page 134
Scanning, Importing and Vectorizing Bitmaps on page 135
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• You can also click the Add Drawing Element button in the Exposure
Sheet window.
To add a new Drawing element and import Adobe Illustrator and PDF files:
1. Select File > Import File. The Open dialog box opens.
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2. Select the Adobe Illustrator (AI) or PDF file that you want to import and confirm
your selection.
A new Drawing element is created and the Illustrator or PDF file you selected appears
in the cell at the current frame.
See Also
Importing Flash Movies on page 133
Adding Many Elements to a Scene on page 337
Drawing Line Art on page 63
Modifying the Shape of Vector Lines on page 100
Repositioning All Drawings on page 134
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2. Browse to the path that contains the SWF file you want, select it and confirm your
selection.
Toon Boom Studio expands the artwork within the SWF file and creates a series of
elements, preserving the original animation layout.
You can also import SWF files that are saved as templates into your Library window.
You can also link SWF files into media elements.
See Also
Changing the Timing (Exposure) of Drawings and Images on page 349
Adding Many Elements to a Scene on page 337
Drawing Line Art on page 63
Modifying the Shape of Vector Lines on page 100
Using Templates on page 377
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3. A dialog box with your device’s options appears. Use the options in this dialog
box to select your options and then scan or load the drawings into Toon Boom
Studio.
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2. Right-click (Windows) or [Control]-click (MacOS) the cell and select Import and
Vectorize > From TWAIN.
3. Select a filter. You may have to experiment with these settings based on the
qualities of the images you are vectorizing.
• If the lines in your image are thin, select Smoothing + Loss of Sharpness.
This filter blurs the lines in the image slightly so that thin lines are picked up
in the vectorization process.
• If the lines in your image are very fine, select Smoothing + Greater Loss of
Sharpness. This filter blurs the lines in your image more so that more lines
are transformed in the vectorization process.
• If the lines in your image are thick, select Edge Enhancement. This filter
merges fine lines (noise) into larger lines to create cleaner objects.
• If the lines in your images are thick and include a lot of fine detail, select
Sharpening With Clearness. This filter sharpens edges to enhance details in
your images.
4. Select a Threshold percentage.
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The Threshold value filters out noise in your images. Noise can be dirt or faint
smudges on your scanned images.
For example, if your value is set to 70%, all color values below 70% are converted
to white and ignored in the final image.
5. Click OK to close the dialog box and continue the process.
A dialog box with your device’s options appears. Use the options in this dialog
box to select your options and then load and vectorize the drawings into Toon
Boom Studio.
See Also
Importing Static Images (Bitmaps) on page 126
Vectorizing Bitmaps on page 129
Importing Illustrator and PDF Files on page 131
Importing Flash Movies on page 133
Changing the Timing (Exposure) of Drawings and Images on page 349
Repositioning All Drawings on page 134
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Chapter 4
Inking and Painting
Learn how to produce a vibrant colorful animation using Toon Boom Studio
Express powerful inking and painting tools.
This chapter contains the following topics:
• Coloring Your Toon Boom Studio World on page 140
• Swatches on page 141
• Painting Zones in Your Drawings on page 151
• Closing Gaps in Your Drawings on page 163
• Inking Line Art on page 166
• Managing Your Colors with Palettes on page 167
Toon Boom Studio V3.5 User Guide
Toon Boom Studio makes the inking and painting process lightning fast by featuring
simple, yet powerful painting tools designed specifically to create high-quality
animation. Toon Boom Studio also provides a number of color palette management
tools that can help you track, organize and update color swatches.
See Also
Swatches on page 141
Painting Zones in Your Drawings on page 151
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Swatches
A swatch lets you define specific colors and textures that you can use to paint zones or
line art in your drawings. You can use swatches to store solid and gradient colors, as
well as textures, which allow you to paint with bitmap images.
You can add your own set of swatches to a color palette to define the colors in your
animation. If you use swatches to color zones consistently throughout your movie, you
can easily update the colors of your drawings when the color model changes.
The Toon Boom Studio color management system updates all zones and line art you
paint when you make changes to the color properties of the swatch. For example, if you
have a light green stripe on a pair of pants and you want to make the stripe appear
darker on all of the pant drawings, all you have to do is change the properties of the
swatch and Toon Boom Studio updates all zones that use that swatch with the new
color properties.
Shirtsleeve zone Shirt zone
Skintone
zone
Pants zone
Pantstripe
zone
Frame zone
See Also
Coloring Your Toon Boom Studio World on page 140
Painting Zones in Your Drawings on page 151
Closing Gaps in Your Drawings on page 163
Inking Line Art on page 166
Managing Your Colors with Palettes on page 167
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Adding a Swatch
When you add a swatch to your palette, the properties of the new color swatch are
based on the values of the selected swatch. If you select an existing swatch with
properties close to the new color, it will reduce the time you spend defining the new
properties.
A color swatch consists of the following:
• RGB and HSB values: define the color of the swatch.
• Alpha (Opacity) value: defines the amount of transparency in the swatch.
• Name: labels the swatch and can indicate where to apply the swatch.
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2. Use the tools in the dialog box to change the color values of the swatch. You can
leave the dialog box open and click another swatch to change its color values.
You can choose between RGB or HSV color models if you are using Windows. The
RGB and HSV panels represent different color models from which you can select your
colors.
• RGB panel: a color model based on a Red, Green, or Blue value.
• HSV panel: a color model based on Hue, Saturation, Value (brightness).
You can edit the RGB or HSV values of an existing swatch in one of two ways:
• By entering specific values
• Visually, using the color panel
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2. Type the exact RGB or HSV values in the appropriate fields.
Color Slider
Color panel
For example, to pick a color based on its hue, select the Hue radio button. The range of
colors in the Color Slider would change to display all the hues available. You can then
select the remaining S and V values from the area at the top of the Color panel.
See Also
Painting Zones in Your Drawings on page 151
Creating a Gradient Swatch on page 144
Creating a Bitmap Swatch on page 149
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• yellow
• red
• purple
• fuscia
You can see the transition colors
at these points.
You can define up to eight different transition points within one swatch. You can then
adjust where the transitions take place by dragging transition markers to the
appropriate place. In the setting sun example, we used a Linear gradient (the colors
change in a straight line), but you can also use a Radial gradient (the colors change in
a circular motion).
To create a gradient:
1. Double-click a color swatch on the color palette tab. The color picker opens.
The look of
your color
picker is
dependent
on your
operating
system.
Transition
markers
(circled) are
located
below the
gradient bar.
2. Select the type of gradient you want from the Direction panel. You have two
choices:
• Radial: the colors blend in a circular pattern
• Linear: the color blend along a straight line
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3. Define the transition color for each marker by clicking a marker and selecting a
color from the Color panel. A small square appears on the selected marker.
When you choose a color for a transition marker, Toon Boom Studio adjusts the
colors on either side of it based on the colors of the nearest transition markers.
4. Drag the transition markers to where you want the color to be completely
changed.
5. To add more color transitions, click directly below the gradient bar. A transition
marker appears (you can add a maximum of eight markers).
Start color
End color
Transition color
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Naming a Swatch
Although Toon Boom Studio gives the current swatch a default name you can change
it to one that describes where you intend to use the color. The swatch name is more
than just a label: it’s a way of defining a color zone in your drawing.
For example, let’s say you use a swatch called Skintone and you use this swatch in all
of your character’s skin zones. If you decide you want to darken a character’s skin
color, you only need to adjust the Skintone swatch. If you applied the Skintone swatch
on only the character’s skin zones, Toon Boom Studio updates all the drawings
accurately.
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To change the Name of an existing color swatch in your palette:
1. On the Color Palette tab, click the Show/Hide Color Names button to display the
swatch names.
Click the Show/Hide Color Names button to
display swatch names.
2. Double-click the swatch name and type the new swatch name in the field.
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1. Click the Contextual Menu button on the Color Palette tab and select Color >
Add Texture. The Open dialog box appears.
2. Choose the texture file you want to add to the swatch.
3. Click OK and the texture is added to the swatch.
See Also
Setting a Bitmap Swatch to Tile or Stretch on page 149
Painting Zones with Gradients and Textures on page 153
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• When you select the Tile option, all vectors you fill with the bitmap will tile.
• When you de-select the Tile option, you turn on the Stretch option and all
paint areas will stretch to fill the area of the vector zones.
3. If you want to change the name of the swatch, type the new name in the Name
field.
4. If you want to change the image in the swatch, click the Browse button and use
the Open dialog box to find the image you want to use.
5. Click OK when you are done.
See Also
Creating a Bitmap Swatch on page 149
Painting a Zone with a Solid Swatch on page 152
Painting Zones with Gradients and Textures on page 153
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Chapter 4: Inking and Painting
• You can use the Paint tool to fill zones with color or to change the color of
a zone that is already painted.
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• You can use the Paint Unpainted tool to paint only zones that have no
color. This tool allows you to quickly paint many zones with the same color
while not changing the color of zones that have already been painted.
See Also
Coloring Your Toon Boom Studio World on page 140
Swatches on page 141
Closing Gaps in Your Drawings on page 163
Inking Line Art on page 166
Managing Your Colors with Palettes on page 167
Painting Zones with Gradients and Textures on page 153
Drawing Line Art on page 63
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3. Click in the enclosed zone in your drawing. If you are using the Paint Unpainted
tool, you can drag your pointer through many zones to paint the unpainted zones
with the selected color.
See Also
Painting Zones in Your Drawings on page 151
Unpainting Zones/Line Art on page 161
Closing Gaps in Your Drawings on page 163
Auto Gap Close Options on page 165
Painting Zones with Gradients and Textures on page 153
Power Painting Drawings in an Element on page 159
The point where This radial The point where you Drag a linear
you click the Paint gradient begins at end the drag will be gradient to
tool determines the centre and the starting point for determine the
the center of a ends near the the last color in the gradient’s start and
radial gradient. edge of the circle. gradient. end points.
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• When you paint with a texture, the direction you drag your pointer indicates
the direction of the bitmap fill. If your bitmap swatch is set to tile, the distance
between the first and last click indicates the length of one image in the tile.
The point where This texture has a This width of this texture tile is
you click the Paint small tile width so larger than the zone it fills.
tool determines many tiles are
the center of the required to fill the
texture. the zone.
2. Select the Paint or Paint Unpainted tool from the Tools > Drawing Tools
menu or from the Drawing Tools toolbar.
3. Click in the enclosed zone in your drawing or click and drag to control the
properties of the fill.
If you are using the Paint Unpainted tool, you can drag your pointer through
many zones to fill the unpainted zones with the selected gradient or bitmap.
However, you don’t get to control the properties of the fill when you paint
multiple zones.
See Also
Painting Zones in Your Drawings on page 151
Unpainting Zones/Line Art on page 161
Auto Gap Close Options on page 165
Power Painting Drawings in an Element on page 159
Closing Gaps in Your Drawings on page 163
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To edit a texture:
1. Select Edit Texture tool from the Tools > Drawing Tools menu or from the
Drawing Tools toolbar.
2. Click the texture you want to edit. The texture editor appears around the textured
drawing.
Rotate handle
Pivot point
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3. Rotate or change the direction of the bitmap fill by grabbing and moving the
handles.
To edit a gradient:
1. Select Edit Texture tool from the Tools > Drawing Tools menu or from the
Drawing Tools toolbar.
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2. Click the gradient you want to edit. The gradient editor appears around the
drawing. The look of the editor depends on the gradient type when it is enabled.
The linear gradient editor
includes two parallel bars
that indicate the positions
The circle and the overlapping ring use
of the first and last color.
the same texture but have different The radial
texture properties, specifically their tile gradient editor is
size and rotation. the same as the
Scale handle texture editor, but
includes a guide
that indicates the
shape of the
Rotate handle
gradient’s ellipse
Pivot point
3. Rotate or change the direction of the gradient fill by grabbing and moving the
handles.
Rotated linear gradient. Notice
the gradient editor’s new position.
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The linear gradient’s properties have The texture editor of the object on the right
been copied to an object that is filled with copies the gradient editor’s mapping. The
a texture. tile size is equivalent to the length of the
gradient.
See Also
Swatches on page 141
Painting Zones with Gradients and Textures on page 153
Creating a Bitmap Swatch on page 149
Setting a Bitmap Swatch to Tile or Stretch on page 149
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To power paint drawings in an element:
1. Turn on the onion skin so that you see as many drawings in your element as
possible:
• Press the Onion Skin button or select View > Onion Skin > Turn Onion
Skin On, and use Onion Skin toolbar or select View > Onion Skin menu to
turn on the onion skin and select Three Previous Drawings and Three Next
Drawings.
2. From the Color Palette tab, select the swatch you want to use to paint the zone.
3. Select the Paint tool from the Tools > Drawing Tools menu or from the Drawing
Tools toolbar.
4. Press [Shift]+[Alt] (Windows) or [Shift]+[Option] (MacOS) and click a zone that
many drawings in the element share.
Toon Boom Studio evaluates all of the drawings in the element to determine if
there is a closed zone beneath where you clicked.
You may have to review the drawings and make sure that the zones you wanted
painted were.
See Also
Painting Zones in Your Drawings on page 151
Unpainting Zones/Line Art on page 161
Auto Gap Close Options on page 165
Painting Zones with Gradients and Textures on page 153
Closing Gaps in Your Drawings on page 163
1. Select the Dropper tool from the Tools > Drawing Tools menu or the Drawing
Tools toolbar. If either the Pencil, the Paint tool, or Brush tools are active, you can
press [Alt] (Windows) or [Option] (MacOS) to activate the Dropper tool.
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2. Click the line or zone that has the color you want to use. Toon Boom Studio
selects the color palette, palette style and color swatch that was used in the line or
zone. You can now switch to the Paint tool and fill a line or zone with the active
swatch.
Toon Boom Studio
selects the color
palette, palette
style and color
swatch of the color
you click with the
Dropper tool.
See Also
Swatches on page 141
Unpainting Zones/Line Art on page 161
Creating Multiple Palette Styles on page 171
Blending a Color into a Palette Style on page 176
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This is not the same as just painting it white; when you delete the color shape from a
painted zone, whatever is behind the zone shows through.
1. Select the Unpaint tool from the Tools > Drawing Tools menu or the
Drawing Tools toolbar.
2. Click the painted zone or the line art from where you want to remove the color.
If you unpaint a color zone that has line art around it, you’ll be able to repaint that
zone. But if you unpaint a line, a brush stroke, or a color shape that doesn’t have line
art, Toon Boom Studio erases that object. You will not be able to repaint that shape.
See Also
Swatches on page 141
Painting Zones with Gradients and Textures on page 153
Creating a Bitmap Swatch on page 149
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• The Close Gap tool closes zones so that you can fill them with a solid color
or gradient swatch.
• The Stroke tool allows you to draw shapes that have no visible line art.
While you are painting, you can also use the Toon Boom Studio auto-gap close options
to automatically close gaps as you paint.
See Also
Painting Zones in Your Drawings on page 151
Manually Closing Gaps on page 163
Auto Gap Close Options on page 165
• You can use the Stroke tool to close zones manually, without adding line
art.
The Stroke tool adds contours, which you can use to close zones that you can
fill with color.
• You can use the Close Gap tool to create closed zones you can fill with
color.
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The Close Gap tool automates gap closing. It finds the end points closest to
the line you draw with the Close Gap tool and draws straight lines to connect
the points. You can use this tool to close small gaps that are difficult to see.
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Toon Boom Studio finds the closest end-points and draws a straight contour line
to connect them. After you close all of the gaps in a zone, you can fill the zone
with color.
Drag the Close Gap tool near the gap in the zone.
Toon Boom Studio finds the closest end-points and
draws straight contour lines to connect them.
See Also
Painting Zones in Your Drawings on page 151
Closing Gaps in Your Drawings on page 163
Auto Gap Close Options on page 165
Drawing Line Art on page 63
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The selected option is automatically applied when you paint your zones.
See Also
Painting Zones in Your Drawings on page 151
Manually Closing Gaps on page 163
Drawing Line Art on page 63
You can also change the color properties of a line by inking the line art with the Paint
tool. When you ink line art, you assign a new swatch to the line and change its color
properties.
2. Select the Paint tool from the Tools > Drawing Tools menu or from the
Drawing Tools toolbar.
3. Click the line art you want to ink.
See Also
Swatches on page 141
Painting Zones in Your Drawings on page 151
Managing Your Colors with Palettes on page 167
Changing the Color of Brush Strokes, Fills and Centerline Objects on page 86
Drawing Line Art on page 63
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One Palette
Two Styles
Different settings
For example, let’s say you had a character that appeared in two different lighting
settings. You could create a palette for that character with two palette styles (one for
each lighting setting).
