So much awesome!! Thank you - I've been using Harmony for years and there's always something new to learn. I am so grateful for your clear and specific instructions, it was exactly what I was looking for!
Please Matt, I would ask ..how do you make MC controler for rotation 360 and for tilt like 3d with out getting mess 🤔 ..I just watched yor interview on twich the shark 360..amazing
Thank you for the kind comments! I am getting asked a lot how to do this, so I have a note to hopefully make a video about this in the future. For now, this video may be helpful to you: ruclips.net/video/p7NbT95PI3o/видео.html
@Bilal Cg Here are some links for learning more about Master Controllers, but I will be trying to post something myself when I get the time. Master Controller Wizards docs: docs.toonboom.com/help/harmony-20/premium/master-controller/about-master-controller-wizards.html Learn Portal Videos: learn.toonboom.com/modules/master-controllers-on-rigs?c=43
Sir kindly,, respond me ,, when i am removing my rig character’s deformation and creating like you its ok but when i change my shape by deformations other turn around angles shapes are also getting change ,, plzzz help
You can do it by adding a curve node from the node library and putting it into the chain in the node view but it usually creates weird results. Whenever I need to add one, I delete the old chain and create a brand new deform chain
thanks for a good video; Matt! How do you solve it when you have the hands as cinematic output and several def chains? I have solved it in a few ways but would be interested to see how you do it.
Hi Mattias! Great question. Personally, I'm not a huge fan of kinematic outputs unless I'm rigging a vine or a strand of Christmas lights. In this other video, I explain what I see are the pro's and con's of them: ruclips.net/video/HlsgpQZrIBs/видео.html . In the rare case where I have used KO's in an arm: the Upper_Arm drawing will have the deformer group directly above it with an Upper_Arm-P peg above that. I hook the cable from below the Deformation-Upper_Arm group to a Kinematic Output and then from there to top of the Forearm_Hand-P peg. I sync the Upper_Arm and Forearm art layers to a separate blank/empty Arm___SYNC drawing layer. I usually draw a 2 piece arm where there is art on the Upper_Arm and Forearm layers. Then I have some other full 1-piece arms that are ONLY drawn on the Upper_Arm... leaving the Forearm art blank on those synched cell swaps. That means that the hand will follow the Upper_Arm deformers as long as the Forearm_Hand-P has no keyframed movement on it. Anyway, I've done it that way but didn't end up liking it very much. I'd probably go ahead and leave the KO in an arm as simple as I've shown in this stick arm tutorial, but not for most rigs where the arms have color fills etc. Thanks for asking! If you know a better way, please feel free to share.
@@mattwattsart Thanks for the explaining answer. I was just going to watch your other video but haven´t had time yet. That will give me more info I am sure. I let you know ifI have anything to add.
@@mattwattsart Hi again. Your ways works very good I think. When I have used Kinematic output on hands it has been on simple arms. As a matter of fact when i mention several output and kinematic output it was not really with hands. I had put a rig in the body of a character and added arms and head as kinematic output. You might come a new video on how you solve such a things in a rigg?
@@mattiasgordon I actually built a rig that was very simple with the deformer on the spine of the character and then KO's hooked to the head and arms etc. I ended up not liking it because I was not able to deform the torso quickly with squash and stretch without effecting the other layers below. Usually when I'm trying to quickly pose out a scene, I do a pass where I quickly squash and stretch and rotate the torso, head, arms and legs very fast and then if all the motion is looking good on stop-motion keyframes, then I go ahead and touch any of the art up with the envelope deformers to clean up the poses. It feels much easier to do that without using a system with KO's though. I'll try to do more animation how-to videos and I think that will help if I show you what I mean. Thanks for the feedback Mattias!
Okay hi, so I got the free trial for toon boom harmony essentials yesterday and wanted to start it. I downloaded everything and stuff and when I got to the menu where you create a scene, I pressed on create a scene. I reopened it after that since nothing happened but when I clicked on open where the recently opened files should be, I only found the folder with the name of my scene and three folders in it."environment" "frames" and "job". They were all empty. I tried many different things but nothing worked so I recently bought toon boom harmony essential with license. I downloaded the windows version (i have an acer laptop) and tried everything again, nothing changed. I watched a lot of tutorials and googled to find out why but I found nothing. Normally there should be .xstage in the files if I understood right but there is none. I also downloaded softwares that are supposed to help but absolutely nothing worked. Does anyone know how I could fix this or get .xstage? If you do please please please respond :/
Thank you very much! Please make video about "how to make charachter turnaround", and some animation process this character🙏 UPD: Sorry for my English. (I'm from Russia)
You are welcome! Thank you for the suggestion about doing a turnaround. I also hope to make some more animation tutorials. For now, this one shows a lot of my animation process: ruclips.net/video/Th1BIuIsWEQ/видео.html
I second this. I've actually done a rig that has 3 views by following tutorials but I have no idea on how to put it into a scene since I haven't seen any tutorial for that.
