Plastic + Skeleton tool?

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Tim

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May 5, 2016, 6:31:20 PM5/5/16
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So, is it not possible to have mesh deformations in conjunction with the skeleton tool? Try as I might, I can't figure out how this would work.

I can apply a plastic mesh to a level and then use the skeleton inside the plastic tool to get deformations.

I can use hooks to create a cut-out style animation with a nice full-body skeleton that creates "south park" style animations.

I can't seem to combine the two methods. Using the Plastic tool means you have to constantly switch levels to expose the skeleton for that level. This seems like a strange limitation, so I hope I'm just misunderstanding something.

Juls_3000

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May 6, 2016, 6:30:28 AM5/6/16
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After this video (1) and some testings I see it that way :

a)
Plastic elements works ok connected to non-plastic elements, in the above mentioned video see example of red blanket on 01:43 (rotation, and xyz changes, are transmited)

b)
Non-plastic elements, connected to plastic elements (nodes), works with limitations. (just xyz changes are transmited, not rotation). To avoid, somehow, this limitations you can use expressions as indicated here (2),

 Todor Imreorov (Blurymind) animated gif



c)
Pastic elements connected with plastic elements works ok but, until not available the "Open Sub-xSheet in place" fuctionallity, we have to use one method different and more complicated, to the one explained by ToonzHarlequin 7.1.(3) 

----------------------

(1)
(2) Video #15 (13:00)
(3)

Tim

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May 7, 2016, 1:51:06 PM5/7/16
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Oooh! My big takeaway from this is that you can Gabe a single deformation mesh that covers multiple levels. I hadn't even considered this! This definitely opens up some new possibilities to tinker with. Thanks so much for your detailed reply and references!
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Tim

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May 8, 2016, 8:27:59 PM5/8/16
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I did some experimentation and it still comes down to the same basic problem.

Using a single deformation mesh means that the entire mesh deforms... always (of course you can paint rigid, but that is only slightly useful in my use case). This is fine for simpler characters, but the characters I'm trying to create are more complicated. I need more of a mixture of the two. The best solution seems to be to create a deformation layer for each component and then you just have to select that level when you want to access the plastic skeleton. I guess in the grand scheme of things it's a minor nitpick, but it seems like a weird limitation.

I'll continue tinkering and following along with the findings of other people until I can figure out how to go about this. Thanks Jules!

Juls_3000

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May 9, 2016, 6:35:29 AM5/9/16
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With a unique mesh for unconnected drawings and the skeleton you can move the next part, independently, from the previuos, also remeber Tool option : "Keep distance" :


This is the case here : https://workflowy.com/s/JtI13Zub8a#/d515ddc4e4da (Note method 1 step 4)


Juls_3000

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May 9, 2016, 3:17:27 PM5/9/16
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Of course this not cover all the cases for multiple parts animation in one level, but it has his own posibilities:






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