See Also
Coloring Your Toon Boom Studio World on page 140
Swatches on page 141
Painting Zones in Your Drawings on page 151
Closing Gaps in Your Drawings on page 163
Inking Line Art on page 166
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Creating a Palette
For each character and object in your movie, you can have a different palette that
contains the customized color swatches organized by palette style. Having individual
palettes allows you to control the unique color properties of each part of your scene.
For example, let’s say you have a movie with two characters and takes place in two
different lighting sets. You would create two palettes (one for each character) that
would each have two palette styles (one for each light change).
• In the Color Palette tab, click the Contextual Menu button and select
Palette > New Palette from the pop-up menu. A new palette appears in the
Palette Name drop-list with a default name.
See Also
Swatches on page 141
Managing Your Colors with Palettes on page 167
Renaming a Palette on page 170
Creating Multiple Palette Styles on page 171
Copying a Palette
Because many characters have the same types of features that need painting (hair, face,
eyes, mouth, and so on), creating copies of a palette can save you time and effort. You
can create one palette and use it as a template for other palettes.
When you have this template palette, you can then create a copy of it and change its
name, the names of the palette styles, and customize all of it’s associated color
swatches to suit each character and object in your scene.
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For example, in this scene we created a palette style that contains most of the necessary
color swatches for the Bikerdude character. Then we made two copies of that palette,
one for each character, because they all share similar color zones (Skintone, Frame,
shirt, pants and so on).
In this example, colors common to each scene remain the same in each palette.
The colors of the clothing elements are different in each scene so these colors are different in each palette
When you copy a palette, you are also copying all the palette styles contained in that
palette. Each palette style contains the color swatches you can use to add color to a
specific character.
2. Click the Contextual Menu button and select Palette > Duplicate Palette from
the pop-up menu.
A new palette appears in the Palette Name drop-list. This copied palette contains
all of the palette styles (and their associated color swatches) that the original
palette had.
See Also
Swatches on page 141
Managing Your Colors with Palettes on page 167
Creating a Palette on page 168
Renaming a Palette on page 170
Creating Multiple Palette Styles on page 171
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Renaming a Palette
When you create a new palette or you copy an existing palette, Toon Boom Studio
assigns a default name to it. You can rename the palette to give it a more descriptive
name.
For example, if you had four characters in a scene, you could create four palettes that
each contain the customized color swatches for each character.
To rename a palette:
1. Select the palette you want to rename from the Name drop list in the Color
Palette tab.
2. Click the Contextual Menu button and select Palette > Rename Palette to give
the new palette a customized name. The Rename dialog box opens.
3. Type a new name for the palette in the Palette Name field and click OK. The new
name for the selected palette appears in the Name drop-list.
See Also
Swatches on page 141
Managing Your Colors with Palettes on page 167
Creating a Palette on page 168
Copying a Palette on page 168
Creating Multiple Palette Styles on page 171
Deleting a Palette
When you no longer need a palette, or any of its styles, you can delete it. When you
delete a palette, any zones or lines you painted with the colors in the palette turn bright
red. You can repaint the lines and zones using either a new palette or an existing
palette.
To delete a palette:
1. Select the palette you want to delete from the Name drop list in the Color Palette
tab.
2. Click the Contextual Menu button and select Palette > Delete Palette from the
pop-up menu. A confirmation dialog box opens.
3. Decide if you really want to delete the selected palette.
• Click Yes to delete the selected palette and all of its palette styles.
• Click No to cancel the delete palette command.
Toon Boom Studio removes the selected palette from the current animation set. The
other palettes in the animation set are not affected.
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See Also
Swatches on page 141
Managing Your Colors with Palettes on page 167
Creating a Palette on page 168
Copying a Palette on page 168
Renaming a Palette on page 170
Creating Multiple Palette Styles on page 171
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2. Click the Contextual Menu button and select Style > Duplicate Style from the
pop-up menu.
A new palette style appears in the Palette style drop-list with a default name
(Style#). The copied style contains all swatches in the original palette style.
3. Customize the color swatches as necessary.
Remember that you can change the color properties of a swatch in a palette style
without changing the properties of the same swatch in the other palette styles.
If you attempt to change the name of a swatch, or add a new swatch, all the styles in
the palette reflect this change as well.
The palette style can be different for each scene in your project. For example, you can
use a palette style for a character for a sunny daytime scene, and another palette style
for a scene in which it is raining. You can apply the default style to the daytime scene,
but you may want to apply a darker palette style to the rainy scene within the same
project.
3. Click the Contextual Menu button and select Make Current to activate the
scene.
4. In the Color Palette tab, select the palette style you want to apply to the scene
from the Style drop list.
See Also
Swatches on page 141
Managing Your Colors with Palettes on page 167
Creating a Palette on page 168
Renaming a Palette Style on page 172
Deleting a Palette Style on page 173
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with the same names, but with different color properties based on each type of light
setting.
2. Click the Contextual Menu button and select Style > Rename Style to give the
palette style a new name. The Rename dialog box opens.
You can also select this command by control-clicking the top section of the Color
Palette tab and selecting Style > Rename from pop-up menu.
3. Type a new name for the palette style in the Style Name field and click OK. The
new name for the selected palette style appears in the Palette style drop-list.
See Also
Swatches on page 141
2. Click the Contextual Menu button and select Style > Delete Style.
Toon Boom Studio removes the selected style and its associated color swatches
from the current palette and applies the swatch properties of the active style to
the drawings that use them.
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See Also
Swatches on page 141
Creating Multiple Palette Styles on page 171
Renaming a Palette Style on page 172
Changing the offset properties adjusts the color properties of the swatches in the
current palette style.
For example, you can increase the amount of red in a palette, which makes reds redder
and blues more purple.
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If you want to mix a new color into a palette style, you must use the Tint Blend dialog
box.
2. Click the Contextual Menu button and select Style > Tint Offset. The Tint
Offset dialog box opens.
3. Select the type of adjustment you want to make to the palette style. You have two
choices:
• RGB: adjusts the Red, Green, and Blue values in the current palette.
• HSB: adjusts the Hue, Saturation, and Brightness values in the current
palette.
4. Using the sliders/fields, adjust the RGB or HSB values in the current palette.
As you make adjustments in this dialog box, the swatches in the current palette
style change as well as the drawings that use those swatches, but the changes only
become permanent when you click OK.
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You can also use the Alpha slider/field to adjust the amount of transparency in
the current palette style colors.
5. Use the Blending slider to change the intensity of the current RGB/HSB and
Alpha values by a selected percentage.
6. Click OK when done.
See Also
Swatches on page 141
Creating Multiple Palette Styles on page 171
Blending a Color into a Palette Style on page 176
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To blend a selected color into the selected palette style:
1. Select the palette and palette style you want to modify from the Color Palette tab.
2. Click the Contextual Menu button and select Style > Tint Blend. The Tint
Blend dialog box opens.
3. Select the type of adjustment you want to make to the palette style. You have two
choices:
• RGB: adjusts the Red, Green, and Blue values in the current palette.
• HSB: adjusts the Hue, Saturation, and Brightness values in the current
palette.
4. Use the RGB/HSB sliders and the Alpha slider/field, select the type of color you
want to mix with the current palette style.
As you make adjustments in this dialog box, the swatches in the current palette
style change as well as the drawings that use those swatches, but the changes only
become permanent when you click OK.
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5. Use the Blending slider/field to select the percentage of the blend color you want
to add to the current palette style.
Zero blend used. Adds 50% of the selected Adds 100% of the selected
color to the swatches. color to the swatches.
6. Click OK to permanently blend the selected color into the swatches in the current
palette style.
See Also
Swatches on page 141
Creating Multiple Palette Styles on page 171
Offsetting Colors in a Palette Style on page 174
Importing Palettes
You can import palettes from other projects into your current project. You can use any
TBCP file located in your file directory.
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To import color palettes into your scene:
1. Click the Color Palette tab.
2. Click the Contextual Menu button and select Palette > Import Palette.
The Open dialog box appears.
3. Choose the color palette file (TBCP file format) that you want to import.
4. Click Open.
The dialog box closes and the palettes are imported. Select the Name drop-list in
the Color Palette tab to see the updated list.
See Also
Exporting Palettes on page 179
Exporting Palettes
You can export one or more palettes in the current scene to a single palette file (TBCP
file format), allowing you to re-use them in other projects.
2. Click the Contextual Menu button and select Palette > Export Palette.
The Export Palette dialog box lists all palettes in the current scene.
3. Select one or more palettes in the list. You can press the Select All button if you
want to include all palettes in the export.
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4. In the File text field, enter the location and file name of the palette file you will
export. You can use the Browse button to navigate to the directory you want to
use.
5. Click Export to create the color palette file.
See Also
Importing Palettes on page 178
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Chapter 5
Adding Sound
This chapter explains how to add sound tracks to your movie. It also explains
how to automatically generate a lip chart.
This chapter contains the following topics:
• Importing Sounds on page 182
• Editing Sounds on page 185
• Lip Synching on page 192
Toon Boom Studio Express V3 User Guide
Importing Sounds
When you decide that you want to add sound to your movie, you must first prepare
this sound outside Toon Boom Studio. Then in Toon Boom Studio, you must add a
Sound element, which organizes sound files in your animation.
A sound will play in the movie until it reaches the end of the file or a stop frame you
create in the Sound Element Editor. If the sound extends into multiple scenes it will
keep playing.
You can import as many sound files as you like, just be sure to consider the constraints
of your audience if you will be delivering your movies over the Internet - the more
sounds you add, the larger the file size of your final movie.
Toon Boom Studio import, exports and plays sounds using QuickTime. Toon Boom
Studio only supports the sound formats recognized by QuickTime, with one exception:
Flash ADPCM format, which we support natively.
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To add a new Sound element and import a sound file into your scene:
1. Select File > Import File. The Open dialog box opens.
2. Select the sound file you want to import and confirm your selection.
A new Sound element is created and the sound file begins in the cell at the current
frame.
See Also
Editing Sounds on page 185
Renaming Elements on page 341
Lip Synching on page 192
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Toon Boom Studio Express V3 User Guide
• Synchronization
D Streamed sounds are kept synchronized with the video by the Adobe
Flash player. The player drops frames if necessary, for example, if the
video renderer is too slow and falls behind the sound track.
D Event sounds are not synchronized with video. After a while, an event
sound may fall out of sync with the video.
Because streamed sounds are more likely to be synchronized with the images in your
animation, lip sync sounds should be set to stream. If you set more than one sound to
stream, they will be mixed together and exported as one, streamed sound.
See Also
Editing Sounds on page 185
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Chapter 5: Adding Sound
3. To stop the sound playback, right-click (Windows) or [Control]-click (MacOS) the
same cell and select Stop from the pop-up menu.
You can use the Interactive Playback to playback the sound in a scene. However,
because the scene may not playback in real time, the sound may be out-of-sync with
the action.
See Also
Lip Synching on page 192
Editing Sounds on page 185
Real-Time Playback on page 392
Exporting Your Movie on page 394
Editing Sounds
The Sound Element Editor makes it possible for you to edit sounds created outside of
Toon Boom Studio and imported into the movie.
Sound Element
panel
Lip sync
preview
images
Current Sound
panel
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In the Sound Element Editor, you can:
• Adjust the start frame/time of a sound.
• Cut sections from the start and end of the sound.
• Adjust the volume of a sound clip and create fade envelopes.
• Generate lip charts.
• Set the sound element to Streamed or Event sound.
See Also
Lip Synching on page 192
Changing the Lip Assignment of a Sound on page 194
Trimming the Start and End of a Sound File on page 187
Fading the Sound In and Out on page 189
You can only move the clip to a section that does not already contain a clip; you
cannot overlap two clips in the same element.
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4. To change the end frame, drag the yellow marker at the end of the waveform to
the frame position.
5. To hear how all of the clips fit together in the element, click the Play button in
the Sound Element panel.
If you only want to hear the selected clip, click the Play button in the Current
Sound panel.
6. Click OK when done. The exposure sheet/timeline should now display the sound
clip at the start frame you selected.
See Also
Importing Sounds on page 182
Lip Synching on page 192
Fading the Sound In and Out on page 189
Changing the Lip Assignment of a Sound on page 194
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3. Using the Current Sound panel, you can decide which part of the file you want to
play by dragging the left and right boundaries of the selection area.
See Also
Importing Sounds on page 182
Lip Synching on page 192
Fading the Sound In and Out on page 189
Changing the Lip Assignment of a Sound on page 194
Looping a Sound
To repeat a sound, you specify the number of times you want it to loop in the Sound
Element Editor.
To loop a sound:
1. Select the Sound element and select Element > Edit Sound. The Sound Element
Editor opens.
2. From the Sound Element panel, select the sound file you want to loop.
3. In the Current Sound panel, type the number of time you want the sound to play
in the Number of Loops field.
4. Click OK to close the dialog box.
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When you loop a sound, the looped sections fill the frames in the Sound element until
they encounter the next sound in the column, at which point the sound cuts out.
See Also
Importing Sounds on page 182
Lip Synching on page 192
Fading the Sound In and Out on page 189
Trimming the Start and End of a Sound File on page 187
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Envelope marker
You can also adjust the volume (mix) sound in the Sound Element Editor.
1. In the Sound Element panel, select the sound whose volume you want to
adjust.
2. In the Current Sound panel, drag the volume slider to the new level.
See Also
Editing Sounds on page 185
Trimming the Start and End of a Sound File on page 187
Sound Scrubbing on page 193
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• Lip Sync active: the sound cells display the lip sync letter or a graphic.
• Lip Sync inactive: the sound cells display the file name or a waveform.
When a lip sync is applied to the cells in a sound element, you can no longer view the
waveform or the file name. If you want to view its waveform again, control-click the
sound cell and deselect the Show Lip Sync option in the pop-up menu.
See Also
Lip Synching on page 192
Editing Sounds on page 185
To change the playback range in the Sound Element Editor dialog box:
• Drag the start or end range markers in the Sound Element panel to the
boundary frames you want.
When you press Play to playback your sound in the Sound Element
Editor, it only plays the sound that exists between the two markers.
See Also
Editing Sounds on page 185
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Lip Synching
It can be a difficult task to shape a characters mouth so that it matches the sound at the
right frame. To solve this problem Toon Boom Studio provides you with the lip sync
feature which analyses the contents of a sound element and generates a lip chart based
on the eight animation phonemes (A, B, C, D, E, F, G, and X, which represents silence).
You can refer to the lip chart positions as you draw the shape of you character’s mouth.
To generate a lip chart for a sound using the Sound Element Editor:
1. Select the Sound element and select Element > Edit Sound. The Sound Element
Editor opens.
2. In Sound Element panel, select the waveform you want to generate the lip chart
for.
3. Click Lip-sync. A progress bar appears as Toon Boom Studio analyzes the
selected sound clips and assigns a lip sync letter to each sound cell.
Each lip chart image displays a letter which corresponds to the sound cell shown in the
exposure sheet.
See Also
Viewing the Waveform in the Exposure Sheet on page 190
Changing the Lip Assignment of a Sound on page 194
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Chapter 5: Adding Sound
Sound Scrubbing
Toon Boom Studio uses a process known as Sound Scrubbing to let you hear sound in
real-time while you move the playback pointer forward or backwards. This is very
useful for fine tuning the lip sync process.
You can scrub sounds from the Sound Element Editor or from the Timeline window.
When you scrub the sound from the Timeline, all sounds present at a frame will play.
4. Drag the red playback marker and hold the left mouse button down.
You can play the sound forwards or backwards depending on the direction you
drag the mouse.
5. To stop the playback, release the mouse button.
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To scrub a sound from the Timeline window:
1. To scrub a sound file from the Timeline, you must turn on sound playback and
scrubbing.
• Select Play > Turn Sound Playback On.
• Select Play > Turn Sound Scrubbing On.
2. Drag the red frame marker at the top of the Timeline window along to hear the
sound at each frame.
Drag the red frame slider to
hear the sound at each
frame.
Note that there will be no sound playback if you go beyond the last drawings and
images in the scene.
See Also
Lip Synching on page 192
Changing the Lip Assignment of a Sound on page 194
Trimming the Start and End of a Sound File on page 187
Fading the Sound In and Out on page 189
Swapping Drawings in an Element on page 351
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Chapter 5: Adding Sound
2. From the Lip Sync menu, select the letter that reflects the lip position you want to
use for that sound.
Toon Boom Studio changes the lip chart to reflect the new lip assignment. You can also
change the lip assignment of a sound in the Sound Element Editor.
To change the lip assignment of a sound from the Sound Element Editor:
1. Select the Sound element and select Element > Edit Sound. The Sound Element
Editor opens.
2. In the Sound Element panel, drag the frame slider to the frame you want to
change the lip assignment on.
In the Lip Sync image area, the image on top represents the lip position assigned
to the current frame.
3. To change the image assigned to the frame, click the image of the lip position you
want from below the preview image.
