Create a Basic Walk Cycle with Toon Boom创建一个基本的步行周期与卡通热潮

Toon Boom is a very powerful animation program, and like many programs it is not always as user-friendly as it should be.香椿繁荣是一个非常强大的动画节目,并像许多程序并不总是作为用户友好的,因为它应该。 This is a very basic Toon Boom tutorial, and will show you how to create your own cartoon of a nice looping walk cycle, shown here.这是一个非常基本的香椿景气教程,并会告诉您如何建立自己的漫画很好步行周期的循环,在这里显示。 We’ll also cover the basics of creating parent/child relationships and adjusting pivot points.我们也将涵盖基本创立父/子关系和调整枢纽点。

Planning规划

The first step is to download and install the第一步是下载和安装 Toon Boom trial香椿景气审判 , which you can use for free for 30 days. ,您可以免费使用30天。 Got that?有吗? Good.良好的。

Once you’ve installed Toon Boom, open the application.一旦安装了香椿繁荣,开放的应用程序。 Note that the screenshots show below are showing the Mac OSX version of Toon Boom so it will not look identical, but the instructions will work for the PC version of Toon Boom as well.请注意,画面显示如下显示Mac OSX版版本的香椿景气,使其不会期待相同,但指示将努力PC版的香椿景气以及。

When you initially open up Toon Boom you’ll be presented with a window asking you to setup some basic information including size, frame rate and the name of your animation.当你最初打开香椿景气您将提出一个窗口,要求你设置一些基本信息,包括大小,帧频的名称和您的动画。 Enter the following for these values:输入以下这些价值:

  • Name: Toon Boom Tutorial名称:香椿繁荣教程
  • Size: Width: 465, Height: 465大小:宽: 465 ,高度: 465
  • Frame Rate: 15帧速率: 15

Frame rate is the number of frames per second that your cartoon will play at.帧速率是一些帧每秒,你的漫画将参加。 Most online cartoons play at a rate of 12 frames per second, but we recommend a rate of 15 frames per second for increased detail and smoothness.大多数在线漫画发挥利率的12帧每秒,但我们建议的速度每秒15帧增加细节和光滑。

Once you hit OK, Toon Boom will create a work space for you.一旦你触及确定,香椿景气将建立一个工作空间为您。 Let’s take just a moment to become familiar with the environment.让我们采取刚才的时刻,熟悉环境。

The screenshot below shows the following Toon Boom windows:下面的截图显示下列香椿景气窗口:

  • Camera View相机检视
  • Properties性能
  • Timeline大事记
  • Drawing Tools绘图工具
  • Scene Operation Tools现场作业工具

介绍香椿景气教程
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> Download the Toon Boom file that corresponds with this point in the tutorial下载香椿景气文件,符合这一点在教程 .

If you’d like to match your work space to this one, use the Window menu to add or remove the appropriate windows.如果您想与您的工作空间,这一次,利用窗口菜单上添加或删除相应的窗口。 We’re limiting the number of windows you’ll see on purpose, so as not to overwhelm you.我们数量限制的窗口你会看到的目的,以便不压倒你。 Let’s keep things simple.让我们保持简单。

Toon Boom uses layers to keep the elements of your cartoon organized.香椿景气利用层保持的内容您动画组织。 If you’re familiar with most Adobe products (Photoshop, Illustrator or Flash) then this concept will not be unfamiliar to you.如果您熟悉大多数Adobe产品(包括Photoshop , Illustrator或Flash ) ,那么这个概念不会陌生的你。 Layers allow you to manipulate individual elements of the animation without disrupting everything around it.层可让您操控个别内容的动画,而不破坏周围的一切。

The first thing we’re going to do is use the Timeline window to create the layers we need.的第一件事,我们会做的是利用时间窗口创建层我们所需要的。 Notice in the Timeline window Toon Boom has already created two layers for you: Drawing and Camera.请注意在时间轴窗口香椿景气已建立了两层为您:图纸和照相机。 Click on the “Plus” icon in the timeline and create 5 layers that are have a type of “Drawing”.点击“ Plus ”的图标在时间和创造第5层是有一种“画” 。 Use the following names:使用下列名称:

  • torso躯干
  • front arm前手臂
  • back arm回到手臂
  • front leg前腿
  • back leg回腿

蛋鸡帮助您保持景气动画卡通举办。
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> Download the Toon Boom file that corresponds with this point in the tutorial下载香椿景气文件,符合这一点在教程 .