@@tonyredgrave009 If you have Harmony Premium, you can copy all the nodes and composites or groups from the node view with Ctrl C. Go to your Library Window. Choose a folder and right click for "Right to Modify" and then paste Ctrl V into there. It will paste all the nodes and your rig and colour palettes. Then when you open a new empty scene of Harmony, you can drag that template file from your Library into the Node View and connect it up. If you are using Harmony Advanced or Essentials, you simply select all the layers in the Timeline and then copy and paste from there to the Library. One other way to go is simply after you have created your rig, do a Save As... and then save it as a new scene and build your new scene in there, keeping the original file as a backup for other scenes.
@@mattwattsart I know how to do that. And that's what I normally do when my rig is just one view with multiple sprites/drawings. I do the usual reduce everything to just one frame (you know, coz it still saves all the drawings) and save it straight to my library. However, I've followed tutorials where I've complicated my rig with more views and it has tweens and deformations that fill up around 50 frames in a timeline. I can't reduce that to one frame coz it has keyframes for the tweens that help rotate/move my character, so I just save the whole thing to my library. Now I don't know what to do when, for example, my character should start appearing in the middle of my scene, starting from a specific view, and doing a specific action while rotating to another view. Something like that. Sorry if this is all too confusing.
@@tonyredgrave009 Bring the rig in and have the first 3-5 frames keyframed with the turnaround. Copy those turnaround keyframes and paste them at the end of the timeline... past where your scene ends, let's say frames 101- 106. If you want the Quarter Front view to start with, copy and paste the QF view to frame 1, then shift select from frame 2 to frame 100. Press delete to delete all the keyframes and remove the drawing exposures. Then click on frame 100 and press F5... Extend Exposure to get the QF view to stay up from frames 1-100. When you need the character to turn to another position in the middle of the timeline, you could copy the front FR view from frame 101 to frame 62 or wherever. Does that help? Watch my video about Cut-Out animation with Reece Dieterman's scene for some more tips.
Your channel is a hidden gem. Thank you for sharing with us your tips/workflow.
Thank you so much for those kind words! Glad you are finding the videos helpful.
So much awesome!! Thank you - I've been using Harmony for years and there's always something new to learn. I am so grateful for your clear and specific instructions, it was exactly what I was looking for!
Woot! This was killing my chin shapes. Such an easy fix, thank you 🙂
Wow tricky stuff if you don't know it! Definitely not something you could go in and just figure out by pressing buttons. Thanks for the vid!
You’re welcome Charles. Thank you for taking time to leave a nice comment
Omg, THANK YOU! It took so much searching to find this exact info in terms I could understand! Thank you. Great video
Glad it was helpful!
Again, many thanks for this in-depth tutorial !!!
You are very welcome! Thank you for your comment.
Amazing video, Thank you!
Thanks Elvis!
Your videos are very informative, very great stuff!!!
Thank you so much Mick!
Great work
Thank you!
Please Matt, I would ask ..how do you make MC controler for rotation 360 and for tilt like 3d with out getting mess 🤔 ..I just watched yor interview on twich the shark 360..amazing
Thank you for the kind comments! I am getting asked a lot how to do this, so I have a note to hopefully make a video about this in the future. For now, this video may be helpful to you: ruclips.net/video/p7NbT95PI3o/видео.html
@Bilal Cg Here are some links for learning more about Master Controllers, but I will be trying to post something myself when I get the time. Master Controller Wizards docs:
docs.toonboom.com/help/harmony-20/premium/master-controller/about-master-controller-wizards.html
Learn Portal Videos:
learn.toonboom.com/modules/master-controllers-on-rigs?c=43
Sir kindly,, respond me ,, when i am removing my rig character’s deformation and creating like you its ok but when i change my shape by deformations other turn around angles shapes are also getting change ,, plzzz help
Awesome thanks 😊🙏
You're welcome. Thanks for the comment
Hi matt, do you know how we can add new point to envelope deformer after create it?
You can do it by adding a curve node from the node library and putting it into the chain in the node view but it usually creates weird results. Whenever I need to add one, I delete the old chain and create a brand new deform chain
Thank you so ao much!!
thanks for a good video; Matt!
How do you solve it when you have the hands as cinematic output and several def chains? I have solved it in a few ways but would be interested to see how you do it.
Hi Mattias! Great question. Personally, I'm not a huge fan of kinematic outputs unless I'm rigging a vine or a strand of Christmas lights. In this other video, I explain what I see are the pro's and con's of them: ruclips.net/video/HlsgpQZrIBs/видео.html . In the rare case where I have used KO's in an arm: the Upper_Arm drawing will have the deformer group directly above it with an Upper_Arm-P peg above that. I hook the cable from below the Deformation-Upper_Arm group to a Kinematic Output and then from there to top of the Forearm_Hand-P peg. I sync the Upper_Arm and Forearm art layers to a separate blank/empty Arm___SYNC drawing layer. I usually draw a 2 piece arm where there is art on the Upper_Arm and Forearm layers. Then I have some other full 1-piece arms that are ONLY drawn on the Upper_Arm... leaving the Forearm art blank on those synched cell swaps. That means that the hand will follow the Upper_Arm deformers as long as the Forearm_Hand-P has no keyframed movement on it. Anyway, I've done it that way but didn't end up liking it very much. I'd probably go ahead and leave the KO in an arm as simple as I've shown in this stick arm tutorial, but not for most rigs where the arms have color fills etc. Thanks for asking! If you know a better way, please feel free to share.