The preview image changes to the lip image you select.
See Also
Adding Lip Sync Notes on page 197
Sound Scrubbing on page 193
Automatically Mapping Lip Sync Drawings on page 196
Swapping Drawings in an Element on page 351
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4. Click OK. The dialog box closes. If you scroll through the element with the lip
positions, you’ll see that all of the lip drawings have been mapped to the
phonemes in the voice track.
If you make any changes to the voice track, you must remap the drawings to the
appropriate phonemes. The mapping is not updated automatically.
See Also
Lip Synching on page 192
Changing the Lip Assignment of a Sound on page 194
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2. Type the note text you want to appear with the lip sync image and press [Enter]
(Windows) or [Return] (MacOS). The next cell becomes editable.
If you don’t want to edit the next cell, click outside of the cell. If you want to
cancel the note change, press [Esc].
The lip sync note appears in the sound element in the Exposure Sheet window and
appears in the Sound Element Editor.
See Also
Editing Sounds on page 185
Adding Element/Cell Notes on page 323
Automatically Mapping Lip Sync Drawings on page 196
Changing the Lip Assignment of a Sound on page 194
To recompute the lip chart for a selected sound from a Sound column:
1. In a Sound element, right-click (Windows) or [Control]-click (MacOS) a cell that
contains the sound file you want to recompute the lip sync on.
2. Select Recompute Lip-sync from the pop-up menu. The lip assignment for each
frame is recomputed, erasing any modifications you may have made.
To recompute the lip chart for a selected sound from the Sound Element Editor:
1. Click the sound in the Sound element panel in the Sound Element Editor.
2. Click Lip-sync. The lip assignment for each frame is recomputed, erasing any
modifications you may have made.
Regenerating the lip chart erases any customized assignments you make.
See Also
Lip Synching on page 192
Adding Lip Sync Notes on page 197
Automatically Mapping Lip Sync Drawings on page 196
198
Chapter 6
Laying Out Elements in 3D Space
This chapter explains some of the basic concepts of the 3D scene space and
how you can use it to place and adjust your elements.
This chapter contains the following topics:
• Basic Sceneplanning Concepts on page 200
• Repositioning Elements on page 207
• Scaling Elements on page 211
• Rotating Elements on page 216
Toon Boom Studio V3.5 User Guide
When you move, rotate, or scale your 2D elements in the 3D space, Toon Boom Studio
automatically applies the changes to all of the contents in the element.
See Also
Exposure Sheet and Timeline Windows on page 318
Selecting Elements on page 204
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Chapter 6: Laying Out Elements in 3D Space
Use this view to change an element’s east, west, north, south, front, and back
position, as well as its scale size, and rotation angle.
W E
N
• Top View: displays the scene from a top-down view. Elements appear as
lines (imagine looking at an animation cel from the top) and the camera field
of view appears as an angle.
Use this view to change an element’s east, west, front, and back position.
W E
B
F
• Side View: displays the scene from the side. Elements appear as lines
(imagine looking at an animation cel from the side) and the camera field of
view appears as an angle.
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Use this view to change an element’s north, south, front, and back position.
F B
S
You can use these View windows to place your elements in the scene and to map their
actions over time. You can also use these windows to determine the size and position
of the camera that records the action in your scene.
See Also
Zooming and Panning the View Window on page 122
Selecting Elements on page 204
Changing the section of the viewable scene space doesn’t actually change anything in
the scene itself; it only changes what you are currently seeing in the View window.
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To pan to another section of the scene space, you have these options:
• Select Tools > Grabber and use the Grabber tool to pan the window. You
can also activate the Grabber tool from the Drawing Tools toolbar.
• Click the View window to activate it and press [Spacebar]. Click and drag the
scene space around to make other parts of it visible.
• Use the scroll bars in the View window to scroll the scene space.
Switching Views
If you zoom or pan across your View window, you can switch back and forth between
the current view and a second view set up.
• Select View > Switch Active View. Or click the Switch Active View
button on the bottom left corner of the window.
• Press the [B] key on your keyboard to toggle between the views.
See Also
Using the View Windows on page 200
Zooming and Panning View Windows on page 202
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Selecting Elements
When you’re ready to start choreographing your scene, you need to be able to select
the elements you want to change.
You can select elements in the:
• Camera View, Top View and Side View windows
• Timeline window
All the images at the current frame appear in full-color in the Camera View
window. A selected element appears highlighted.
How you select your element depends on the type of change you want to make:
• Single element
• Multiple elements
To select a single element in the Camera View, Top View or Side View windows:
1. Select Tools > Sceneplanning Tools > Select to activate the Select tool.
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2. Click the element. The selected element appears highlighted in all the View
windows and the Timeline window.
Horizon
Horizon Sea Wave
Wave
Wave Sea
Sea Horizon
• To select all the elements, select the Timeline window and select Edit >
Select All.
• To deselect all the elements, select Edit > Deselect All or simply click the
Select tool in an empty space in the Camera View, Top View, Side View, or
Timeline windows.
You can then change their scene timing, layer order, and attach/detach them from
pegs.
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You can also use the following commands in the Element > Arrange menu to select
elements in the Timeline:
• Select Parent: selects the element that the current element is attached to. For
example, if you have a drawing element selected that happens to be attached
to a peg, this command would select the peg.
• Select Children: selects all the elements attached to the current element.
• Select Child: selects the element attached to the current element.
• Select Previous Brother: selects the previous element at the same level as the
current element.
• Select Next Brother: selects the next element at the same level as the current
element.
See Also
Exposure Sheet and Timeline Windows on page 318
Adding Peg Elements and Attaching Child Elements on page 223
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Repositioning Elements
When you first load a scene in a Sceneplanning view window, all of your elements
appear as they were drawn in the Drawing View window with the initial position of
zero fields NS, zero fields EW, and zero fields FB within the 3D scene space.
Using the EW (X), NS (Y), and FB (Z) coordinates you can place your elements at
different distances in depth from the camera and from each other, adding a three
dimensional effect to your two-dimensional animation.
Camera View window displays the NS/EW/FB offset positions, but you can also use
the Side View and Top View windows to reposition elements:
• Top View window: displays the EW and FB positions.
• Side View window: displays the NS and FB positions.
Changing an element’s position affects all the contents in that element. If you want to
change an element’s properties over time, you need to attach it to a peg.
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See Also
Changing the NS/EW Position of an Element on page 208
Changing the FB Position of an Element on page 209
Defining an Element’s Layering Order on page 210
Animating Elements with Pegs on page 222
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2. To change the NS/EW position, you have the following choices:
• To use the mouse to change the NS/EW position, move the pointer over the
element so that it changes to and drag the element to its new position.
• To nudge selected elements, you can also use the arrow keys. Press [Shift] if
you want to move the element in larger increments.
• To use an exact NS/EW position, type the values in the first Offset fields in
the Properties dialog box (select Window > Properties).
D To change the NS position, type the offset value in the left field followed
by its direction (N for north or S for south).
D To change the EW position, type the offset value in the right field
followed by its direction (E for east or W for west).
See Also
Selecting Elements on page 204
Changing the FB Position of an Element on page 209
Defining an Element’s Layering Order on page 210
Showing/Hiding Elements on page 319
Zooming and Panning View Windows on page 202
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2. To offset the FB position, you have the following choices:
• In the Top View or Side View window, move the pointer over the element so
that it changes to and drag the element to its new position.
• In the Camera View window, you can use the mouse to change the FB
position of the element. Move the pointer over the element and press [Alt]
(Windows) or [Option] (MacOS) so that it changes to an up/down arrow .
Drag the element to its new position.
D Dragging the mouse upwards moves the element backward in space.
D Dragging the mouse downwards moves the element forward in space.
If you open the Properties dialog box (select Window > Properties), you can
see the FB position value in the last Offset field.
• To use an exact FB position, make sure the Properties dialog box is active
(select Window > Properties) and type the values in the last Offset field.
Type the Front/Back value in the last field followed by its direction (F for
forward or B for backward).
See Also
Zooming and Panning View Windows on page 202
Selecting Elements on page 204
Changing the NS/EW Position of an Element on page 208
Defining an Element’s Layering Order on page 210
Showing/Hiding Elements on page 319
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2. Select the element type from the Type drop-list in the Properties window (select
Window > Properties to display this window). You have the following choices:
• Normal (default): the layer order is determined by the order of the elements
in the Timeline window and its Front/Back position.
• Foreground: this type of element will always appear in front of other
elements no matter what their Front/Back position is.
• Background: this type of element will always appear behind other elements
no matter what their Front/Back position is.
When you have two or more Foreground/Background elements, their order in the
Timeline window determines their final layer order.
See Also
Selecting Elements on page 204
Changing the NS/EW Position of an Element on page 208
Changing the FB Position of an Element on page 209
Scaling Elements
When you open the Camera View window for the first time, drawings appear at the
size at which you drew them. You can change an element’s height and width using the
Select tool, which resizes all of the contents in the selected element.
You can scale an element by:
• dragging the scale handles
• entering specific values
To scale an element over time, you must use the Scale tool. Refer to Animating Size
Changes with the Scale Tool on page 245 for more information.
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Drag a scale
handle to rescale
in any direction.
Drag a scale
handle to rescale
in any direction.
To scale without
proportion, uncheck
this box.
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3. Place the mouse pointer over one of the scale handles.
4. Drag one of the scale handles in the direction you want to rescale.
Dragging away from the element scales it up and dragging toward the element
scales it down. If you drag the handles beyond the scale borders, the element’s
drawings flip over.
D Top-right corner handle: changes the height and width values at the same
time. If you press [Shift], you can rescale the element proportionally.
D Top-center handle: changes the height value.
D Side-center handle: changes the width value.
To change the size of an element over time, you must attach it to a peg.
D To change the height of the element, type the height value in the left Scale
field.
D To change the width of the element, type the width value in the right
Scale field.
D To change the height and width of an element proportionally, select the
Keep Proportions checkbox. When you type one value in the vertical
Scale field, Toon Boom Studio adjusts the horizontal value automatically
and the horizontal value field is greyed out.
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See Also
Animating Size Changes with the Scale Tool on page 245
Animating Elements with Pegs on page 222
Showing/Hiding Elements on page 319
When you resize the element, all four sides can move in the direction you drag the
resize handles. Only the centre of the drawing stays in place.
When the pivot point is repositioned only the point at the location stays in place; all
other points move in relation to it. For example, with the pivot point on the left middle-
side, only the three opposite sides will move if you resize the object.
Repositioning an element’s pivot point can be useful if you want to resize an element,
but you don’t want to change its horizontal or vertical position in the scene.
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You can move the scale pivot point by:
• dragging the scale pivot point
• entering specific values
2. Select Tools > Sceneplanning Tools > Scale or click the Scale tool on the
Scene Operation Tools toolbar.
This is the selection box for the Scale
tool. Activate it to reposition the pivot
point.
3. In the Camera View window, select the pivot point and drag it to the position
where you want to focus the scaling.
You can now use the Select tool to scale the element as you wish using the resize
handles.
You can use the temporary pivot point that appears when the Select tool is active to
make changes to the scale and rotation of an element. However, the original pivot
point position will be preserved the next time the drawing is selected and these
settings will not be saved.
You can also change the scale position manually in the Drawing tab of the Properties
window.
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2. Select Tools > Sceneplanning Tools > Scale or click the Scale tool on the
Scene Operation Tools toolbar.
3. Select Window > Properties. The Properties dialog box opens and the pivot point
position values are displayed in the Scale Pivot fields of the element’s tab.
4. Type the values in the Scale Pivot fields.
D To change the NS pivot point position, type the value in the left field,
followed by its direction (N for north or S for south).
D To change the EW pivot point position, type the value in the right field,
followed by its direction (E for east or W for west).
See Also
Positioning Pivot Points on Cut-Out Characters on page 272
Repositioning Elements on page 207
Selecting Elements on page 204
Repositioning Elements on page 207
Rotating Elements
When you open your elements for the first time in the Camera View, the images appear
at the angle at which you initially drew them.
You can rotate all of the contents in an element using the Select tool. The rotation
can be as simple as changing the element’s angle so it appears to move up or downhill,
or as complex as a skateboarder performing acrobatics as he rotates through the air.
When you rotate an element, it rotates around the rotation pivot point.
rotation pivot
point
To rotate an element over time, you must use the Rotate tool. Refer to Animating
Rotation with the Rotate Tool on page 242 for more information.
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To rotate an element using the Rotate tool:
1. Select the element you want to rotate using one of the following methods:
• Select the element in the Timeline window.
• Select Tools > Sceneplanning Tools > Select or click the Select tool on the
Scene Operation Tools toolbar and click the element in the Camera View
window.
2. In the Camera View window, drag the rotation handle (the white circle) until the
element is at the new angle.
You can use the temporary pivot point that appears when the Select tool is active to
make changes to the scale and rotation of an element. However, the original pivot
point position will be preserved the next time the drawing is selected and these
settings will not be saved.
As you change the element’s angle of rotation, the value appears in the Rotation
field of the Properties dialog box.
Rotate the element using the rotation
handle.
Hold down the [Shift] key to rotate the element in 15 degree increments.
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To rotate an element by entering specific values:
1. Select the element you want to rotate using one of the following methods:
• Select the element in the Timeline window.
• Select Tools > Sceneplanning Tools > Select or click the Select tool on the
Scene Operation Tools toolbar and click the element in a Sceneplanning view
window.
2. Select Window > Properties. The Properties dialog box opens.
3. Type the angle value in the Rotation field in the Properties dialog box.
You can enter a negative value (to rotate to the left) or a positive value (to rotate to
the right).
See Also
Selecting Elements on page 204
Repositioning Elements on page 207
Changing the Rotation Pivot Point Position on page 218
Animating Rotation with the Rotate Tool on page 242
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After you change the pivot point of an element, you can move the element to another
position and Toon Boom Studio maintains the relative position of the pivot point.
2. Select Tools > Sceneplanning Tools > Rotate or click the Rotate tool in the
Scene Operation Tools toolbar. The rotation range appears on the element.
This is the rotation range
for the Rotate tool.
Activate it to reposition
the element pivot point.
3. In the Camera View window, drag the rotation pivot point in the center of the
rotate range circle to its new position.
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You can now use the Select tool to rotate the element as you wish using the
rotation handle.
You can use the temporary pivot point that appears when the Select tool is active to
make changes to the scale and rotation of an element. However, the original pivot
point position will be preserved the next time the drawing is selected and these
settings will not be saved.
You can also change the center of rotation manually in the Drawing tab of the
Properties window.
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Animating
This chapter explains how to use pegs to animate motion, rotation, skewing
and scaling.
This chapter contains the following topics:
• Animating Elements with Pegs on page 222
• Using Keyframes and Timeline Properties on page 228
• Animating Rotation with the Rotate Tool on page 242
• Animating Size Changes with the Scale Tool on page 245
• Animating Skewing with the Skew Tool on page 248
• Creating Motion Paths with the Motion Tool on page 250
• Animating with the Transform Tool on page 266
• Animating Cut-out Characters on page 270
• Editing Functions Using the Function Editor on page 274
Toon Boom Studio V3.5 User Guide
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“transparent” in the Timeline, reducing the need to add a Peg element each time a
transformation is required for a Drawing element.
When transforming a peg, keyframes are used to identify the transformation values at a
specific frame and lock them in place. A keyframe can be set for rotation, scaling,
skewing, motion or a combination of one more transformations.
See Also
Basic Sceneplanning Concepts on page 200
Adding Peg Elements and Attaching Child Elements on page 223
Building Peg Hierarchies on page 225
Displaying Peg Hierarchies on page 226
Using Keyframes and Timeline Properties on page 228
Camera Effects with Toon Boom Studio on page 282
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3. Release the mouse button. The selected element is now attached to the peg. The
element is now a child of the parent peg.
Notice that any elements
are indented below the peg
they are attached to.
4. To rename the peg, select the peg and select Element > Rename Element.
You must give the peg a unique name. You can include the name of the element it
affects. For example, you could call the peg hair-Peg.
Toon Boom Studio adds a peg for each element you selected and attaches them to
the new pegs in the Timeline.
See Also
Showing/Hiding Elements on page 319
Repositioning Elements on page 207
Changing the Duration of a Peg Element on page 239
Looping a Peg on page 240
Configuring Video Card Display Options on page 58
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Bird’s peg
To achieve this effect, you must attach the bird and its peg to the boy’s peg, building
what we call a peg hierarchy. In this example, the bird’s motion path is a child of the
motion path of the boy.
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You can also take advantage of the drawing pegs built-in to each Drawing element.