I typically use the Drawing layer to sketch out the scene before getting into setting up the character.本人通常使用的绘图层勾画现场进入前设立的特点。 Select the brush tool from the Drawing Tools, then select the Pen tab of the Properties window.选择画笔工具,绘图工具,然后选择钢笔标签的属性窗口。 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.选择一个舒适的钢笔大小,我建议第一个清单中的标记笔1 ,其中有一个最低宽度为5像素,最大宽度为20像素。 Make sure you’re on the Drawing layer in the Timeline window and then sketch out the character in the Camera window.请确定您是在绘图层的时间轴窗口,然后勾画的特点在相机窗口。

Note that the character is just about as large as the camera height.请注意,字符仅仅是对大相机的高度。 Make him be as big as you can, using up all but a small margin of the screen.使他作为大,你可以使用所有,但一个小幅度的屏幕上。

写生的香椿景气很容易。
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> Download the Toon Boom file that corresponds with this point in the tutorial下载香椿景气文件,符合这一点在教程 .

In the Properties window select the Color tab and choose a color other than the one you drew the sketch with.在属性窗口中选择彩色标签并选择一种颜色以外的其他人提请您与素描。 We’ll use this new color to tell the difference between the sketch layer and the individual animation elements.我们将使用这个新的颜色区别草图层和个人的动画内容。

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.现在,选择一个层的时间,追踪你的素描(不要忘记选择画笔工具)与新的色彩把适当的机构部分其各自的层。 Note that for this tutorial we’re just going to put the facial features on the torso layer.请注意,对于本教程,我们要好好把面部特征的躯干层。

香椿景气因素后,他们已经建立。
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> Download the Toon Boom file that corresponds with this point in the tutorial下载香椿景气文件,符合这一点在教程 .

Feel free to delete the sketched Drawing layer now, as it will no longer be needed.随时删除勾画画层现在,因为这将不再需要。

We will now drag and drop the four appendage layers (two arms, two legs) on top of the torso layer in the Timeline window.现在我们将拖放四个附层(两个武器,两条腿)顶部的躯干层在时间轴窗口。 This is how Toon Boom establishes parent/child relationships.这是香椿景气如何建立父/子关系。 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.一旦建立儿童会模仿层的流动层的母公司,在这种情况下,胳膊和腿现在将然而,躯干动作。 Notice that the appendage layers are now indented in the Timeline window to indicate that they are now children.请注意,附层缩进现在的时间窗口,以表明他们现在的儿童。

使用卡通描绘繁荣层创造更多的层。
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> Download the Toon Boom file that corresponds with this point in the tutorial下载香椿景气文件,符合这一点在教程 .

The next step is to adjust the pivot point of each of our elements so that they move where they’re supposed to.下一步是调整支点我们每一个要素,使他们将在那里他们作出的。 A pivot point is the specific place where an element is rotated and transformed around.阿支点的具体地点的一个因素是轮换和转化左右。 For example, the pivot point for your forearm is your elbow.举例来说,支点的前臂是你的肘部。 The pivot point for your leg is your hip.该支点为您的腿是你的髋关节。 We need to change the default pivot points for our 5 layers so that the elements behave as expected.我们需要改变默认的枢纽点,我们的第5层,使分子的行为预期。

In the Scene Operation Tools select the Rotate tool.在现场操作工具选择旋转工具。 This is the tool you’ll use to adjust the pivot points.这是工具,您可以使用调整枢轴点。 When you select a layer in the Timeline window you’ll see a green circle appear, with a smaller green circle within it.当您选择一个层中的时间轴窗口中,您会看到一个绿色圆圈出现,以较小的绿色圆圈内。 The smaller green circle is the pivot point that you want to move.较小的绿色圆圈是支点,你要移动。 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.按一下支点,并将它拖曳到正确位置:在胳膊和腿这将是他们满足身体,为躯干把支点低一些地方的机构。

> Download the Toon Boom file that corresponds with this point in the tutorial下载香椿景气文件,符合这一点在教程 .

