Δημιουργήστε έναν βασικό κύκλο περιπάτων με το Toon Boom
Ο Toon Boom είναι ένα πολύ ισχυρό πρόγραμμα ζωτικότητας, και όπως πολλά προγράμματα είναι όχι πάντα τόσο φιλικό προς το χρήστη όπως πρέπει να είναι. Αυτό είναι ένα πολύ βασικό σεμινάριο του Toon Boom, και θα σας παρουσιάσει πώς να δημιουργήσει τα κινούμενα σχέδιά σας ενός συμπαθητικού περιτυλγμένος κύκλου περιπάτων, που παρουσιάζονται εδώ. Θα καλύψουμε επίσης τα βασικά της δημιουργίας των σχέσεων γονέων/παιδιών και των σημείων άξονα ρύθμισης.
Προγραμματισμός
Το πρώτο βήμα είναι να μεταφορτωθεί και να εγκατασταθεί Δοκιμή του Toon Boom, το οποίο μπορείτε να χρησιμοποιήσετε δωρεάν για 30 ημέρες. Αποκτημένος αυτός; Καλός.
Μόλις εγκαταστήσετε το βραχίονα του Toon, ανοίξτε την εφαρμογή. Σημειώστε ότι τα screenshots παρουσιάζουν ότι κατωτέρω παρουσιάζει έκδοση της MAC OSX του Toon Boom έτσι δεν θα φανεί ίδιο, αλλά οι οδηγίες θα λειτουργήσουν για την έκδοση PC του Toon Boom επίσης.
Όταν ανοίγετε αρχικά το Toon Boom θα παρουσιαστείτε με ένα παράθυρο ρωτώντας σας στην οργάνωση κάποιες βασικές πληροφορίες συμπεριλαμβανομένου του μεγέθους, του ποσοστού πλαισίων και του ονόματος της ζωτικότητάς σας. Εισάγετε τα εξής για αυτές τις τιμές:
- Όνομα: Toon Boom Tutorial
- Μέγεθος: Πλάτος: 465, ύψος: 465
- Ποσοστό πλαισίων: 15
Το ποσοστό πλαισίων είναι ο αριθμός πλαισίων ανά δευτερόλεπτο στον οποίο τα κινούμενα σχέδιά σας θα παίξουν. Τα περισσότερα σε απευθείας σύνδεση κινούμενα σχέδια παίζουν σε ένα ποσοστό 12 πλαισίων ανά δευτερόλεπτο, αλλά συστήνουμε ένα ποσοστό 15 πλαισίων ανά το δευτερόλεπτο για την αυξανόμενη λεπτομέρεια και ομαλότητα.
Μόλις χτυπήσετε ο.κ., ο Toon Boom θα δημιουργήσει ένα διάστημα εργασίας για σας. Πάρτε ακριβώς μια στιγμή για να γίνετε εξοικειωμένος με το περιβάλλον.
Το screenshot παρουσιάζει κατωτέρω ακόλουθα παράθυρα του Toon Boom:
- Άποψη φωτογραφικών μηχανών
- Ιδιότητες
- Υπόδειξη ως προς το χρόνο
- Εργαλεία σχεδίων
- Εργαλεία λειτουργίας σκηνής

Χτυπήστε στη μεγαλύτερη εικόνα άποψης
> Μεταφορτώστε το αρχείο του Toon Boom που αντιστοιχεί με αυτό το σημείο στο σεμινάριο.
Εάν θα επιθυμούσατε να ταιριάξετε με το διάστημα εργασίας σας αυτό, χρησιμοποιήστε τις επιλογές παραθύρων για να προσθέσετε ή να αφαιρέσετε τα κατάλληλα παράθυρα. Περιορίζουμε τον αριθμό παραθύρων που θα δείτε στο σκοπό, ώστε να μη σας συντρίψετε. Κρατήστε τα πράγματα απλά.