The following elements make up the peg hierarchy from
this scene:
See Also
Exposure Sheet and Timeline Windows on page 318
Adding Peg Elements and Attaching Child Elements on page 223
Building Peg Hierarchies to Animate Cut-Out Characters on page 270
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To use the Arrow button to show/hide child elements and change their timing:
• Click the Arrow button to collapse elements nested beneath the Peg or
Drawing element. This simplifies the display of elements in your Timeline.
When you collapse the parent peg in a hierarchy of elements, all changes you make to
the timing of the parent peg are applied to the elements beneath it, including Peg,
Drawing and Image elements.
If you are animating a cut-out character, you can collapse the top-most peg in the
hierarchy to simplify your Timeline. Then you can use the Transform tool to select and
animate the parts of the character visually in the Camera View window, rather than
trying to locate the peg you want to animate in the Timeline and then transform it in
the Camera View.
See Also
Adding Peg Elements and Attaching Child Elements on page 223
Changing the Duration of a Peg Element on page 239
Animating with the Transform Tool on page 266
Creating Motion Paths with the Motion Tool on page 250
Exposure Sheet and Timeline Windows on page 318
Showing/Hiding Elements on page 319
Changing an Element’s Start Time in the Timeline on page 353
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You can set Toon Boom Studio to animate the transformation in the
frames between one keyframe and the next. This is known as tweening.
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See Also
Adding Keyframes for Motion, Rotation, Skewing and Scaling on page 229
Tweening Motion or Maintaining Constant Values Between Keyframes on page 230
Copying and Pasting Keyframe Values on page 233
Copying and Moving Frames in the Timeline on page 235
Pasting Selected Frame Properties in the Timeline on page 237
Changing the Duration of a Peg Element on page 239
Looping a Peg on page 240
upper triangle:
scale/skew
square: motion
lower triangle:
scale/skew
A red square in a Peg element indicates that a A line indicates an change over
keyframe exists on a child element at that frame. time between keyframe values.
To add keyframes:
1. In the Timeline window, select a Peg element or a Drawing element.
2. Then, use the red frame slider to select the frame where you want to add the
keyframe.
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3. From the Tools > Sceneplanning Tools menu or the Scene Operation toolbar,
select the tool you want use to add the keyframe (Transform, Motion, Rotation,
Skew or Scale).
4. Select Element > Peg > Add Keyframe. Toon Boom Studio adds a keyframe to the
element at the current frame in the Timeline.
See Also
Tweening Motion or Maintaining Constant Values Between Keyframes on page 230
Adding Keyframes and Changing their Values on page 275
Copying and Pasting Keyframe Values on page 233
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You can switch segments between constant and non-constant using menu commands
or the Function Editor.
You can use a preference to change the default keyframe/tweening behavior of pegs.
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2. Position the Current Frame slider in the Timeline so that it is at the first keyframe
in the segment you want to change. You can also position it between two
keyframes.
3. Select Element > Peg > Set Non Constant Segment. The default keyboard
shortcut is [Ctrl]+[Shift]+[L] (Windows) or [Command]+[Shift]+[L] (MacOS).
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3. From the Tools > Sceneplanning Tools menu or the Scene Operation toolbar,
select the tool whose values you want to copy.
4. Select Edit > Copy Cell to copy the values of the frame.
If you copy a keyframe of a Drawing peg, you also copy the drawing at the selected
frame. The drawing in the frame where you paste the keyframe values will be
overwritten by the drawing of the copied selection unless you use paste special and
uncheck the option to paste the exposure of the drawing.
5. In the Timeline window, use the red frame slider to select the frame where you
want to paste the copied values.
6. Select Edit > Paste to paste the values to the frame. Toon Boom Studio creates a
keyframe if one does not already exist.
You can also use the Paste Special command to copy selected values from the original
keyframe (including tension, continuity, bias, rotation, scale and pivot) to another
keyframe. You can even copy values from a control point, which is a motion point that
is not locked to a specific frame, to another control point or keyframe.
Because certain values can only be applied to a motion point, the options in the Paste
Special dialog box change based on the characteristics of the motion point that you
select to receive the pasted values.
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To copy and paste selected values of a motion point:
1. Select a Peg element in the Timeline window and select the motion point whose
position values you want to copy. You can use one of the following methods:
• Select Tools > Sceneplanning Tools > Motion and click the motion point
with the Motion tool.
• In the Scene Operation toolbar, click the Motion tool and click the motion
point with it.
• Select Element > Motion Points > Previous Motion Point or Next Motion
Point.
• Click the < and > buttons at the bottom of the Motion Point tab.
2. Select the motion point you want to copy the values to and select Edit > Paste
Special. The Paste Special dialog box opens.
3. Select the values you want to paste into the selected motion point and click OK.
See Also
Copying and Pasting Keyframe Values on page 233
Creating Motion Paths with the Motion Tool on page 250
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The Single Cell Selection preference is a default setting, if it is not selected, hold
down [Alt] (Windows) or [Option] (MacOS) when selecting the frames.
2. Drag the selection to the new location and release the mouse button.
The selected frames are moved to their new location. Toon Boom Studio extends
the exposure of what was previously the last frame.
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The selected frames are copied to their new location. Toon Boom Studio extends
the exposure of what was previously the last frame.
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4. Select the properties you want to move or copy to the new frames and click OK.
See Also
Animating Elements with Pegs on page 222
Adding Keyframes and Changing their Values on page 275
Pasting Selected Frame Properties in the Timeline on page 237
Copying Selected Template Contents into Your Animation on page 379
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3. Advance the red frame slider to the frame where you want to paste the frames.
Do not release the selected elements. If you accidentally de-select the elements, re-
select them.
4. Select Edit > Paste Special. The Timeline Paste Special Preferences dialog box
opens.
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The blue Arrow next to the peg determine if changes in the start time or duration of
the parent peg will affect child elements. See “Using Keyframes and Timeline
Properties” on page 228.
To change the duration of a Peg element using the Change Duration command:
• Right-click (Windows) or [Control]-click (MacOS) the peg, select Change
Duration from the pop-up menu, type the new length of the peg, and click
OK.
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To change the duration of a peg using the Extend Exposure command:
1. In the Timeline window, use the red frame slider to select the frame you want to
extend the peg to.
2. Select the Peg element in the Timeline window, and then select Element > Peg >
Extend Exposure. The Extend Exposure dialog box appears.
3. Type the new duration of your peg elements exposure in the Extend to Frame
field.
4. Click OK. Toon Boom Studio changes the duration of the peg and adjust all effects
so that you maintain the effect that you created before you extended the peg.
Toon Boom Studio inserts a keyframe at the original last keyframe and gives both
the original and new last keyframe the same values.
See Also
Exposure Sheet and Timeline Windows on page 318
Changing the Timing (Exposure) of Drawings and Images on page 349
Looping a Peg on page 240
Looping a Peg
If you want a Peg element to repeat an effect, you can loop the peg.
For example, if you had a scene with a boy walking across the stage with a bird circling
his head, you would create a peg with a motion path of a single orbit for the bird. You
would then loop the orbit motion path so that the bird would continue to circle the
boys head for the duration of his motion path.
Each time the loop restarts, it skips the first frame of the peg. Similar to a walk-cycle
where the last step leads naturally to the first step in the cycle, this ensures the logical
continuation of the looped action. Therefore, if you loop a 10-frame peg three times, the
entire length of the peg will be 28 frames.
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To loop a peg:
1. Right-click (Windows) or [Control]-click (MacOS) the Peg Element’s peg bar in
the right panel of the Timeline window and select Change Loops. The Change
Loops dialog box opens.
2. Type the number of times you want to repeat the selected peg and click OK.
The peg now repeats itself for the number of loops you selected. After the first
segment, the peg bar of the looped segments is grey.
You can also loop a peg by pressing [Ctrl] (Windows) or [Command] (MacOS) as you
drag the end of the trackbar.
See Also
Animating Rotation with the Rotate Tool on page 242
Animating Size Changes with the Scale Tool on page 245
Animating Skewing with the Skew Tool on page 248
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To change the angle of a pegged element, you can work in the Camera View window
to rotate the element visually (you cannot change an element’s rotation in either the
Top or Side View windows).
When you rotate a peg at a frame that has no keyframe, a rotation keyframe marker
appears in the Timeline window.
The rotation keyframe
appears as a small
triangle near the top of
the frame.
This is a change of
rotation on a Drawing
element’s peg.
When you rotate a peg, all elements attached to the Peg element or Drawing element
are also rotated. A peg’s rotation value appears in the Peg or Drawing tab, depending
on the type of element you have selected. Any rotation you add to keyframes are
based on the static rotation value of the peg plus the changes you make to the
dynamic rotation value.
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To rotate a pegged element in the Camera View window:
1. In the Timeline window, select the peg:
• Select a Peg element. The peg appears in all Sceneplanning View windows.
• Select a Drawing element to use its built-in peg. The drawing selection
becomes active.
2. Select Tools > Sceneplanning Tools > Rotate. This activates the Rotate tool.
The rotation handle appears on the selected peg at the current frame in the
Camera View window.
3. In the Timeline window, drag the red frame slider to the frame where you want
to create the rotation keyframe.
4. In the Camera View window, use the rotation handle to change the angle of the
element. Press [Shift] to rotate the peg at 15 degree increments.
Once you set the angle of rotation, a keyframe is added to the current frame to
record the position.
When you change the peg’s angle of the rotation in the Use the rotation
Camera View, a rotation keyframe is added at the current handle to change the
frame in the Timeline window. angle of the peg.
5. Repeat steps 3 and 4 for every rotation keyframe you want to create.
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You can show element arms when you are rotating a peg that you have attached
multiple elements to. When you show element arms, a rotation handle appears on
each element attached to the peg. To display element arms:
• Select View > Pegs > Show Element Arms.
You can edit rotation keyframes with the Rotation function in the Function Editor. You
can also edit the rotation value of motion points on the Motion Point tab.
See Also
Creating Motion Paths with the Motion Tool on page 250
Tweening Motion or Maintaining Constant Values Between Keyframes on page 230
Positioning Pivot Points on Cut-Out Characters on page 272
Editing Functions Using the Function Editor on page 274
Moving Motion Points with the Motion Point Tab on page 259
Animating Elements with Pegs on page 222
Copying and Pasting Keyframe Values on page 233
Rotating Elements on page 216
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To change the size of a peg and its child elements, you must work in the Camera View
window (you cannot scale an element in either the Top or Side View windows).
When you scale a peg at a frame that has no keyframe, a scale keyframe marker
appears in the Timeline window.
The scale keyframe appears as a
small triangle near the bottom of
the frame.
When you scale a peg, all elements attached to the Peg element or Drawing element
are also resized. The scale value of the peg appears on the Peg or Drawing tab,
depending on the type of element you selected. Any scale change you add to
keyframes are based on the static scale value of the peg plus the changes you make.
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2. Select Tools > Sceneplanning Tools > Scale. This activates the Scale tool. The
square scaling handle appears on the selected peg at the current frame.
3. In the Timeline window, drag the red frame slider to the frame where you want
to create the scale keyframe.
4. In the Camera View window, use the scale handles to resize the peg’s height,
width or both. Press [Shift] to maintain the proportions of the element as you
scale it.
Once you set the scale, a keyframe is added to the current frame to record the
position.
When you change the peg’s scale values in the Camera Use the scale handles
View, a scale keyframe is added at the current frame in the to resize the peg.
Timeline window.
5. Repeat steps 3 and 4 for every scale keyframe you want to create.
The change in rotation will be animated
between these two keyframe positions.
You can edit vertical and horizontal scale keyframes with the V-Scale and H-Scale
functions using the Function Editor.
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See Also
Creating Motion Paths with the Motion Tool on page 250
Tweening Motion or Maintaining Constant Values Between Keyframes on page 230
Positioning Pivot Points on Cut-Out Characters on page 272
Editing Functions Using the Function Editor on page 274
Moving Motion Points with the Motion Point Tab on page 259
Animating Elements with Pegs on page 222
Creating Motion Paths with the Motion Tool on page 250
Animating Rotation with the Rotate Tool on page 242
Copying and Pasting Keyframe Values on page 233
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When you skew pegs, all elements attached to the Peg element or Drawing element
are also skewed. The peg’s skew angle appears on the Peg or Drawing tab. Any skew
change you add to keyframes are based on the static skew value of the peg plus the
changes you make.
2. Select Tools > Sceneplanning Tools > Skew. This activates the Skew tool.
Square handles appear on the selected peg at the current frame in the Camera
View window.
3. Drag the frame slider to the frame where you want to create the skew keyframe.
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4. In the Camera View window, use the skew handles to skew the peg’s angle.
Use the skew handles
When you change the peg’s skew values in the to resize the peg.
Camera View, a skew keyframe is added at the
current frame in the Timeline window.
5. Repeat steps 3 and 4 for every skew keyframe you want to create.
The skewing change will be
animated between these two
keyframe positions.
You can edit the skew values using the Function Editor.
See Also
Creating Motion Paths with the Motion Tool on page 250
Tweening Motion or Maintaining Constant Values Between Keyframes on page 230
Positioning Pivot Points on Cut-Out Characters on page 272
Editing Functions Using the Function Editor on page 274
Moving Motion Points with the Motion Point Tab on page 259
Animating Elements with Pegs on page 222
Creating Motion Paths with the Motion Tool on page 250
Animating Rotation with the Rotate Tool on page 242
Copying and Pasting Keyframe Values on page 233
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You can create motion paths for pegs in a Peg element these provide visual
information, including a visible line of motion in all Sceneplanning views. When you
activate the Motion tool and you have selected a Peg element that has not been
modified, two keyframes appear stacked on top of each other at the center point of the
Sceneplanning view window. The first keyframe has an arrow that points right and the
last keyframe also has an arrow and it points left.
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You can grab a keyframe with the Motion tool and drag it in any direction to create a
motion path that goes in a straight line. When you create a motion path with non-
constant segments, you’ll see a series of tick marks. Each tick mark represents the
position of the element at each frame in the peg as it is tweened (interpolated).
To shape a motion path and change the direction in which elements attached to the peg
will move, you add control points and keyframes and change their position.
You can improve the display quality of pegs in the View windows by changing the
Smoothness setting on the Peg tab. You must enable Smooth Pegs on the
Sceneplanning tab of the Preferences dialog boxes to see changes to a peg’s
smoothness.
You can reposition pegs like you can change the position of most elements in the 3D
space. When you reposition a peg, all elements attached to the peg also move. In
addition, the values of points you add to your motion paths are based on the static
position of the peg, plus the change in position to the motion point.
See Also
Creating a NS or EW Motion Path on page 252
Creating a FB Motion Path on page 254
Adding Motion Points to a Motion Path on page 256
Adding Peg Elements and Attaching Child Elements on page 223
Repositioning Elements on page 207
Showing/Hiding Elements on page 319
Tweening Motion or Maintaining Constant Values Between Keyframes on page 230
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N
This motion path goes from south to
north.
This motion path goes from west to
east.
Drag the motion points at the start or
end of the motion path to change the
direction of the motion path.
W E
Tick marks appear on non-constant (tweened) segments of motion paths. The tick
marks represent the position of the element at each frame as it is interpolated between
keyframes.
If your motion path is constant, no tick marks will appear on your motion path
because the motion is not tweened.
2. Select Tools > Sceneplanning Tools > Motion. This activates the Motion tool.
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3. If you are working with a Peg element: drag the motion points at the beginning or
end of the motion path to give the motion path a direction. Your mouse pointer
becomes a four-headed arrow when you position it over a motion point that you
can move.
• Drag the motion points from left to right to create a path that goes from west
to east.
• Drag the motion points from top to bottom to create a path that goes from
north to south.
4. If you are working with a Drawing peg: drag the Drawing element to the position
at which you want to add a keyframe for the current frame.
When you are creating motion paths, elements linked to a Peg element may be offset
from the motion path. This can make it difficult to visualize how an element will
change position as it follows the peg.
You can display peg ghosts in the Camera View window to see the path that an
element linked to a peg will follow. To display peg ghosts:
• Select View > Pegs > Show Peg Ghosts.
See Also
Showing/Hiding Elements on page 319
Creating a FB Motion Path on page 254
Adding Peg Elements and Attaching Child Elements on page 223
Changing the Duration of a Peg Element on page 239
Animating Elements with Pegs on page 222
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Here’s a front to
back motion path
that goes from left to
right in the Side
View window.
F B
To create FB motion:
1. In the Timeline window, select the peg:
• Select a Peg element. The peg appears in all Sceneplanning View windows.
• Select a Drawing element to use its built-in peg. The drawing selection
becomes active.
You can hide other elements to make it easier to identify and modify the peg.
2. Select Tools > Sceneplanning Tools > Motion. This activates the Motion tool.
3. If you are working with a Peg element: drag the motion points at the beginning or
end of the motion path to give the motion path a direction. The mouse pointer
becomes a four-headed arrow when you position it over a motion point that you
can move.