You have now successfully completed the setup for your own cartoon character.现在您已经成功地完成了安装自己的卡通人物。 It was a lot of work, but your effort means that animating him will be as easy as possible.这是一个大量的工作,但是您的努力,也就是说,生动活泼的他将尽可能容易。 Now let’s make him move!现在,让我们让他移动!

Animation动画

At 15 frames per second you can loop a character’s walk cycle every 11 frames or so.在每秒15帧,您可以循环性质的步行周期每11帧左右。 This is not a hard and fast rule, it is simply what I recommend from experience.这不是一个硬性的规则,它只是我所建议的经验。 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.选择所有帧的时间轴窗口,并击中捷径“住宅”的10倍,每个记者应增加接触的一帧,直到你有11个总。

Select the Transform tool from the Scene Planning tools and then choose the first frame of the torso layer in the Timeline window.选择变换工具从现场规划工具,然后选择第一帧的躯干层在时间轴窗口。 Right click and select Add Keyframe.请右击并选择添加关键帧。 This will set the starting point of the element.这将设置的出发点的因素。 You’ll see an icon appear in the frame representing that you’ve set the keyframe.你会看到一个图标出现在画面代表您已设置关键帧。

Now select the 12th frame for the torso layer and right click once again and select Add Keyframe.现在选择第12帧的躯干层和右键再次选择添加关键帧。 Even though no drawing will appear on that frame, doing this will ensure that the looped 11 frame animation will cycle flawlessly.即使没有利用将出现在这一框架内,这样做将确保环帧动画11日将周期完美无缺。

父母子女关系是非常重要的香椿景气。
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> Download the Toon Boom file that corresponds with this point in the tutorial下载香椿景气文件,符合这一点在教程 .

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.选择躯干层和相机窗口拖动的元素上第3和第8帧和下跌的第5和第10帧。 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.您可以添加一点天赋用轮换处理的行动框架,使您的岩石性质从以方一侧。

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…is less interesting than this: ...不太有趣的莫过于:

Now we can move the legs in time with the torso.现在,我们可以移动的腿在时间与躯干。 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.您将需要调整的立场腿的第一帧,设置关键帧的第1次和第12帧,然后调整的立场,腿的6帧。 The resulting looped animation should look like swinging legs.由此产生的环动画看起来应该像这样摆动腿。

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.为了增加幻想一个真正的步行,我们需要弯曲的腿有点因为他们回来着在步行周期。 On the 7th frame of the front leg right click and select Insert Blank Cell.第7框架的前端腿点击右键并选择插入空白单元格。 Now draw the leg in a slightly bent fashion, as if it was swinging forward.现在提请腿稍微弯曲的方式,因为如果是摆动着。 Increase this frame’s exposure to the 11th frame.增加这一框架内接触到的第11帧。 Apply the same premise to frames 2 through 4 on the back leg.套用相同的前提帧2到4背面腿。

腿是更积极地参与,但将是使步行令人信服。
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> Download the Toon Boom file that corresponds with this point in the tutorial下载香椿景气文件,符合这一点在教程 .

The resulting animation is pretty convincing, and is really starting to come together now.由此产生的动画非常有说服力的,并已经开始走到一起了。

The final step for this Toon Boom tutorial is to animate the arms.最后一步此香椿景气教程是生命的武器。 Keep it light and simple, bobbing them up and down lightly as the torso is moving.保持轻型和简单,捉摸不定他们向上和向下轻轻的躯干是感人。 Notice in the animation that the keyframes are slightly different for the front arms than for the back arms.请注意在动画的关键帧稍有不同的战线武器,而不是回到武器。 They’re effectively doing the same thing, but to avoid a “twinning” effect we offset the keyframes to keep it looking natural.他们有效地做同样的事情,但为了避免“配对”的影响,我们抵消了关键帧随时寻找自然的。

> Download the Toon Boom file that corresponds with this point in the tutorial下载香椿景气文件,符合这一点在教程 .