@@mattwattsart Thanks for the explaining answer. I was just going to watch your other video but haven´t had time yet. That will give me more info I am sure. I let you know ifI have anything to add.
@@mattwattsart Hi again. Your ways works very good I think. When I have used Kinematic output on hands it has been on simple arms. As a matter of fact when i mention several output and kinematic output it was not really with hands. I had put a rig in the body of a character and added arms and head as kinematic output.
You might come a new video on how you solve such a things in a rigg?
@@mattiasgordon I actually built a rig that was very simple with the deformer on the spine of the character and then KO's hooked to the head and arms etc. I ended up not liking it because I was not able to deform the torso quickly with squash and stretch without effecting the other layers below. Usually when I'm trying to quickly pose out a scene, I do a pass where I quickly squash and stretch and rotate the torso, head, arms and legs very fast and then if all the motion is looking good on stop-motion keyframes, then I go ahead and touch any of the art up with the envelope deformers to clean up the poses. It feels much easier to do that without using a system with KO's though. I'll try to do more animation how-to videos and I think that will help if I show you what I mean. Thanks for the feedback Mattias!
Okay hi, so I got the free trial for toon boom harmony essentials yesterday and wanted to start it. I downloaded everything and stuff and when I got to the menu where you create a scene, I pressed on create a scene. I reopened it after that since nothing happened but when I clicked on open where the recently opened files should be, I only found the folder with the name of my scene and three folders in it."environment" "frames" and "job". They were all empty. I tried many different things but nothing worked so I recently bought toon boom harmony essential with license. I downloaded the windows version (i have an acer laptop) and tried everything again, nothing changed. I watched a lot of tutorials and googled to find out why but I found nothing. Normally there should be .xstage in the files if I understood right but there is none. I also downloaded softwares that are supposed to help but absolutely nothing worked. Does anyone know how I could fix this or get .xstage? If you do please please please respond :/
Hi Larry, so sorry I didn't see this earlier. Have you gotten this figured out?
💙💙💙
Thanks!
Thank you very much! Please make video about "how to make charachter turnaround", and some animation process this character🙏
UPD:
Sorry for my English. (I'm from Russia)
You are welcome! Thank you for the suggestion about doing a turnaround. I also hope to make some more animation tutorials. For now, this one shows a lot of my animation process: ruclips.net/video/Th1BIuIsWEQ/видео.html
I second this. I've actually done a rig that has 3 views by following tutorials but I have no idea on how to put it into a scene since I haven't seen any tutorial for that.
@@tonyredgrave009 If you have Harmony Premium, you can copy all the nodes and composites or groups from the node view with Ctrl C. Go to your Library Window. Choose a folder and right click for "Right to Modify" and then paste Ctrl V into there. It will paste all the nodes and your rig and colour palettes. Then when you open a new empty scene of Harmony, you can drag that template file from your Library into the Node View and connect it up. If you are using Harmony Advanced or Essentials, you simply select all the layers in the Timeline and then copy and paste from there to the Library. One other way to go is simply after you have created your rig, do a Save As... and then save it as a new scene and build your new scene in there, keeping the original file as a backup for other scenes.
@@mattwattsart I know how to do that. And that's what I normally do when my rig is just one view with multiple sprites/drawings. I do the usual reduce everything to just one frame (you know, coz it still saves all the drawings) and save it straight to my library. However, I've followed tutorials where I've complicated my rig with more views and it has tweens and deformations that fill up around 50 frames in a timeline. I can't reduce that to one frame coz it has keyframes for the tweens that help rotate/move my character, so I just save the whole thing to my library. Now I don't know what to do when, for example, my character should start appearing in the middle of my scene, starting from a specific view, and doing a specific action while rotating to another view. Something like that. Sorry if this is all too confusing.
@@tonyredgrave009 Bring the rig in and have the first 3-5 frames keyframed with the turnaround. Copy those turnaround keyframes and paste them at the end of the timeline... past where your scene ends, let's say frames 101- 106. If you want the Quarter Front view to start with, copy and paste the QF view to frame 1, then shift select from frame 2 to frame 100. Press delete to delete all the keyframes and remove the drawing exposures. Then click on frame 100 and press F5... Extend Exposure to get the QF view to stay up from frames 1-100. When you need the character to turn to another position in the middle of the timeline, you could copy the front FR view from frame 101 to frame 62 or wherever. Does that help? Watch my video about Cut-Out animation with Reece Dieterman's scene for some more tips.