The direction you drag the spline points depends on the window you are using.
• In Top View, you drag a motion point from top to bottom to change its FB
position.
• In Side View, you drag a motion point from left to right to change its FB
position.
4. If you are working with a Drawing peg: drag the Drawing element to the position
at which you want to add a keyframe for the current frame.
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You can also change the FB motion of motion points in the Camera View window by
pressing [Alt] as you move the motion points.
• Press [Alt] (Windows) or [Option] (MacOS) and drag up to move the motion
point backward.
• Press [Alt] (Windows) or [Option] (MacOS) and drag down to move the
motion point forward.
See Also
Showing/Hiding Elements on page 319
Creating a NS or EW Motion Path on page 252
Adding Peg Elements and Attaching Child Elements on page 223
Changing the Duration of a Peg Element on page 239
Animating Elements with Pegs on page 222
Basic Sceneplanning Concepts on page 200
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You cannot add control points to constant segments on motion paths. This is because
constant segments do not interpolate (tween) changes in position, rotation or scaling
between frames.
2. Select Tools > Sceneplanning Tools > Motion. This activates the Motion tool.
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3. Place the pointer over the motion path of the peg and decide which type of
motion point you want to add.
• Press [Alt] (Windows) or [Option] (MacOS) and click the motion path to add
a keyframe. The mouse pointer becomes a square when it is over a spot where
you can add a keyframe. A red point appears on the motion path after you
click.
• Press [Shift] and click the motion path to add a control point. The mouse
pointer becomes a diamond when it is over a spot where you can add a
control point. A green point appears on the motion path after you click.
4. Drag the new point to a position where you want the motion path to be at that
point. To nudge a motion point, you can also use the arrow keys. Press [Shift] if
you want to move the motion point in larger increments.
When you place the pointer over a motion point, the pointer
changes to a move icon.
The rest of the motion path
changes to follow the
motion point.
• If you added a control point, notice how it changes position on the motion
path. This is because the control point is not locked to a specific time frame.
• If you added a keyframe, notice how it remains at the frame you added it to.
This is because the keyframe is locked at a specific time frame.
See Also
Creating Motion Paths with the Motion Tool on page 250
Adding Keyframes for Motion, Rotation, Skewing and Scaling on page 229
Tweening Motion or Maintaining Constant Values Between Keyframes on page 230
Adding Motion Points with the Motion Point Tab on page 258
Deleting Motion Points from a Motion Path on page 261
Locking/Unlocking Control Points on page 262
Animating Elements with Pegs on page 222
Adding Peg Elements and Attaching Child Elements on page 223
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2. Select Tools > Sceneplanning Tools > Motion. This activates the Motion tool.
The control points and keyframes appears on the motion path. If there is no
motion path in the peg, you will only see the first and last keyframes stacked on
top of each other in the View windows.
3. Click a motion point on the motion path. The Motion Point tab opens in the
Properties window.
4. Click the New button at the bottom of the Motion Point tab. The Add Motion
Point dialog box opens.
5. Select the type of motion point you want to add from the Point type drop-list.
You have the following choices:
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2. Select Tools > Sceneplanning Tools > Motion. This activates the Motion tool.
3. With the Motion tool, select a motion point on the motion path. The Motion Point
tab opens in the Properties window.
4. Type the number of the frame that contains the control point or keyframe you
want to affect in the Frame field or select one using the < and > buttons (at the
bottom of the Motion Point tab).
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You cannot remove the start and end keyframes in any motion path.
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2. Select Tools > Sceneplanning Tools > Motion. This activates the Motion tool.
3. With the Motion tool, select a motion point on the motion path. The Motion Point
tab opens in the Properties window.
4. Use the Lock in time checkbox in the Motion Point tab to lock or unlock the
point.
• If you select the Lock in time checkbox, the control point locks itself to the
current frame and turns red on the motion path. The control point now
becomes a keyframe.
If your control point is between frames, the Toon Boom Studio selects the
closest frame as the locked frame.
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• If you deselect the Lock in time checkbox, the keyframe becomes unlocked
and turns green, indicating you can change its position. The keyframe now
becomes a control point.
The frame number may change as well since the spline adjusts its velocity on
either side of the control point.
See Also
Deleting Motion Points from a Motion Path on page 261
Moving Motion Points with the Motion Point Tab on page 259
Adding Motion Points to a Motion Path on page 256
Creating Motion Paths with the Motion Tool on page 250
A Tension of -1 increases
A Tension of +1 sharpens the
the curve on either side of
curve on either side of the
the control point.
control point.
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Bias: controls the slope of the path so that it flows towards one side of the motion point
or the other.
At zero, neither
side of the point
is favored.
The Tension, Continuity and Bias values have no effect on constant (non-tweened)
segments.
See Also
Adding Keyframes for Motion, Rotation, Skewing and Scaling on page 229
Tweening Motion or Maintaining Constant Values Between Keyframes on page 230
Defining the Default Tension, Continuity and Bias Values on page 264
Adding Motion Points to a Motion Path on page 256
Moving Motion Points with the Motion Point Tab on page 259
Creating a FB Motion Path on page 254
Creating a NS or EW Motion Path on page 252
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3. Type the default values in any of the following fields. You can type any value
between -1.0 and 1.0:
• Default Tension: controls how sharply the path bends as it pass through a
motion point.
• Default Continuity: controls the smoothness of a transition between the
segments joined by a point.
• Default Bias: controls the slope of the path so that it flows towards one side
of the motion point or the other.
4. Click OK when you are done.
See Also
Adding Motion Points to a Motion Path on page 256
Moving Motion Points with the Motion Point Tab on page 259
Creating a FB Motion Path on page 254
Creating a NS or EW Motion Path on page 252
Adjusting the Curve Between Motion Points on page 263
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The Transform tool is ideal for working with cut-outs when you are creating
keyframes at every frame or when you are creating constant segments. However, if
you want to animate only one function, such as a rotation on an arm, or if you want
Toon Boom Studio to interpolate changes between keyframes, it is best to use the tool
specific to the function you want to create: Motion, Rotation, Scale or Skew.
tool.
With the Transform tool, select the elements you want to animate. You can drag the
cursor to create a selection box around the elements. Child elements attached to a
selected element will be included.
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• Use the scale handles to create a scale keyframe and change the horizontal or
vertical size of the element.
• Hold down [Alt] as you select the handles to create a skew keyframe and
skew the angle of the element.
A keyframe is added automatically at the frame at which you make a
transformation.
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See Also
Repositioning the Pivot Point of the Transform Tool for an Operation on page 268
Creating Motion Paths with the Motion Tool on page 250
Animating Size Changes with the Scale Tool on page 245
Animating Rotation with the Rotate Tool on page 242
Animating Skewing with the Skew Tool on page 248
Creating a FB Motion Path on page 254
Creating a NS or EW Motion Path on page 252
Adding Motion Points to a Motion Path on page 256
Adjusting the Curve Between Motion Points on page 263
Editing Functions Using the Function Editor on page 274
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4. Rotate, scale or skew the element based on the new pivot point. If you want to
edit the pivot point of the Transform tool, you must do so before deselecting the
elements or changing tools.
See Also
Positioning Pivot Points on Cut-Out Characters on page 272
Changing the Scale Pivot Point Position on page 214
Changing the Rotation Pivot Point Position on page 218
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This character’s Exposure Sheet displays thumbnails showing you that she is composed of many parts.
Following is the structure of this character in the Timeline. Notice that there are three
main parts, the head, torso and lower body. Then notice that the girl is organized into
three main sections: Neck, Top_Body and Hips.
• top_body
• neck
• hips
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See Also
Exposure Sheet and Timeline Windows on page 318
Adding Peg Elements and Attaching Child Elements on page 223
Positioning Pivot Points on Cut-Out Characters on page 272
Animating Cut-Out Style on page 24
When you change the position of the pivot point, Toon Boom Studio gives the same
value to the pivot point at all the frames in your peg. If you want to change the position
of the pivot point over time, you must use the Function Editor to add keyframes to the
pivot path and change their value.
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Always use the Rotate tool to make permanent changes to pivot point properties.
These properties will also apply to rotations created by the Transform Tool. Even if
you will be using the Transform tool to animate your cut-out character, this tool’s
pivot point is used as a temporary reference and will not effect any permanent
changes.
See Also
Repositioning the Pivot Point of the Transform Tool for an Operation on page 268
Changing the Scale Pivot Point Position on page 214
Changing the Rotation Pivot Point Position on page 218
Editing Functions Using the Function Editor on page 274
Animating Cut-Out Style on page 24
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• A steep slope
indicates that the
value will change
quickly.
• A gradual slope
indicates that the
value will change
gradually.
When you edit the function of a motion or pivot point path, you map the motion of a
peg in a 3-dimensional space or a pivot point in 2-dimensional space, one dimension
at a time. When you are working with these two functions, you must select the
dimension you want to work on.
For example, let's say that you want your character to jump up and down in place. It
would be difficult to create a jumping motion path in the Camera View window
because the path would repeat on top of itself. To create a jumping motion, it would be
easier to edit the motion path of the peg using the Function Editor.
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See Also
Adding Keyframes and Changing their Values on page 275
Reshaping the Plotline Using the Function Editor on page 277
Changing Your View of the Function Editor on page 279
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This plotline
represents the
rotation of the element
over 20 frames
Example 2: Motion
For this example, let's say that you want your character to jump up and down in place.
Open the Motion Path function in the Function Editor. In the north/south projection
of the plotline, add keyframes at each frame where you want the character's motion to
be up or down. Then, move the keyframes on the plotline to create the jumping effect.
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• Activate the Select tool from the Function Editor Tools panel and click the
frame in the plotline.
• Type the value in the x-axis field of the Function Values panel and press
[Enter].
2. Click the Add Point button in the Tools panel of the Function Editor. Pressing
[Ctrl] in Windows adds a keyframe.
The keyframe appears at the frame number you selected. Now you can change
the value of the keyframe you added.
3. Click and drag the point to the new y-axis value. Notice that the y-axis value
changes in the Function Values panel. To get a more precise value, you can type
the value in this field.
The shape of the curve you create reflects the speed of the effect you are creating.
• For the rotation, scale, velocity, and field-of-view functions, you can change
the shape of the plotline to create different velocity effects (like ease-in and
ease-out).
• When you are working on the motion path and pivot path functions, you can
modify the speed of a change by accessing the velocity functions.
See Also
Reshaping the Plotline Using the Function Editor on page 277
Changing Your View of the Function Editor on page 279
• Constant: applies the value you have selected on the horizontal axis (y-
axis) to the segment or plotline.
• Ease in/out : applies a gradual acceleration to the beginning, and a gradual
deceleration to the end, of the segment or plotline.
• Extreme ease in/out :applies a more gradual acceleration to the beginning,
and a more gradual deceleration to the end, of the segment or plotline.
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To reshape the plotline in the Function Editor using the Reshape Functions:
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To change your view of the Editor window, use any of the following tools:
• Zoom tool: you can increase the detail on the plotline by either clicking on
a general area or drag-selecting an area to view. To zoom out, press [Alt] (in
Windows) or [Option] (in MacOS) and click the plotline.
• Fit button: resizes the view in the Editor window so that the plotline fills
the viewable space.
• Grabber tool: you can view another part of the window by grabbing a part
of the plot area and dragging to another place.
• Grid button: you can toggle a grid that appears behind the plotline to
mark each notch on the horizontal and vertical axes.
• Horizontal/Vertical zoom sliders: you can change the detail level in the
horizontal and vertical axes and see more or fewer values.
See Also
Reshaping the Plotline Using the Function Editor on page 277
Changing Your View of the Function Editor on page 279
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280
Chapter 8
Using the Multiplane Camera
This chapter explains how to use the multiplane camera. You’ll learn how to
change the static properties of a camera as well as how to change its
properties over time.
In this chapter, you will learn how to:
• Camera Effects with Toon Boom Studio on page 282
• Adding Cameras to a Scene on page 284
• Zooming the Camera In or Out on page 289
• Zooming the Camera Over Time on page 291
• Panning and Trucking the Camera on page 297
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close-up of a character and then zoom out to see all of the action in your
scene.
• Pan cameras across or up and down your scene, or truck cameras in and out
Creating pans and trucks with the camera is a breeze when you attach
cameras to pegs and then create motion effects on the pegs. You can create the
effect of moving through your scene by attaching a camera to a peg and then
giving the peg front-to-back motion through your scene.
See Also
Adding Cameras to a Scene on page 284
Zooming the Camera In or Out on page 289
Zooming the Camera Over Time on page 291
Panning and Trucking the Camera on page 297
Basic Sceneplanning Concepts on page 200
Animating Elements with Pegs on page 222
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The composition order of the camera in the Timeline window does not affect the
output of your final movie.
2. Select the new camera from the Camera List toolbar button. On Windows, this
drop-list appears in the Scene View toolbar. The contents of the Camera View
window changes to show the view this camera has.
This is the view that the
secondary camera has of the
same scene.
See Also
Adding Many Elements to a Scene on page 337
Renaming Elements on page 341
Deleting Elements on page 341
Positioning a Camera
You can change the north/south, east/west and front/back position of cameras you
add to a scene just like you can change the position of any other element.
If you wanted to see only the action that was taking place on the west side of your
screen, you would add a new camera and move it so that it sees only that part of the
scene.
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You can change the position of a camera in any of the Sceneplanning view windows
(Camera View window, Side View window and Top View window). The camera’s
field of view appears as a cone in the Top and Side View windows.
• In the Side View window, you change the front/back position of the camera
by dragging from left to right. You change the north/south position of the
camera by dragging from the top to the bottom.
• In the Top View window, you change the front/back position of the camera
by dragging from the top to the bottom. You change the east/west position
by dragging from left to right.
You can view the same scene from
two different perspectives.
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To change the position of a camera:
1. Add a new camera element to your scene.
2. From the Window menu, select a Sceneplanning view.
• Select Camera View to change the north/south and east/west position of the
camera. You can also change the front/back position in this window by
holding down [Option] while you drag up (back) or down (front).
• Select Side View to change the north/south and front/back position of the
camera.
• Select Top View to change the east/west and front/back position of the
camera.
The camera in both the Side View and Top View windows is represented by a
cone, which reflects the field-of-view that the camera has on the scene. The
camera “films” all elements that are within the field-of-view.
3. Select Tools > Sceneplanning Tools > Select to activate the Select tool.
4. Select the camera. Use one of the following methods:
• Use the Select tool to click the camera frame in any of the View windows.
• Click the camera's name in the Timeline window.
• If the camera is an inactive secondary camera, you can click the dot that
represents the camera to select and move it.
The camera’s frame and field of view tints red when you select it.
5. Drag the camera frame to the position you want.
Notice that the Offset values in the Camera tab change as you move the camera. You
can also manually type values into these fields to change the position of the camera.
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See Also
Adding Cameras to a Scene on page 284
Changing an Element’s Start Time in the Timeline on page 353
Repositioning Elements on page 207
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When you want to give the camera one zoom level for the entire scene, your zoom level
will be static. You can also create dynamic camera zooms throughout your scene.
• Select Tools > Sceneplanning Tools > Select, and use the Select tool to
click the camera frame.
• Click the camera's name in the Timeline window.
In the Camera View window, the camera frame and background is highlighted in
red. A handle appears on the bottom of the camera frame.
4. In the Camera tab, select the Static option for the FOV Type.
When you select this option, the FOV of the camera stays constant throughout the
scene.
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5. With the Select tool, use the handle on the bottom of the camera frame to change
the zoom level of the camera.
• Drag the handle to the left to zoom in on the scene.
• Drag the handle to the right to zoom out on the scene.
As you change the zoom level, the value in the Static field on the FOV tab (in the
Properties window) changes. Type a value in this field for a more precise FOV value.
When you change the FOV, you are actually changing the angle of view on your scene.
• If you make the field of view smaller, the camera represents a smaller amount
of the full scene in the same size camera, which creates the zoom effect.
• If you look in the Top View window or in the Side View window as you
change the field of view, you can see how the angle of your camera changes.
See Also
Adding Cameras to a Scene on page 284
Positioning a Camera on page 285
Changing the Start Frame and Duration of a Dynamic Camera on page 293
Editing the Dynamic Zooms with the Function Editor on page 295
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• If you want your zoom changes to last longer than 10 frames, you must
extend this bar.
• If you want your zoom changes to have a different start and end frame, drag
the bar to the position you want it to occupy.
The camera uses the zoom level at the start and end of the zoom period for the
camera zoom level before and after the zoom period.
6. Drag the red frame slider on top of the Timeline to select the frame at which you
want the zoom to stop.
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With the Select tool, use the handle beneath the camera frame to change the zoom
level of the camera.
• Drag the handle to the left to zoom in on the scene.
• Drag the handle to the right to zoom out on the scene.