Conclusion结论

Hopefully this Toon Boom tutorial has helped you learn how to create your own cartoon character.希望这卡通臂教程帮助您了解如何创建自己的卡通人物。 Where can you go from here?在哪里可以从你这儿吗? You could walk this character across a meadow.你可以走这个角色跨越草甸。 You could add some spritely music for him to walk to.你可以添加一些spritely音乐,他步行前往。 You could fill in his torso with some color, giving him some depth.你可以在他填写躯干部分的颜色,给他一些深度。 You could add a shadow beneath him as well.你可以添加一个阴影之下他。 You could add a blink in there or even have his eyes track something moving across the screen.你可以添加一个眨眼在那里,甚至他的眼睛跟踪移动的东西在屏幕上。 There is no limit, and I invite you to explore your imagination.没有限制,我请你探索你的想象力。

If you’d like to try using the skills you’ve learned here on something with sound and color, try working on the如果您想尝试使用技巧,你学到的东西在这里与健全和颜色,尝试工作的 create your own character tutorial创建您自己的性格教程 .

If you experiment with this tutorial, feel free to post your results in the comments below.如果你试验本教程,欢迎您的结果后的评论如下。 We’d all love to see your work.我们希望所有喜欢看见你的工作。

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25 Responses to “Create a Basic Walk Cycle with Toon Boom” 25响应“创建一个基本的步行周期香椿臂”

  1. Brian Says: 布赖恩说:

    thank you first of all for the wonderful help.首先感谢你的所有的美妙的帮助。 I am new to TBS, as well to animation.我相信新的TBS电视台,以及生动的动画制作。 I unfortunately came to a halt when directed to move the elements within the frames.本人不幸的是停下来时,针对移动内容的框架。 I know this is going to be an obvious answer.我知道这将是一个明显的答案。 I am simply selecting the 3rd 5th……..我只是选择3五... ... .. frames and moving the element.框架和推动因素。 i am getting no motion though.我收到的议案虽然没有。
    again thank you, and I look foreword to learning through your site.再次感谢你,我期待前言学习您的网站。

    Brian布赖恩

  2. Will 意志 Says:说:

    The general idea is to use the Element Select tool (by default the shortcut for that on your keyboard is ‘ 7 ‘).总的想法是利用元素选择工具(默认的快捷方式,在您的键盘是' 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.在这一点上,每当您移动到一个新的框架,并使用元素选取工具调整的内容,一个新的关键帧应该增加。
    If this is unclear, please copy and paste the specific line where I lost you and I will go into detail further there.如果这是不清楚,请复制并粘贴的具体路线,我失去了你,我会细谈进一步那里。

  3. papan das 板之 Says:说:

    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………..这是一个动画,我创建的香椿繁荣工作室和我认为,吕也应看它不要忘记转达的意见... ... ... ..

  4. Will 意志 Says:说:

    That looks great papan das!这看起来非常板之! My biggest comment would be to try making the feet be on separate layers from the lower leg.我最大的评论将尝试让脚放在单独的层从小腿。 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.这样,您就可以让脚有适当的与地面接触,包括触及地面,以及推动了后面。 Regardless, very well done.无论如何,他做得棒极了。

  5. sanjay punjabi Says: 桑杰旁遮普语说:

    this is so beautiful animation .这是如此美丽的动画。 im also learninng toonboom.免疫也learninng toonboom 。 but im an begginner.但免疫的begginner 。 before i saw this i think it is very hard to creat animation in toonboom .but when i saw ur animation之前我看到这个我想这是很难创造动画toonboom 。但是当我看到我们的动画
    i got a little bit confidance i my self thank for doing lovely animation and inspired others我有点confidance字母i感谢自己做可爱的动画和鼓舞他人

  6. andywilson727 Says: andywilson727说:

    Great tutorial really helped.大补习真正帮助。 Though i am looking to animate a character walking towards the camera, ie a front view walk cycle.虽然我希望动画人物走向摄影机,即正面观步行周期。 any chance of some help with that?任何机会有所帮助呢?