Ο Toon Boom χρησιμοποιεί τα στρώματα για να κρατήσει τα στοιχεία των κινούμενων σχεδίων σας οργανωμένα. Εάν εξοικειώνεστε με τα περισσότερα προϊόντα πλίθας (Photoshop, εικονογράφος ή λάμψη) έπειτα αυτή η έννοια δεν θα είναι άγνωστη σε σας. Τα στρώματα επιτρέπουν σε σας για να χειριστούν τα μεμονωμένα στοιχεία της ζωτικότητας χωρίς να αναστατώσουν όλα γύρω από το.
Το πρώτο πράγμα πρόκειται να κάνουμε είναι χρήση το παράθυρο υπόδειξης ως προς το χρόνο για να δημιουργήσει τα στρώματα που χρειαζόμαστε. Η ειδοποίηση στο παράθυρο Toon Boom υπόδειξης ως προς το χρόνο έχει δημιουργήσει ήδη δύο στρώματα για σας: Σχέδιο και φωτογραφική μηχανή. Click on the “Plus” icon in the timeline and create 5 layers that are have a type of “Drawing”. Use the following names:
- torso
- front arm
- back arm
- front leg
- back leg
> Download the Toon Boom file that corresponds with this point in the tutorial.
I typically use the Drawing layer to sketch out the scene before getting into setting up the character. Select the brush tool from the Drawing Tools, then select the Pen tab of the Properties window. Choose a comfortable pen size, I recommend the first one in the list labeled Pen 1, which has a minimum width of 5 pixels and a maximum width of 20 pixels. Make sure you’re on the Drawing layer in the Timeline window and then sketch out the character in the Camera window.
Note that the character is just about as large as the camera height. Make him be as big as you can, using up all but a small margin of the screen.
> Download the Toon Boom file that corresponds with this point in the tutorial.
In the Properties window select the Color tab and choose a color other than the one you drew the sketch with. We’ll use this new color to tell the difference between the sketch layer and the individual animation elements.
Now, selecting one layer at a time, trace over your sketch (don’t forget to select the brush tool) with the new color putting the appropriate body part on its respective layer. Note that for this tutorial we’re just going to put the facial features on the torso layer.
> Download the Toon Boom file that corresponds with this point in the tutorial.
Feel free to delete the sketched Drawing layer now, as it will no longer be needed.
We will now drag and drop the four appendage layers (two arms, two legs) on top of the torso layer in the Timeline window. This is how Toon Boom establishes parent/child relationships. Once created the children layers will mimic the movement of the parent layer, in this case the arms and legs will now move however the torso moves. Notice that the appendage layers are now indented in the Timeline window to indicate that they are now children.
> Download the Toon Boom file that corresponds with this point in the tutorial.
The next step is to adjust the pivot point of each of our elements so that they move where they’re supposed to. A pivot point is the specific place where an element is rotated and transformed around. For example, the pivot point for your forearm is your elbow. The pivot point for your leg is your hip. We need to change the default pivot points for our 5 layers so that the elements behave as expected.
In the Scene Operation Tools select the Rotate tool. This is the tool you’ll use to adjust the pivot points. When you select a layer in the Timeline window you’ll see a green circle appear, with a smaller green circle within it. The smaller green circle is the pivot point that you want to move. Click on the pivot point and drag it to the correct locations: for the arms and legs it will be where they meet the torso, for the torso put the pivot point some where low on the body.
> Download the Toon Boom file that corresponds with this point in the tutorial.
You have now successfully completed the setup for your own cartoon character. It was a lot of work, but your effort means that animating him will be as easy as possible. Now let’s make him move!
Animation
At 15 frames per second you can loop a character’s walk cycle every 11 frames or so. This is not a hard and fast rule, it is simply what I recommend from experience. Select all of the frames in the Timeline window and hit the shortcut “R” 10 times, each press should increase the exposure by one frame until you have 11 total.
Select the Transform tool from the Scene Planning tools and then choose the first frame of the torso layer in the Timeline window. Right click and select Add Keyframe. This will set the starting point of the element. You’ll see an icon appear in the frame representing that you’ve set the keyframe.
Now select the 12th frame for the torso layer and right click once again and select Add Keyframe. Even though no drawing will appear on that frame, doing this will ensure that the looped 11 frame animation will cycle flawlessly.
> Download the Toon Boom file that corresponds with this point in the tutorial.