You can also use the Function Editor to make more precise changes to the FOV.
See Also
Adding Cameras to a Scene on page 284
Editing the Dynamic Zooms with the Function Editor on page 295
Zooming the Camera In or Out on page 289
Changing the Start Frame and Duration of a Dynamic Camera on page 293
Camera Effects with Toon Boom Studio on page 282
Basic Sceneplanning Concepts on page 200
Editing Functions Using the Function Editor on page 274
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The thin red bar that appears in the Timeline window for all cameras indicates the
duration of the camera’s recording time in the scene. The red bar for the active scene
camera increases or decreases based on the duration of all visible elements in the
scene.
Even if the camera is dynamic for only a few frames (the length of the trackbar), it
continues to record until the last frame where there is a visual element.
See Also
Adding Cameras to a Scene on page 284
Changing the Timeline Zoom Level on page 331
Splitting the Timeline Window in Two on page 334
Changing an Element’s Start Time in the Timeline on page 353
Sequencing and Timing Drawings and Images on page 345
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The Function Editor appears.
• The Y-axis (vertical axis) marks the angle of view that the camera has of the
scene.
• The X-axis (horizontal axis) marks the frame number.
Change the speed of the
zoom effect by changing
the shape of the plotline.
You can select different
plotline shapes from the
Reshape panel.
Each point represents the
angle the camera
reaches at a specific
frame number.
8. To change the angle of view of the camera, select the frame on the plotline where
you want the zoom effect to change and add a keyframe.
You can then move this key point to the angle of view you want. The shape of the
plotline identifies the speed of the change in zoom.
9. To change the speed of the zoom, you can manipulate the shape of the plotline
using options in the Reshape menu.
See Also
Editing Functions Using the Function Editor on page 274
Reshaping the Plotline Using the Function Editor on page 277
Adding Motion Points to a Motion Path on page 256
Adding Cameras to a Scene on page 284
Changing the Start Frame and Duration of a Dynamic Camera on page 293
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4. Change the start/end frame and duration of the peg to the values you want.
5. To attach the camera to the peg, drag the camera element on top of the peg
element in the Timeline window.
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Chapter 9
Creating Effects
This chapter describes how you can add effects to your scenes, creating
interesting visuals, which your audience will enjoy, with ease and speed.
This chapter contains these topics:
• Additive and Multiplicative Color Changes on page 300
• Clipping Mask Effects on page 308
• Drop Shadow Effects on page 313
Toon Boom Studio V3.5 User Guide
It would be quite time-consuming to figure out the colors of each object in your scene
at each frame, and then recolor each drawing at each frame (which traditional painters
did have to do). With Toon Boom Studio, you can automate colors changing over time
by creating color changes in Color Transform elements and attaching all of the
elements you want to transform to these effects elements.
There are two types of color transformations you can create: additive and
multiplicative.
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When you add 80 to the red channel in the colors of the ant, each red
value increases while the values of the other channels remain the
same.
• Skin: 190 + 80 = 270 Red (the other colors remain the same)
• Eye: 40 + 80 = 120 Red
• “White” around the eye: 250 + 80 = 330
• Belt: 245 + 80 = 325
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You can combine additive and multiplicative color transformations. Toon Boom
Studio calculates the final value by first applying the multiplicative value and then the
additive value. The formula looks like this:
(Color * Multiplicative Values) + Additive Values = Final Color
You may notice that the values of your color go beyond the 256 colors that are actually
displayed. Although you only see colors with values between 0 and 255, Toon Boom
Studio saves the final value and uses it when you combine multiple Color Transforms.
See Also
Changing Color Over Time on page 303
Flattening a Color Transform Effect Layer on page 306
Combining Multiple Color Transforms on page 307
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3. If needed, change the start time and duration of the Color Transform element.
• Drag the entire trackbar of the element to a new start frame.
• Drag the end of the trackbar to a new end frame.
4. Select the Color Transform element and use the red frame slider at the top of the
Timeline window to select the keyframe at which you want the color change to
end. Notice that the Color Transform tab opens in the Properties window.
5. In the Properties tab, make your selections for the color transformation. Drag the
slider or enter a value in a field. You can see the results of your changes
immediately in the Camera View window.
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If you nest color transformations in multiple Color Transform elements, the real value
is used to calculate the combined effect.
See Also
Adding/Removing Keyframes from a Color Transform on page 305
Additive and Multiplicative Color Changes on page 300
Flattening a Color Transform Effect Layer on page 306
Combining Multiple Color Transforms on page 307
Real-Time Playback on page 392
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4. To remove a keyframe, select the Color Transform element, use the frame slider
to select the keyframe you want to delete, and click the Remove Keyframe
button on the Color Properties tab.
You can disable the display of color transform effects in the Camera View windows.
• Select View > Disable All Effects.
Effects will export regardless if you have this option selected.
See Also
Adding/Removing Keyframes from a Color Transform on page 305
Additive and Multiplicative Color Changes on page 300
Previewing a Scene Interactively on page 390
Changing Color Over Time on page 303
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By default, a Color Transform effect applied to multiple drawings will apply the effect
at the current position of each drawing.
You can activate the Flatten option the flatten the Color Transform effect layer so that
it appears at a single position. This option is available in the Color Transform tab of
the Properties window.
The position of the flattened Color Transform layer will be at the same position
as the first element attached to it, in this case, the top wave element. You can
determine the position of the elements in the Side or Top views.
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See Also
Adding/Removing Keyframes from a Color Transform on page 305
Changing Color Over Time on page 303
Combining Multiple Color Transforms on page 307
Clipping Mask Effects on page 308
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See Also
Creating Clipping Mask Effects on page 309
Additive and Multiplicative Color Changes on page 300
Modifying Masks on page 311
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In this clipping
mask effect, the
wave_mask
element is
attached to the
mask layer. The
images that will
show through
(wave.swf) are
attached to the
Clipping element.
When displaying the clipping mask, the composite elements are rendered into one
layer. The top element inside the clip establishes the layering order with other elements
in the scene and the mask layer establishes the foreground/background property of
the entire rendered effect. To change the depth of the clipping effect, you must move
the top element in the clip.
You can mask drawing or image element types. You can also resize, rotate or move
your masks dynamically with pegs, like you do other element types.
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You can add multiple elements to the Mask layer. However, only the top visible
drawing element will be used as the mask. Other drawing elements will be
ignored in the calculation of the mask.
If you only want the mask to hide a part of the clip for a segment of the clip’s
duration, you must create a large drawing that will reveal the full clip for the
duration of its exposure. If there is no drawing in the mask layer, then Toon Boom
Studio assumes that all of the holes in the mask are filled, and that there is
nothing that you want to see beneath it.
4. Drag the elements you want to mask on top of the Clipping Effect layer. The
masked elements are indented below the Clipping Effect layer.
You must drag the mask you want to use (the
vector drawing with painted zones identifying
the areas you want to show through) on top
of the Mask element.
Then you drag all elements you want to be
affected by the mask on top of the Clipping
Effect element.
You can disable the display of mask effects in the Camera View windows.
• Select View > Disable All Effects. Effects will export regardless if you have
this option selected.
In the Timeline window, you can also hide the mask layers beneath a Clipping Effect
element to make it easier to work with elements.
• To hide the mask layers in all Clipping Effect elements, select View >
Effects > Hide All Effects Parameters.
• To show the mask layers in the selected Clipping Effect element, View >
Effects > Effect Parameters.
• To show the mask layers in all Clipping Effect elements, select View >
Effects > Show All Effects Parameters.
See Also
Animating Elements with Pegs on page 222
Previewing a Scene Interactively on page 390
Additive and Multiplicative Color Changes on page 300
Modifying Masks on page 311
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Modifying Masks
You can change the rotation and size of masks just like you would any other element.
You can even use pegs to change masks dynamically throughout the scene.
However, if you just want to reposition a mask, it can be a little bit tricky. In the
following example, the clip image fills the mask. If you try to move the mask as it is set
up now, Toon Boom Studio will move the clip. To move the mask, you must hide the
clip.
To move a mask:
1. Use the Show/Hide buttons in the element list to hide the clip layer.
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3. Show the clip layer so that you can see the layers beneath the mask.
Here’s a tip that also helps with the selection and modification of masks.
1. Add a peg and move it just outside of the mask’s area.
2. Attach the mask to the peg.
3. Use the circle that represents the peg as a handle for moving the mask.
See Also
Repositioning Elements on page 207
Scaling Elements on page 211
Rotating Elements on page 216
Animating Elements with Pegs on page 222
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With Toon Boom Studio, you can automatically add a shadow to any drawing or
selection of drawings and give it a look that suits your scene. Instead of adding to each
current drawing or creating a new set of drawings, you can simply apply the drop
shadow effect to the drawings you select.
Once you add a drop shadow, you can skew it, reposition it and change its color and
transparency levels.
See Also
Additive and Multiplicative Color Changes on page 300
Clipping Mask Effects on page 308
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The Drop Shadow Effect element is also displays in the Camera View.
3. Use the skew handles of the Drop Shadow Effect to determine the skew angle of
the drop shadow. Use the round handle to move the shadow.
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4. You can also change the color of the shadow and other properties. Select the Drop
Shadow Effect element in the Timeline to display the Drop Shadow tab in the
Properties window.
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Chapter 10
Organizing Elements and Timing
This chapter explains how to organize the element layers in your scene, as well
as work out the timing of their contents.
This chapter contains the following topics:
• Exposure Sheet and Timeline Windows on page 318
• Layering Elements on page 335
• Sequencing and Timing Drawings and Images on page 345
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Compositing Far left column is the top layer. Top row is the top layer.
Order of Layers
Cell Display Displays the full name of drawing and Indicates each new drawing or
image files appearing at each frame of image in an element, but not the
your animation. Displays thumbnails full name.
and lip synch information.
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See Also
Showing/Hiding Elements on page 319
Adding Element/Cell Notes on page 323
Changing the Cell Display in the Exposure Sheet on page 325
Changing the Timeline Zoom Level on page 331
Showing/Hiding Elements
Sometimes it helps to hide elements so that you can focus on other ones.
• You may want to hide elements in the Drawing View so that you see only
specific layers in the Auto Light Table.
• You may want to hide elements in Sceneplanning views so that it is easier for
you to lay out others in the 3D scene space.
The show/hide status of elements determines whether they are rendered for playback
or export.
• The show/hide status of elements in the Exposure Sheet controls the
rendering and playback of elements from the Exposure Sheet and Drawing
View.
• The show/hide status of elements in the Timeline controls the rendering and
playback of elements from the Timeline or the Sceneplanning Views.
You can show/hide elements using the commands in the Element > Display menu.
You can also use the Show/Hide buttons in the Exposure Sheet and Timeline
windows.
1. In the Exposure Sheet, click the Toggle Element List button to open the
Element List panel.
2. Click the check box next to the element name in the Element List panel.
• When the check box is selected, the element appears in the Drawing View
and Exposure Sheet windows, and when you render or playback from the
Exposure Sheet.
• When the check box is deselected, the element does not appear in the
Drawing View and Exposure Sheet windows, and when you render or play
back from the Exposure Sheet.
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When you have hidden pegs, you can show them without changing their show/hide
status in the element list in the Timeline window.
• Select View > Pegs > Show All Pegs. All pegs become visible in the View
windows.
See Also
Changing the Layering Order of Elements on page 338
Exposure Sheet and Timeline Windows on page 318
Using Keyframes and Timeline Properties on page 228
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Toon Boom Studio allows you to hide all other elements except the ones you select
using Solo mode. When this mode is active, it temporarily hides all unselected
elements from the View windows, allowing you to work on only the elements you
want.
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To hide elements in your View windows with Solo mode:
1. Select the element(s) you want to show. You can either select a single element or a
range of elements (using [Shift]+ click).
2. Click the Solo mode button located at the top-left of the Timeline window.
When Solo mode is active, the Solo mode button appears inverted and the
hidden element layers appear white in the Timeline window.
When you are in Solo mode, you can still display or hide elements from the View
windows:
• If you want to temporarily display an element that is not one of the selected
elements, select it in the Timeline window.
• You can use the Show/Hide buttons to hide or display elements currently in
the Solo mode.
See Also
Exposure Sheet and Timeline Windows on page 318
Deleting Elements on page 341
Using Keyframes and Timeline Properties on page 228
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If you clone an element, Toon Boom Studio also clones all of the element and cell notes.
However, if you copy and paste an annotated cell, the note does not appear on the
pasted cell.
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See Also
Adding Element/Cell Notes on page 323
Cloning Elements on page 343
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• Name: when active, the cell displays the name of the element before the cell
name, which is often a number.
When deactivated, only the cell name appears in the cell.
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2. To reset the column width, click the Contextual Menu button and select
View > Reset Column Width.
See Also
Changing the Color of an Element on page 327
Changing the Default Colors of Elements on page 328
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The element color appears next to the
element name in the Exposure Sheet
window and for the trackbar color in the
Timeline window.
For example, drawings are labeled in dark
green by default.
The element colors appear in the Exposure Sheet and Timeline window.
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You can change these default colors using the Preferences dialog box, which applies
the changes in your current Toon Boom Studio session and any other animation set you
create from then onwards.
3. Click the swatch next to the feature you want to change. The color picker opens.
4. Select the color you wish to use and click OK.
5. When you define all of the default colors, click OK in the Preferences dialog box.
See Also
Changing the Color of an Element on page 327
Assigning Keyboard Shortcuts on page 55
Real-Time Playback on page 392
Selecting Units of Measure on page 57
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Track color
Element color
You can change the background color of selected tracks in the Timeline window so that
you can easily distinguish a specific element or a group of elements from others.
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• Drag the Zoom slider either to the left (zoom out) or to the right (zoom in).
You’ll notice that as you change the zoom level, the amount of detail changes
in stages.
See Also
Changing the Current Frame in the Timeline on page 332
Displaying Feet and Frames in the Timeline on page 333
Splitting the Timeline Window in Two on page 334
Changing the Timeline Track Color on page 330
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To view the images at a specific frame, you can change the frame marker’s position in
the Timeline window.
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3. From the Time Measurement drop-list, select Feet and Frames and click OK.
When displaying “feet and
frames” in the Timeline
window, the first number
indicates the number of feet
and the second number
indicates the number of
frames in the current foot.
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See Also
Changing the Timeline Zoom Level on page 331
Changing the Current Frame in the Timeline on page 332
That’s why the Timeline window features the Split Window button. This button
allows you to split the Timeline window into two sections, allowing you to view two
sections of the scene independently.
Split Window
button
1. Click the Split Window button in the top-right of the Timeline window. A
border bar appears on the extreme right of the Timeline window.
2. Place your pointer over the bar that separates the two sections so that your
pointer changes to a resize pointer.
3. Drag the bar to its new position.
The new section of the Timeline window has its own scroll bars and Zoom slider.
See Also
Showing/Hiding Elements on page 319
Changing the Current Frame in the Timeline on page 332
Changing the Timeline Zoom Level on page 331
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Layering Elements
The layering order of elements determines how they are stacked (the composition
order) when you play back or export your animation from each mode.
• In the Exposure Sheet, columns on the left are rendered on top of columns on
the right when you export an Exposure Sheet scene.
• When you export a full movie or scene, elements in rows on top of the
Timeline list appear layered on top of the elements below. Of course, when
your elements change relative front/back position based on layout and
pegged motion effects, that ultimately determines the composition order of
the elements.
Any changes you make to your scene’s contents in the Exposure Sheet appears in the
Timeline window, except for the show/hide status of the element.
There are eight element types you can add to your animation:
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The default “scene camera” does not appear in the Timeline window, but any
cameras you add will appear in the element list. You can modify camera
elements in Sceneplanning view windows.
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2. Select the type of element from the Type drop-menu. You have the following
choices.
• Drawing: stores vector drawings you create in Toon Boom Studio, import
from Adobe Illustrator, or create by vectorizing bitmaps.
• Image: contains static bitmap images you import in the element (usually a
background image).
• Sound: contains audio files you import to the scene.
• Peg: allows you to change an element’s position, size, or angle over time.
• Camera: adds another perspective to a scene.
• Media: contains multimedia files you link to the scene.
• Color Transform Effect: allows you to change the colors in an element at
keyframes.
• Clipping Effect: allows you to hide certain parts of a clip with a mask. When
you select this option, Toon Boom Studio adds a Mask parameter layer,
which you use to control the mask parameter.
• Drop Shadow Effect: allows you to add a shadow to an element or group of
elements.
3. Type the name of the new element(s) in the Name field.
• If you are adding one element, Toon Boom Studio labels the column with the
selected element name.
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• If you add more than one element, Toon Boom Studio labels each with the
selected element name followed by a sequential number (starting at one).
4. Type the number of elements you want to add in the Number field. You can also
use the arrow buttons to increase or decrease the number.
