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Squash/Magnet tool reset for rigging #189

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ForestEco opened this issue Jul 22, 2024 · 4 comments
Open

Squash/Magnet tool reset for rigging #189

ForestEco opened this issue Jul 22, 2024 · 4 comments

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@ForestEco
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I am curious if OT supports a way to stretch or squash features in columns then reset them in following frames?

Is there also any plugin or work on adding AI interpolation of drawing angles like faces? For example, reallusion has a YouTube on this, animators can draw faces at other angles to save time using ai interpolation.

@RodneyBaker
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RodneyBaker commented Jul 22, 2024

No AI plugin as of yet. You might use the other software to prep the animation and then Opentoonz to color.
Opentoonz does have autoinbetweening that can adjust angles of faces if we take the time to understand the process.

As for squash and stretch, there is a little known option for the scale mode of the Animate Tool (two options actually); A/R and Mass. I haven't used A/R much but Mass is quite useful in that when on if we squash in one direction the image will automatically stretch in the other... thereby retaining 'mass'. Ideally, we first move the Center of the Animation Tool to the point where the squash's origin needs to be. For instance, with a bouncing ball it would likely be at the bottom base of the ball.

With Mass selected then we just animate one dimension of scale and the other will adjust automatically:

image

To reset, just delete/remove the keyframe or add a new keyframe with the value you want to reset to.

Trivial example of the block having mass and the eyes inheriting some of that mass as a child of the block but then being animated seperately.
mass

Compared to a version where the 'face' is a child of the block and isn't animated at all so inherits all of the squash and stretch/mass of the parent:

massInherited

@ForestEco
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No AI plugin as of yet. You might use the other software to prep the animation and then Opentoonz to color. Opentoonz does have autoinbetweening that can adjust angles of faces if we take the time to understand the process.

As for squash and stretch, there is a little known option for the scale mode of the Animate Tool (two options actually); A/R and Mass. I haven't used A/R much but Mass is quite useful in that when on if we squash in one direction the image will automatically stretch in the other... thereby retaining 'mass'. Ideally, we first move the Center of the Animation Tool to the point where the squash's origin needs to be. For instance, with a bouncing ball it would likely be at the bottom base of the ball.

With Mass selected then we just animate one dimension of scale and the other will adjust automatically:

image

To reset, just delete/remove the keyframe or add a new keyframe with the value you want to reset to.

Trivial example of the block having mass and the eyes inheriting some of that mass as a child of the block but then being animated seperately. mass mass

Compared to a version where the 'face' is a child of the block and isn't animated at all so inherits all of the squash and stretch/mass of the parent:

massInherited massInherited

Wow! That’s really great! I can add some emphasis to my animation and exaggerate proportions to make it more fun!

thanks! OT is really great once you get familiar with it.

@ForestEco
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I might have a use for A/r in regard to maintaining the aspect ratio of features that scale in unison. I would suggest something like the developmental stages of an insect or timelapse where things are proportionate. It would be nice if the animate tool has the option to select more than one item to scale at once, a property matrix of sort to apply the scale to select columns like from the Stage Schematic if it's open.

@RodneyBaker
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Will transfer this report over to OT-Docs where additional discussion and exploration can continue.

@RodneyBaker RodneyBaker transferred this issue from opentoonz/opentoonz Aug 6, 2024
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