Toonブームと基本的な歩行周期を作成しなさい

Toonブームは非常に強力な生気プログラムであり、多くのプログラムのようあるべきである程にユーザーフレンドリー常にではない。 これは非常に基本的なToonブームの個人指導、ここに示されている素晴らしい輪になる歩行周期のあなた自身の漫画を作成する方法を示す。 私達はまた親または子供関係を作成し、ピボットポイントを調節することの基本原則をカバーする。

計画

第一歩はダウンロードし、取付けることである Toonブームの試験、あなたが30日間自由のために使用できる。 それを得られるか。 よい。

Toonブームを取付けたら、適用を開けなさい。 従って同一に示す、指示がToonブームのPC版のために見ないがことをscreenshotsが次に示しているToonブームのMac OSX版をまた働くことに注目しなさい。

最初にToonブームを開発する場合あなたの生気のサイズ、フレーム率および名前を含む基本情報をセットアップするように頼んでいる窓と示される。 これらの価値のための次に入りなさい:

  • 名前: Toonブームの個人指導
  • サイズ: 幅: 465の高さ: 465
  • フレーム率: 15

フレーム率はあなたの漫画が遊ぶfpsの数である。 ほとんどのオンライン漫画は12のfpsのレートで遊ぶが、私達は高められた細部および滑らかさのための15のfpsの率を推薦する。

良く当れば、Toonブームはあなたのための作業スペースを作成する。 ちょうど時を環境に馴染むために取ろう。

screenshotは次次のToonブームの窓を示す:

  • カメラの眺め
  • 特性
  • タイムライン
  • 描画ツール
  • 場面操作用具

Toonブームの個人指導への紹介
より大きいイメージを見るかちりと言う音

> 個人指導のこのポイントと対応するToonブームファイルをダウンロードしなさい.

この1にあなたの作業スペースに一致させることを望んだら適切な窓を加えるか、または取除くのにウィンドウメニューを使用しなさい。 私達はあなたが故意に見る窓の数を、ために圧倒しないために限っている。 事を簡単保とう。

Toonブームはあなたの漫画の要素を組織しておくのに層を使用する。 Adobeほとんどのプロダクト(Photoshop、イラストレーターまたはフラッシュ)をよく知られていればこの概念はあなたに不慣れではない。 層はそれのまわりですべてを破壊しないで生気の個々の要素を処理することを可能にする。

私達がしようと思っている最初の事は私達が必要とする層を作成するのにタイムラインの窓を使用することである。 タイムラインの窓のToonブームの通知は既にあなたのための2つの層を作成してしまった: デッサンおよびカメラ。 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

Layers help keep your Toon Boom animation organized.
Click to view larger image

> 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.

Sketching in Toon Boom is easy.
Click to view larger image

> 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.

Toon Boom elements after they've been created.
Click to view larger image

> 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.

Use the sketched Toon Boom layer to create the additional layers.
Click to view larger image

> 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.

Parent child relationships are important in Toon Boom.
Click to view larger image

> 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.

The legs are more involved but will be what make the walk convincing.
Click to view larger image

> 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: ,

25 Responses to “Create a Basic Walk Cycle with Toon Boom”

  1. Brian Says:

    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

  2. Will Says:

    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.

  3. papan das Says:

    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………..

  4. Will Says:

    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.

  5. sanjay punjabi Says:

    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

  6. andywilson727 Says:

    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?

  7. Will Says:

    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.

  8. fede Says:

    cual es la clave para instalar el toon boom

  9. BC Says:

    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

  10. Will Says:

    @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.

  11. Chagdud Says:

    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.

  12. bob Says:

    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?

  13. Will Says:

    @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.

  14. bob Says:

    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.

  15. Bob 2 Says:

    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?

  16. Will Says:

    @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.

  17. Will Says:

    @Bob, You need to use the Rotation tool to set your pivot points. Likely you’re using the Tranform tool, which is not permanent.

  18. Gabrielle Says:

    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?

  19. Will Says:

    @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.

  20. cresshead Says:

    i’ve just bought toon boom studio, interesting that toonboom itself has only 1 video tutorial for sale…gee we’re making ‘animations surely video tutorials are the way to go rather than rext based training..do you think?

    i believe the many stumbles posted above would be resolved with a video version, when i taught 3d modeling and animation [3dsmax and lightwave] at people’s college nottingham i created video training as srtudent simply watched and then did their version and it’s always going to show every step of the way..of course ‘time’ needs to be available to create the tutorials so it all depends on how much time it takes to record compared to writing out a tutorial and making screen grabs etc.

    just my 2 pennies on this!

  21. Will Says:

    @cresshead, I completely agree with you that video tutorials are the way to go. I’ve been working on a “Getting Started with Toon Boom Studio” video series, and you aren’t kidding when you say there’s a lot more that goes into creating them. I’m doing my best to get that finished before there’s a Toon Boom 5!
    I have tried my hand at video tutorials before, which you can see here on this page about creating an animated gif.

  22. Blake Says:

    Thanks for the tutorial. I’ve used Flash and know how that works. This was a little more difficult. I was caught on creating motion. Once I learned that the transform tool just rotates and distorts the image, it dawned on me that the MOTION tool actually makes the images move. Thanks for the help.

  23. Cherico Says:

    umm …
    hmm..
    i need help i have a walk cycle but im using a peg and i wish not to keep doin it over and over again … i know theres loooping but when i loop
    i cant change the animation after like do i have to continue on a new scene ?
    i want to make the character walk a certain distance and then stop and maybe start fighting guy or w.e i come up with :D
    help would be appreciated

  24. J'MiL Says:

    Hey, thanks a bunch, I was fixing to just throw my hands up when I stumbled across your site. It has helped build my interest in animation again. I wish you the best of luck, keep up the outstanding work. If you have other tutorials out there that can help all of us learners, please post..

  25. Fenrier Says:

    That was rely helpfull, but you know i habe a litle problem, can you help me please? you see im doing a similar secuence, but in fact i did not draw the tings on the toom boom studio, i do it on pencil an skcaned it , then clin it an import them onto Toon Boom in diferents layes an vectorise them, but the problem is that i ca not see the drawing below, i men if i habe the thorse hands an legs , i can just see the torso the legs an arms on separete, how i can do to get them to show together? =/
    im getig crasy, so it will realy nice if you can help me.

Leave a Reply