5. Click OK when done.
Toon Boom Studio adds the selected number of elements to the Exposure Sheet
window and the Timeline window with their default names, but you can rename them
at any time.
See Also
Renaming Elements on page 341
Duplicating Elements on page 342
Cloning Elements on page 343
Deleting Elements on page 341
Changing the Color of an Element on page 327
Changing the Layering Order of Elements on page 338
To change the layering order of elements in the Exposure Sheet window, do one of the
following:
• Press [Ctrl] (Windows) or [Command] (MacOS) and drag the element to its
new layering position in the columns of the Exposure Sheet. In the Exposure
Sheet, element columns to the left are on top of element columns to the right.
• Drag the element to its new layering position in the Element List panel. In the
Element List panel, elements at the top of the list are on top of elements at the
bottom of the list.
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A line appears
between the
existing elements
to indicate where
the element will
appear.
You can also use the following commands in the Element > Arrange menu:
• Bring to Front: move the element on top of all elements.
• Bring Forward: move the element in front of the element currently on top of
it.
• Send to Back: move the element behind all elements.
• Send Backward: move the element behind the element currently below it.
When you are changing the layering order from the Exposure Sheet or using the
Arrange commands, if the element you are trying to change is the child of an
dynamic element, such as a peg or an effect, you will only be able to reorder layers
within the parent element.
You will not be able to reorder layers if doing so requires Toon Boom Studio to
detach the element from its parent to change its layering order.
To change the composition order of elements in the Timeline window, use one of the
following methods:
• Drag the element to its new layering position in the Timeline window.
D In the Timeline list, click the name of the element you want to move.
D Drag the element to its new position in the layering order. Your pointer
changes to indicate if the element can be placed in the position you have
selected.
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You can also force elements to appear behind or in-front of other elements in your
animation using the options of the Type list in the Drawing tab, Image tab, and Media
tab. When an element is in a peg hierarchy, the Type setting applies to its position
within the peg hierarchy.
• Foreground: Forces the element to appear in-front of other elements. When
you have more than one element set to Foreground, the layering order in the
Timeline determines the order of the Foreground elements.
• Normal: Allows the elements to follow the layering order of the Timeline
order or the front/back position in the Offset field in the Properties window.
If you select this option, then you must make sure that your foreground and
background images are in the right layering order in the Timeline list.
• Background: Forces the element to appear behind other elements. When you
have more than one element set to Background, then the layering order in the
Timeline determines the order of the Background elements.
See Also
Renaming Elements on page 341
Deleting Elements on page 341
Exporting Your Movie on page 394
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Renaming Elements
At any time, you can rename elements to more accurately reflect the contents they
hold. If you change the name of a drawing or image element, Toon Boom Studio
changes the names of all drawings and images in the element and in your animation
set folder.
To rename an element:
1. Select the element you want to rename.
2. Select Element > Rename Element. The Rename Element dialog box opens.
The name of the dialog box actually changes depending on the type of element
you are modifying. For example, if you select an Image element, the dialog box
opens as Rename Image Element.
3. Type the name for the element in the Element Name field and click OK.
Toon Boom Studio renames the selected element and if the element contains drawings
or images, their names change to reflect the new element name.
See Also
Exposure Sheet and Timeline Windows on page 318
Layering Elements on page 335
Sequencing and Timing Drawings and Images on page 345
Naming and Renaming a Cell on page 356
Renaming a Drawing or Image on page 357
Deleting Elements
As you develop your animation, you may need to delete unnecessary elements. For
example, when you complete your final drawings of a character, you can delete the
elements that contained the roughs.
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Duplicating Elements
By duplicating elements, you can quickly build up your scene by reusing existing
content. You can duplicate all element types.
Unlike cloned elements, duplicated elements are not linked to the original. You can
modify one without modifying the other. Also unlike cloned elements, when you
duplicate elements, you increase the file size of your animation.
To duplicate elements:
1. In the Timeline window, select the element you want to duplicate.
A copy of the element appears in the Timeline window. You can modify either the
original or duplicate without modifying the other.
See Also
Cloning Elements on page 343
Adding Many Elements to a Scene on page 337
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Cloning Elements
You can clone elements when you want to reuse the contents of an element, but create
a different effect, like with the timing of the same drawings or with an element’s
placement in the 3D space.
Unlike duplicated elements, cloned elements and their original are linked. They both
refer to the same content files in the animation set folder. When you modify one, the
other is also modified.
Let’s say you want to create the skyline of a city. Rather than drawing hundreds of
buildings, you could draw a few, clone them and then reposition the clones in space
and flip them, to create a dense scene from few drawings.
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D If you add new drawings or images to the clones, they do not appear in
the other clones. However, they are available to the other clones by
renaming a cell with the name of the drawing or image.
D You can change the exposure of drawings and images without affecting
the clones.
• Media: cloned media share the same content. You can reposition and change
the start frame of media elements without modifying other clones.
• Pegs: the cloned pegs share control points and keyframes, and you can
change the position of the peg in the 3D Sceneplanning space without
affecting the clones. Cloning peg elements does not increase the file size of
your final animation.
• Sounds: cloned sounds are exact copies. You can change any property in the
sound clones without affecting other clones. Cloning sound elements does
not increase the file size of your final animation.
• Color Transform Effects: clones are exact copies of the original, with the
same keyframe and values. Changes to the keyframe values in any clone
changes all other clones. You can change the start time of any clone without
changing the others.
• Drop Shadow Effects: clones share the same the same color, position
properties and element display setting. You can change the properties of any
clone and change it in all other cloned Drop Shadow Effect elements.
To clone an element:
1. Select the element you want to clone. You can only select one element at a time.
2. Select Element > Clone Element.
A clone of the selected element appears in the Exposure Sheet window and in the
Timeline window.
See Also
Adding Many Elements to a Scene on page 337
Renaming Elements on page 341
Deleting Elements on page 341
Duplicating Elements on page 342
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Cell labels in the Exposure Sheet let you know what will appear at each frame.
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The Timeline window and the Cells tab of the Properties window let you know what
image or drawing is displayed at each frame.
The Timeline does not display which drawing or image is in
use, but you can use the Cells tab to figure out the exact
name of the drawing or image at a selected frame.
See Also
Inserting a Range of Numbered Cells on page 347
Inserting Blank Cells in an Element on page 353
Naming and Renaming a Cell on page 356
Cutting, Copying and Pasting Cells on page 357
Clearing a Drawing from a Cell on page 362
Protecting Drawings on page 362
Inserting Blank Frames in a Scene on page 355
Deleting Cells from Elements on page 363
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3. Press [Enter] (Windows) or [Return] (MacOS). Toon Boom Studio advances to the
next cell so that you can edit its label.
See Also
Inserting a Range of Numbered Cells on page 347
Changing the Cell Display in the Exposure Sheet on page 325
Changing the Timing (Exposure) of Drawings and Images on page 349
You can add numbered cells to the selected element in the Exposure Sheet window or
Timeline window. However, you can only insert numbered cells in the Exposure Sheet
window.
You can only add a range of named cells to drawing elements, because you’ll be
using Toon Boom Studio to create the drawings for that element.
Because the other elements like Sound and Media rely on files you create outside of
Toon Boom Studio, the system automatically assigns the cell name when you import
them.
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2. Select Element > Cell > Insert Cell. The Insert Cells dialog box opens.
3. Type the number of cells you want to insert in the Number field. You can also use
the arrow buttons or the arrow keys to increase or decrease this value.
4. Select Named Cells checkbox to automatically number the cells in this element.
Toon Boom Studio reads the last numbered cell for this element and starts the
new range with the next number.
5. Select where you insert these new cells by selecting one of the following radio
buttons:
• Before: inserts the cells before the row you selected.
• After: inserts the cells after the row you selected.
6. Click OK to add the cell(s) to your Exposure Sheet window.
There is an even quicker way to add numbered cells to your Exposure Sheet window.
1. Select a range of cells by pressing [Shift] and clicking another cell.
2. Right-click (Windows) or [Control]-click (MacOS) on the selected cells and
select Insert Cell from the pop-up menu. Toon Boom Studio automatically
adds numbered cells in the range you select.
See Also
Labelling Cells in the Exposure Sheet on page 346
Naming and Renaming a Cell on page 356
Creating Cycles on page 358
Inserting Blank Frames in a Scene on page 355
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Here’s a shortcut for extending the exposure in the Exposure Sheet window.
1. Selecting the cell that you want to extend the previous drawing’s exposure
time to.
2. Select Element > Cell > Extend Exposure.
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See Also
Changing an Element’s Start Time in the Timeline on page 353
2. In the Cells tab, use the slider to flip through the drawings in the element.
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Toon Boom Studio changes the cell label at the selected frame and all consecutive
frames that the original drawing appeared in so that the drawing.
See Also
Lip Synching on page 192
Animating Cut-Out Style on page 24
Labelling Cells in the Exposure Sheet on page 346
Inserting a Range of Numbered Cells on page 347
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The blue Arrow button next to the peg determines if changes to the start time of the
parent peg will affect child elements. See “Using Keyframes and Timeline Properties”
on page 228.
See Also
Changing the Timing (Exposure) of Drawings and Images on page 349
Changing the Start Frame and Duration of a Dynamic Camera on page 293
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3. Type the number of cells you want to insert in the Number field. You can also use
the arrow buttons or the arrow keys to increase or decrease this value.
4. Make sure you deselect the Named Cells checkbox so that the cells appear blank.
5. Select where you insert these new cells by selecting one of the following radio
buttons:
• Before: inserts the cells before the row you selected.
• After: inserts the cells after the row you selected.
6. Click OK to add the cell(s) to your Exposure Sheet window.
See Also
Naming and Renaming a Cell on page 356
Creating Cycles on page 358
Inserting Blank Frames in a Scene on page 355
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3. Type the number of frames you want to insert in the Number field.
You can also use the arrow buttons or the arrow keys to increase or decrease this
value.
4. Select In all Elements checkbox to add frames to the entire scene at the frame
number.
5. Select where you insert these new frames by selecting one of the following radio
buttons:
• Before: inserts the frames before the row you selected.
• After: inserts the frames after the row you selected.
6. Click OK to add the frame(s).
See Also
Inserting Blank Cells in an Element on page 353
Naming and Renaming a Cell on page 356
Creating Cycles on page 358
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2. Type the name you want to assign to that cell and press [Enter] (Windows) or
[Return] (MacOS). The next cell in the element becomes editable.
3. Press [Esc] to quit the edit mode.
See Also
Layering Elements on page 335
Clearing a Drawing from a Cell on page 362
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To cut, copy and paste cells:
1. Select the cell(s) you want to copy from the element column in the Exposure Sheet
window.
2. Select Edit > Cut or Edit > Copy.
• Select Copy to leave a copy of the cell at its original frame.
• Select Cut to delete the cell.
3. Select where you want to paste the cells.
• If you want to reuse the same drawing and keep the file size small, you must
select a cell in the same element.
• If you want to create a new drawing, you can select a cell in the same or a
different element.
• In the Timeline window, you must change the current frame (with the red
frame slider) to select the cell in the element where you want to insert the
pasted object.
4. Select Edit > Paste or Edit > Paste New Object.
• Select Paste.
D If you selected a cell in the same element, Toon Boom Studio accesses the
original file. When you modify a file, all cells that access the file are
updated.
D If you selected a cell in a different element, Toon Boom Studio creates a
new file in your animation set folder. You can modify either file without
affecting the other.
• Select Paste New Object if you want to create a new cell in the same element
with the contents of the original cell.
See Also
Sequencing and Timing Drawings and Images on page 345
Creating Cycles on page 358
Copying and Pasting Keyframe Values on page 233
Creating Cycles
Animation cycles are a key technique in the reuse of work and file size management.
The Create Cycles command simplifies the process of labelling cells in the exposure
sheet to create cycles.
You can create animation cycles in the Exposure Sheet window or in the Timeline
window.
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To create cycles from a section of cells:
1. Select the cells that contain the drawings in the cycle.
• In the Exposure Sheet window, press [Shift] and select the range of cells.
• In the Timeline window, press [Alt] (Windows) or [Option] (MacOS) and
select the range of cells.
Select the cells that you want to use in the cycle.
2. Select Element > Cell > Create Cycle. The Create Cycle dialog box opens.
3. In Number of Cycles field, type the number of cycles you want to create,
including the cycle you have selected.
The cycle is added after the selected cells.
See Also
Cutting, Copying and Pasting Cells on page 357
Changing the Timing (Exposure) of Drawings and Images on page 349
Exposure Sheet and Timeline Windows on page 318
Creating Advanced Cycles on page 360
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3. In the First Drawing and Last Drawing panels, select the drawings that you want
in the first and last position of the cycle. You can type values in the Name fields or
use the slider to select the drawings.
4. In the Exposure panel, set the exposure time for the drawings in the cycle. You
can set a different exposure for the last drawing in the cycle to stay on-screen.
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5. In the Loops panel, select the number of times you want the cycle to repeat.
• Select None if you don’t want the cycle to repeat.
• Select Continuous if you want the cycle to restart with the first drawing on
each loop.
For example, if you created 2 continuous loop of drawings 1-2-3, the resulting
loop would be: 1-2-3-1-2-3.
• Select Forward-Backward, if you want to restart the loop with the previous
drawing.
For example, if you created 2 forward-backward loops with drawings 1-2-3,
the resulting loop would be: 1-2-3-2-1-2-3-2.
• Type the number of times you want the cycle repeat in the Loops field. If you
want to repeat the cycle for a specific number of frames, type a value in the
Frames field.
6. Select how you want to insert the cycle.
• Select Insert Frames to add the cycle in the current location.
• Select Overwrite Frames to delete frames that overlap the cycle.
7. Click OK when you are done. Toon Boom Studio updates the Exposure Sheet
window with the new cell labels.
See Also
Cutting, Copying and Pasting Cells on page 357
Changing the Timing (Exposure) of Drawings and Images on page 349
Exposure Sheet and Timeline Windows on page 318
Creating Cycles on page 358
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Protecting Drawings
You can lock drawings so that they can’t be modified accidentally.
If you lock selected drawings in an element, you can auto paint all the other drawings
without modifying the locked ones.
You can only lock drawings from the Exposure Sheet window.
To protect drawings:
1. Select the drawing(s) you want to lock.
2. Control-click the selected drawing(s) and select Lock Drawing from the pop-up
menu.
A lock appears on the selected drawings wherever in use.
3. To unlock the drawing, right-click (Windows) or [Control]-click (MacOS) it and
select Unlock Drawing from the pop-up menu.
See Also
Exposure Sheet and Timeline Windows on page 318
Drawing Line Art on page 63
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364
Chapter 11
Re-using Content
This chapter explains how to re-use content and make the most of your work.
This chapter contains the following topics:
• The Library Window on page 366
• Re-using Drawings and Images from the Current Animation on
page 369
• Creating Templates on page 370
• Using Templates on page 377
• Creating, Renaming and Deleting Catalogs on page 384
• Creating and Renaming Libraries on page 386
Toon Boom Studio V3.5 User Guide
When you need to re-use any piece of animation content in your current animation, or
in any project you are working on, you can use templates.
You can even use templates to share work with other artists on a project. Create
templates from completed work and then send the template files to the rest of the
people on your team. Those responsible for compositing can import the templates into
the Library and then build the finished work.
Templates can reduce the amount of work you need to do, as well as keep the file size
of your animation small.
When you are animating cut-out characters, you may decide to create libraries of
templates of your character. You may decide to create templates of individual body
parts, the entire character in various poses, or animated sequences like walk-cycles.
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You can create templates from:
• Drawings, images and sound
• Entire elements: Templates you create from the Timeline store the layout
order and peg effects you design.
You can also import media files (sound files and SWF movies) into the Library so that
you can manage them as re-usable templates.
You can create templates from single or multiple elements
by dragging them from the Exposure Sheet.
See Also
Creating and Renaming Libraries on page 386
Previewing Content in the Library on page 368
Editing Templates on page 372
Importing Multimedia Files into the Library on page 373
Copying a Template into Your Animation on page 378
Linking Templates to Media Elements on page 380
Re-using Drawings and Images from the Current Animation on page 369
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Creating Templates
Creating a template is as easy as selecting what you want from the Exposure Sheet or
Timeline window and dragging your selection into the Library window.
You can create templates from any piece of animation content:
• Create templates from single or multiple images and drawings, or sounds, in
the Exposure Sheet window.
• Create templates from single or multiple elements, or from a selection of
frames across multiple elements, from the Timeline window.
Select sequences of drawings and
images from the Exposure Sheet.
Select sequences of
elements from the
Timeline window.
When you drag your selection in the Library window, Toon Boom Studio analyzes the
content and assigns an icon to the template based on what it contains.