Select the torso layer and in the Camera window drag the element up on the 3rd and 8th frame and down on the 5th and 10th frame. You can add a bit of flair by using the rotation handle on the up frames to make your character rock from side to side.
This…
…is less interesting than this:
Now we can move the legs in time with the torso. You’ll need to adjust the positions of the legs on the first frame, set the keyframe on the 1st and 12th frames, and then adjust the position of the legs on the 6th frame. The resulting looped animation should look like swinging legs.
To increase the illusion of a real walk we need to bend the legs a bit as they come back forward in the walk cycle. On the 7th frame of the front leg right click and select Insert Blank Cell. Now draw the leg in a slightly bent fashion, as if it was swinging forward. Increase this frame’s exposure to the 11th frame. Apply the same premise to frames 2 through 4 on the back leg.
> Download the Toon Boom file that corresponds with this point in the tutorial.
The resulting animation is pretty convincing, and is really starting to come together now.
The final step for this Toon Boom tutorial is to animate the arms. Keep it light and simple, bobbing them up and down lightly as the torso is moving. Notice in the animation that the keyframes are slightly different for the front arms than for the back arms. They’re effectively doing the same thing, but to avoid a “twinning” effect we offset the keyframes to keep it looking natural.
> Download the Toon Boom file that corresponds with this point in the tutorial.
Conclusion
Hopefully this Toon Boom tutorial has helped you learn how to create your own cartoon character. Where can you go from here? You could walk this character across a meadow. You could add some spritely music for him to walk to. You could fill in his torso with some color, giving him some depth. You could add a shadow beneath him as well. You could add a blink in there or even have his eyes track something moving across the screen. There is no limit, and I invite you to explore your imagination.
If you’d like to try using the skills you’ve learned here on something with sound and color, try working on the create your own character tutorial.
If you experiment with this tutorial, feel free to post your results in the comments below. We’d all love to see your work.
Tags: toon boom tutorials, walk cycle






















March 12th, 2008 at 9:34 pm
thank you first of all for the wonderful help. I am new to TBS, as well to animation. I unfortunately came to a halt when directed to move the elements within the frames. I know this is going to be an obvious answer. I am simply selecting the 3rd 5th…….. frames and moving the element. i am getting no motion though.
again thank you, and I look foreword to learning through your site.
Brian
March 15th, 2008 at 9:07 pm
The general idea is to use the Element Select tool (by default the shortcut for that on your keyboard is ‘ 7 ‘). At that point, whenever you move to a new frame and use the Element Select tool to adjust elements, a new keyframe should be added.
If this is unclear, please copy and paste the specific line where I lost you and I will go into detail further there.
March 20th, 2008 at 4:37 am
This is an animation which i created in toon boom studio and i feel that u should also watch it and dont forget to pass on the comments………..
March 20th, 2008 at 12:08 pm
That looks great papan das! My biggest comment would be to try making the feet be on separate layers from the lower leg. That way you can make the feet have proper contact with the ground, including hitting the ground as well as pushing off in the back. Regardless, very well done.
March 29th, 2008 at 12:54 am
this is so beautiful animation . i m also learninng toonboom. but i m an begginner. before i saw this i think it is very hard to creat animation in toonboom .but when i saw ur animation
i got a little bit confidance i my self thank for doing lovely animation and inspired others
April 18th, 2008 at 12:59 pm
Great tutorial really helped. Though i am looking to animate a character walking towards the camera, i.e. a front view walk cycle. any chance of some help with that?
April 21st, 2008 at 12:10 am
Andy, unfortunately I’m more than a bit swamped right now to create a full tutorial on the walk cycle you suggest, but I can certainly offer some guidance. This walk cycle is actually a great place to start, it sounds like you’ve already figured that out. The primary difference between the view above and a front view is:
1. Adjust the face to be more centered (easy enough)
2. Correct the legs (more complicated)
For the legs, you can still use the same 11 frame cycle show above as a guide. You should only have to animate one leg, and then you can duplicate that layer and then flip it to create the other leg.
You may also need to adjust the arms a bit to make it more convincing as a forward walk cycle, making the arms move on the top-down camera to help sell the effect.
April 25th, 2008 at 6:56 pm
cual es la clave para instalar el toon boom
May 8th, 2008 at 4:50 pm
Thanks for the tutorial. It worked fine for me up to the part where you move the character up and down at certain frames to establish the “walking” animation. After pressing R 10 times, any change I make to any frame affects all the other frames. They seem to not be discrete frames, so when I drag the character up in the 3rd frame, the character’s position moves in all the frames.
Any help would be appreciated. I’m using the Studio 4.0 trial.
BC
May 8th, 2008 at 6:12 pm
@BC, You are correct in thinking that you are editing the same drawing. I should have made it more clear in the tutorial that you should be using the “Transform” tool when you make the character move up and down. This will essentially create keyframes, moving the entire drawing, but will not change the drawing itself.
The shortcut key for the Transform tool is the number 7 on your keyboard.
May 12th, 2008 at 2:05 pm
The thing you guys are getting stumped at is you have to go to the camera view, not the draw view. /click on the little box with the camera and then click on the tool with the rectangle with dots or hit 7. this is the element manipulation tool. From this view you will be able to animate the character.
May 29th, 2008 at 12:45 am
I have drawn the sketch on the drawing layer, but when i switch to another layer to draw the specific leg or arm the sketch disappears. How do i get the sketch to be in the background so that I can use it as a guide?
May 29th, 2008 at 9:20 am
@bob, The problem is that there are two views and you’re in the drawing view (which is what Toon Boom defaults to). Up in the right-hand corner of your drawing there are 4 small icons. If you mouseover them they’ll let you know what they are. Click on the “Camera View” icon and then you’ll be able to see the sketched layer.
May 29th, 2008 at 4:20 pm
Thanks alot Will. I hope you guys don’t mind answering a few more questions. I have used Flash so I’m used to having some object(drawing) on the first frame and inserting a key frame 20 frames later and having that same object appear in all the middle frames, but I can’t seem to do that here (any tips). My other question is on how to permanently change the pivot point on an object? I try to change the pivot point, but when I come back to the object the pivot point is always reset.
I’s appreciate any help.
June 1st, 2008 at 7:46 pm
I am having some difficulties getting one arm and leg to be on screen behind the torso. This is the one thing that is stopping me from completing this little walkie of mine. Any suggestions?
June 2nd, 2008 at 1:46 pm
@Bob 2,
Assuming I understand correctly, there are two solutions:
1. In the timeline view, drag the layer you want to appear in the back to the bottom. Layers that are on the same level (meaning they are not a parent or child of each other) and are above other layers will physically appear above them as well. Thus, to make an arm appear behind the torso, move the arm layer below the torso layer.
2. You can also move the arm and torso layers backwards on the Z plane, which will effectively move it in 3D space. Choose the arm layer, then go to the Top view. Select the transform tool and move the selected item farther away from the camera. This will create a keyframe for that element. Note: if you already have a bunch of keyframes for the arm layer, you’ll need to create a parent peg for that item, then create a keyframe for the peg and adjust that in the Top view.
June 2nd, 2008 at 1:47 pm
@Bob, You need to use the Rotation tool to set your pivot points. Likely you’re using the Tranform tool, which is not permanent.
June 4th, 2008 at 9:47 pm
im having some trouble with the part right before it begins to move. i dont understand this part: “Select the torso layer and in the Camera window drag the element up on the 3rd and 8th frame and down on the 5th and 10th frame. You can add a bit of flair by using the rotation handle on the up frames to make your character rock from side to side.” i cant seem to get the camera element up on the 3rd and 8th frame. can someone plz help me?
June 5th, 2008 at 8:56 am
@Gabrielle, I think I may have confused you by saying “Camera window”. I wanted to distinguish between the camera view and the drawing view, but I fear I made it worse.
If you use the timeline to select the 3rd frame of the torso layer, you can then use the transform tool to move your drawing on the stage. Doing this will automatically create the correct keyframes.
So if you make the character move up on frames 3 and 8, and down on frames 5 and 10, you’ll see your little guy begin to move up and down like a proper walk cycle.