To create templates:
1. Select Window > Library to display the Library window.
2. In the Library window, select the library where you want to create your template.
3. Select the item(s) you want to use to create a template from either the Exposure
Sheet or the Timeline window.
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Depending on the view window you are in, you can select the same items one of
the following ways:
• You can select a range of cells from any part of the Exposure Sheet (you
cannot select one or more columns).
To select a range of cells, click the first cell and drag to select the adjoining
cells (either from the same column or the adjacent columns). You can also
press [Shift]-click to select a range of cells.
• You can select a range of adjacent items (cells or elements, pegs, cameras)
from the Timeline window, as well.
D To select a single element, click the element title in the Timeline window.
D To select a range of elements, click the first element title and [Shift]-click a
range of elements in the Timeline window.
D To select a range of cells, click and drag through the cells you want to
select.
If you have de-selected the Single Cell Selection option in the
Sceneplanning tab of the Preferences dialog box, you must press [Alt]
(Windows) or [Option] (MacOS) and drag the pointer through the cells
you want to select.
4. Drag the selected items to a library in the Library window. Toon Boom Studio
assigns an icon to represent the contents of the template and assigns a temporary
name.
5. Type the name of the new template, replacing the default name, and press [Enter]
(Windows) or [Return] (MacOS). To better organize your project or global
templates, you can create Catalogs (which are similar to folders).
See Also
Editing Templates on page 372
Importing Multimedia Files into the Library on page 373
Renaming Templates on page 374
Deleting Templates on page 374
Viewing a Template’s Properties on page 375
Creating, Renaming and Deleting Catalogs on page 384.
Using Templates on page 377
Renaming Templates on page 374
Using Templates on page 377
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Editing Templates
You can modify the content of global or local templates. Toon Boom Studio updates all
animation sets that link to templates you edit.
To edit templates:
1. In the Library window, right-click (Windows) or [Control]-click (MacOS) the
template you want to edit and select Edit Template from the pop-up menu.
The identification of the active scene changes in the Scene Manager and the
contents of the template you are editing appear in the View windows and the title
bar on the Exposure Sheet and Timeline windows changes to indicate that you are
editing a template.
2. Now that you are in template editing mode, you can change the contents of the
template in the View windows, Exposure Sheet window or Timeline window.
3. Save your template.
• Select File > Save to save the changes to the local and global template, as well
as the animation set.
• Select File > Save Global Library to save the contents of the global library
only and not the animation set.
4. To exit the edit template mode, right-click (Windows) or [Control]-click (MacOS)
the template and select Return to Scene. You can also double-click the scene
name in the Scene Manager.
See Also
Using Templates on page 377
Creating Templates on page 370
The Library Window on page 366
Renaming Templates on page 374
Deleting Templates on page 374
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We imported an SWF,
a sound, and template
file into the Library.
See Also
Using Templates on page 377
Creating Templates on page 370
The Library Window on page 366
Renaming Templates on page 374
Deleting Templates on page 374
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Renaming Templates
When you create a template, Toon Boom Studio assigns a default name to it. You can
rename the template at any time. Renaming a template does not affect the items it
contains.
To rename a template:
1. Right-click (Windows) or [Control]-click (MacOS) the template you want to
rename and select Rename Template from the pop-up menu.
2. Type the new template name and press [Enter] (Windows) or [Return] (MacOS)
or click outside the template icon.
See Also
Using Templates on page 377
Creating Templates on page 370
Importing Multimedia Files into the Library on page 373
The Library Window on page 366
Deleting Templates on page 374
Deleting Templates
When you don’t need a template anymore, you can simply delete it from your library.
Deleting a template does not affect the contents of the Timeline or Exposure Sheet
window, unless you linked the template to a scene.
To delete a template:
• Right-click (Windows) or [Control]-click (MacOS) the template you want to
delete and select Delete Template from the pop-up menu.
See Also
Using Templates on page 377
Creating Templates on page 370
Importing Multimedia Files into the Library on page 373
The Library Window on page 366
Renaming Templates on page 374
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See Also
Defining the Author and Copyright of a Template on page 376
Creating Templates on page 370
Renaming Templates on page 374
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3. Type the name of the person who will be creating the templates from now on in
the User Name field.
4. Type any copyright information in the Copyright field.
5. Click OK when done. Any template you create from now on will use the author
and copyright information you just entered in the General tab.
See Also
Viewing a Template’s Properties on page 375
Creating Templates on page 370
The Library Window on page 366
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Using Templates
After you create templates, you can build the content of your animation with work you
have already done.
For example, you can use a walk-cycle template to speed up the process of animating
a sequence for a cut-out character.
You can either copy or link templates into your animation.
• When you copy templates into your animation, Toon Boom Studio adds the
contents of the template into your animation set folders, increasing the file
size of your animation, and expands the template contents so that you can
edit them.
Copying templates is a great way of building your content from basic
material that you can modify.
We copied this walk
cycle into multiple
scenes so that we
could change essential
qualities of the
template material. In
this case, we changed
the color of the
character’s clothes
for the different
scenes.
• When you link templates, Toon Boom Studio makes a Media element, which
references the template file. You cannot edit the contents of a media element.
However, if you edit the template, all sources that link to that template are
updated too.
Linking templates is particularly useful for frequently used content, like
credits or logos, which must remain the same for all productions. It also keeps
the file size of your animation small by referring to re-usable items rather
than duplicating them.
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See Also
Copying a Template into Your Animation on page 378
Linking Templates to Media Elements on page 380
The Library Window on page 366
Creating Templates on page 370
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Chapter 11: Re-using Content
Copying templates into your animation will increase the file size of your movies. You
can link templates to your animation to keep the file size of your animation small.
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3. Press [Alt] (Windows) or [Control]+[Alt] (MacOS) and then release the mouse
button. The Timeline Drag & Drop Preferences dialog box opens.
4. Select the properties you want to copy to the animation and click OK.
See Also
Copying and Pasting Keyframe Values on page 233
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To move the contents of the cells in the media element:
1. Select the cell or range of cells you want to move or copy.
2. Right-click (Windows) or [Control]-click (MacOS) the selection and select either
Cut or Copy.
• Cut: the system removes the contents of the selected cells, moving the
following cells to fill their place.
• Copy: the system makes a copy of the selected cell(s), leaving the original
cell(s) unchanged.
3. Right-click (Windows) or [Control]-click (MacOS) a cell in a media element and
select Paste. The cut/copied cells appear in their new cells.
See Also
Linking Templates to Media Elements on page 380
Changing the Timing (Exposure) of Drawings and Images on page 349
Creating Cycles on page 358
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5. Click OK.
See Also
Animating Elements with Pegs on page 222
Animating Rotation with the Rotate Tool on page 242
Animating Size Changes with the Scale Tool on page 245
Adding Keyframes and Changing their Values on page 275
Copying and Pasting Keyframe Values on page 233
Copying and Pasting Keyframe Values on page 233
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In this example,
Goth Girl’s
catalog contains
other catalogs,
one for dude’s
lip sync images
and the other for
his walk cycle.
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5. To create a template in a catalog, select the catalog from the left pane of the
Library window and then drag the contents from the Exposure Sheet or
Timeline window to the catalog.
6. To rename a catalog, right-click (Windows) or [Control]-click (MacOS) the catalog
you want to rename and select Rename Catalog from the pop-up menu.
7. To delete a catalog, right-click (Windows) or [Control]-click (MacOS) the catalog
you want to delete and select Delete from the pop-up menu.
See Also
Creating, Renaming and Deleting Catalogs on page 384
The Library Window on page 366
Creating Templates on page 370
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New libraries can be stored anywhere on your computer, or on any computer in your
network. Libraries can help you share templates with other users.
For example, if you have a library containing all of the templates in a character, all
users can load the library in Toon Boom Studio to have access to those templates.
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that you can use to select an existing folder to use as a library or to create a new
folder to use as a library.
2. Click Close (Windows) or Choose (MacOS) when you have selected a folder to
use as a library.
The new library appears in the left pane of the Library window.
3. To rename the library, click its name so that it becomes editable and change the
name in the field. This will not change the name of the folder on your file system.
4. Select File > Save Global Library to save the new library.
See Also
Configuring Global Library Storage on page 388
Loading and Closing Libraries on page 387
Creating, Renaming and Deleting Catalogs on page 384
The Library Window on page 366
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See Also
Configuring Global Library Storage on page 388
Creating and Renaming Libraries on page 386
Creating, Renaming and Deleting Catalogs on page 384
The Library Window on page 366
The Global
Library field
identifies the
location of your
Global template
folder.
3. Click the browse button next to the Global Library field and select the path where
you want to store your template files.
4. Click OK when done.
See Also
Defining the Author and Copyright of a Template on page 376
Creating Templates on page 370
Using Templates on page 377
388
Chapter 12
Playback and Rendering
This chapter explains how to generate a preview of your scene or of all the
scenes in your animation set. It also explains how to export your movies to
formats like SWF and QuickTime.
This chapter contains the following topics:
• Previewing a Scene Interactively on page 390
• Real-Time Playback on page 392
• Exporting Your Movie on page 394
• Exporting Drawings to PDF on page 396
Toon Boom Studio V3.5 User Guide
Loop playback
Rewind to first
frame Fast-forward to last
frame
Play or Stop
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4. If you want the playback to repeat, click the Loop toolbar button before you
click the Play button.
See Also
Setting the Playback Range in the Timeline on page 391
Real-Time Playback on page 392
Exporting Your Movie on page 394
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See Also
Previewing a Scene Interactively on page 390
Real-Time Playback on page 392
Real-Time Playback
You can render your movie or scene to play it back in real-time and see how your
animation will look in its final state. With real-time playback, you can evaluate how the
sound is synced to your animation.scenes:
The display settings of the Drawing View window (zoom and pan) determine what
part of your scene is rendered when you play back content from the Exposure Sheet.
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2. Use the controls in the Playback window to adjust the playback of your movie.
See Also
Previewing a Scene Interactively on page 390
Exporting Your Movie on page 394
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2. From the Export Format menu, select the type of file you want to export. You
have the following choices:
• Flash Movie: Toon Boom Studio exports version 6 SWF movies. You can
choose to export a compressed or uncompressed file.
• QuickTime Movie
• AVI
• DV Stream
• Image Sequence
3. To control the export settings, you have three options in the Settings menu:
• Select Default to use standard settings for the selected export file format.
• Select Most Recent to use the last used settings.
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• Click the Options button to display a dialog box with the export options for
the Export Format you selected.
4. Select the part of the movie that you want to export from the Export Type panel.
You have the following choices:
• Full Movie: exports all the scenes in the current animation set. The order the
scenes appear in is displayed in the Scene Manager window.
• Timeline Current Scene: exports the contents of the scene or template
currently open in Toon Boom Studio.
• Exposure Sheet Scene: exports the contents of the scene or template from the
Exposure Sheet. This option does not include any of the effects you created in
the Sceneplanning view windows.
5. In the Export Range panel, select the content you want to export.
• All: exports the entire scene or movie. If you selected Full Movie in the
Export Type panel, All is selected by default and you cannot change it.
• Frames from: enter the selection of frames you want to export.
• Free Playback Range: It exports the playback range you set up in the
Timeline window. If there is no playback range, the option is not available.
• Selection: This option is available when you select to export the Exposure
Sheet scene. It exports the frames you have selected in the Exposure Sheet
window.
6. To view the final files after the compilation is complete, select the Launch Player
After Export checkbox.
Your movie appears automatically in the Playback window when the export has
finished.
7. Click OK to move on to the next step of the export process.
• If you have not selected to modify your export options, a progress bar
appears to show you the progress of the export.
• If you selected to modify your export options, an export settings dialog box
appears.
See Also
Setting the Animation Frame Rate and Camera Size on page 42
Setting the Playback Range in the Timeline on page 391
Importing Flash Movies on page 133
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To export a drawing:
1. Select the drawing you want to export.
• In the Exposure Sheet, select a cell with the drawing you want to export.
• Select an element layer in the Timeline. With the Cell tab displayed in the
Properties window, use the slider to display the drawing in the selected
frame.
2. Select File > Export Drawing to PDF. The Save As dialog box opens.
3. Select where you want to store the PDF file and enter its filename.
4. Press Save.
A confirmation dialog box displays the location and name of the file you
exported.
See Also
Importing Illustrator and PDF Files on page 131
396
Index curve grips, 104
drop shadows, 314
frames, 355
gradient color swatches, 144
Numbers keyframes, 305
notes, 323
12 field grid, 112 numbered cells, 347
16 field grid, 112 palettes, 168
3D space pen styles, 108
active view, 203 scenes, 45
add motion points to motion path, 256 sound, 182
changing rotation pivot point, 219 sound note, 197
create FB motion path, 254 templates, 370
create motion path with pegs, 250 adding lip sync notes, 197
create NS or EW motion path, 252 additive
element layering order, 210 color transformations, 300
FB position, 209
add motion points to motion path, 256
mapping NS/EW/FB, 200
NS/EW position, 208 alpha
panning in View windows, 202 blend, 176
recenter view, 204 mix colors, 147
repositioning elements, 207 tint, 174
rotating elements, 216 alpha value
rotating elements over time, 242 color swatch, 146
scale pivot point, 214 animation
scaling elements, 211 exporting, 394
Sceneplanning concepts, 200 frame rate, 42
selecting elements, 204 playback, 390
skewing elements over time, 248 resolution, 42
using pegs, 222 show/hide scenes, 48
using View windows, 200 tweening, 17
workflow, 22 workflow, 17
zooming in View windows, 202 animation cycles
advanced, 360
A creating, 358
animation project
activate/deactivate cell display copying a template into, 378
in Exposure Sheet, 325 creating, 40
active view deleting scenes, 49
switching, 203 folder, 345
adding saving, 40
cameras, 284 structure, 345
control points, 104 .tbdp, 40
using templates, 377
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Index
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Index
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Index
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Index
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Index
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408
Index
inking, 166
optimizing, 89
M
pen properties, 86 Mac
pen styles, 107 package file, 40
reshaping, 101 mapping
selecting, 78 lip sync drawings, 196
unpainting, 161 markers
workflow, 17 customizing playback range, 191
Line tool, 66 masks, 308
centerline points, 88 creating, 309
linking modifying, 311
cut/copy/paste media, 381 measurements
templates, 377 configure, 57
linking templates media elements, 337
advantages, 380 cloning, 343
lip chart cut/copy/paste cells, 381
editing, 194 linking templates, 377, 380
generating, 192 media files
lip sync notes, 197 importing to library, 367
lip sync mix colors
mapping lip chart, 196 Colors dialog box, 143
recomputing lip chart
motion
recomputing, 198
delete control points, 261
sound scrubbing, 193
delete key frame, 261
thumbnails, 192
Motion Point tab, 259
view sound, 192
offset from path, 259
waveform, 190
remove control points, 261
lip sync notes remove key frame, 261
adding and editing, 197 tweening, 17, 230
local library workflow, 22
template catalogs, 384 motion guide
local templates, 366, 386 overview, 222
catalogs, 384 motion path
lock add motion points, 256
control point, 262 affect on file size, 250, 252, 254
key frame, 262 bias, 263
locking continuity, 263
drawings, 362 create FB, 254
looping create NS or EW, 252
pegs, 240 creating with pegs, 250
sound, 188 defining
default bias values, 264
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Index
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412
Index
Q elements, 211
resolution
QuickTime setting, 42
exporting, 24, 394 retouching drawings, 65
reusing animation
R drawings, 369
images, 369
radial gradient, 145 library, 366
recomputing lip sync, 198 previewing content, 368
Rectangle tool, 66 templates, 366, 377
pen styles, 107 RGB
recycling animation, 366 blend color in palette style, 176
reducing drawing layers, 91, 92 color transform effect, 300
remove creating swatches, 143
control point, 261 tint palette style, 174
key frame, 261 rigging
renaming cut-out characters, 270
elements, 341 Rotary Light Table, 113
palettes, 170 Rotate tool, 243
palette styles, 172 rotating
pens, 109 bitmap texture fills, 155
scenes, 47 drawings, 81
swatches, 147 drawing space, 113
templates, 374 elements, 216, 242
render gradient fills, 155
AVI, 394 pivot point, 219, 220
DV Stream, 394 View windows, 242
Flash, 394 rotation
hiding elements, 319 keyframes, 242
image sequence, 394 pivot point, 219
playback, 392 resetting, 114
QuickTime, 394
rendering options, 58
reposition
S
elements in motion path, 251 saving animation sets, 40
pegs in motion path, 251 scale
Reset View tool, 204 pivot point, 214
reshaping drawing objects, 100 Scale tool, 245, 248
reshaping functions, 277 scaling
resizing elements, 211, 212, 213, 245, 248
columns in Exposure Sheet, 327 in motion paths, 250
drawing objects, 81 keyframes, 245, 248
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Index
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Index
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