  7. Will 意志 Says:说:

    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.安迪,不幸的是我多一点淹没现在建立一个完整的教程步行周期你建议,但我当然可以提供一些指导。 This walk cycle is actually a great place to start, it sounds like you’ve already figured that out.这步行周期实际上是一个很棒的地方开始,这听起来就象您已经占有了这一点。 The primary difference between the view above and a front view is:主要区别上述的观点和前面的看法是:

    1. 1 。 Adjust the face to be more centered (easy enough)调整面临更为集中(很容易)
    2. 2 。 Correct the legs (more complicated)正确的腿部(更复杂)

    For the legs, you can still use the same 11 frame cycle show above as a guide.对于腿,你仍然可以使用相同的11帧周期表明上述作为指导。 You should only have to animate one leg, and then you can duplicate that layer and then flip it to create the other leg.您应该只需要动画只有一条腿,然后你可以重复层,然后翻转它来创建其他腿。

    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.您可能还需要调整的武器有点使其更有说服力作为一个周期向前走,使武器进入自上而下的摄像机,以帮助销售的效果。

  8. fede Says: 联邦快递表示:

    cual es la clave para instalar el toon boom cual方块拉clave第instalar报香椿繁荣

  9. BC Says: 公元前说:

    Thanks for the tutorial.谢谢您的教程。 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.它的工作对我罚款最多的部分在那里您将字符向上和向下在一定范围,建立“步行”的动画。 After pressing R 10 times, any change I make to any frame affects all the other frames.后按R的10倍,任何改变我的任何范围内影响所有其他帧。 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.他们似乎没有离散帧,所以当我拖曳的特点,在第3帧,字符的立场行动,所有的帧。

    Any help would be appreciated.任何帮助将不胜感激。 I’m using the Studio 4.0 trial.我使用的工作室4.0审判。

    BC不列颠哥伦比亚

  10. Will 意志 Says:说:

    @BC, You are correct in thinking that you are editing the same drawing. @年代,你是正确的思想,您正在编辑相同的绘图。 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.我应该作出更明确的指南,你应该使用“变换”工具当您移动的性质向上和向下。 This will essentially create keyframes, moving the entire drawing, but will not change the drawing itself.这将基本上建立关键帧,把整个绘画,但不会改变绘图本身。

    The shortcut key for the Transform tool is the number 7 on your keyboard.该快捷键的转换工具是7号在键盘上。

  11. Chagdud Says: Chagdud说:

    The thing you guys are getting stumped at is you have to go to the camera view, not the draw view.事情你们越来越难住的是你必须去查看相机,而不是利用的观点。 /click on the little box with the camera and then click on the tool with the rectangle with dots or hit 7. /按一下小方块,相机,然后点击工具与矩形用点或触及7 。 this is the element manipulation tool.这是元素操纵的工具。 From this view you will be able to animate the character.从这个观点,你将能够制作动画的特点。

  12. bob Says: 鲍伯说:

    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.我得出的素描绘图层,但是当我切换到另一层提请具体的腿或手臂的素描消失。 How do i get the sketch to be in the background so that I can use it as a guide?我如何获得草图将在这样的背景下,我可以用它作为指导?

  13. Will 意志 Says:说:

    @bob, The problem is that there are two views and you’re in the drawing view (which is what Toon Boom defaults to). @鲍勃,但问题是,有两种意见,你在客厅的看法(这是香椿景气默认) 。 Up in the right-hand corner of your drawing there are 4 small icons.在右上角的绘图有4个小图标。 If you mouseover them they’ll let you know what they are.如果你鼠标悬停他们会告诉你知道他们。 Click on the “Camera View” icon and then you’ll be able to see the sketched layer.点击“相机视图”图标,然后您就可以看到描绘层。

  14. bob Says: 鲍伯说:

    Thanks alot Will.多谢会。 I hope you guys don’t mind answering a few more questions.我希望你们不介意回答了几个问题。 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).我用闪光所以我用了一些物件(绘图)的第一帧,并插入一个关键帧20帧后,有相同的物体出现在所有的中间帧,但我似乎无法做到这一点在这里(任何提示) 。 My other question is on how to permanently change the pivot point on an object?我的另一个问题是如何永久改变支点的对象? I try to change the pivot point, but when I come back to the object the pivot point is always reset.我尝试改变支点,但是当我回来的目的的支点始终是重置。

    I’s appreciate any help.本人的赞赏任何帮助。

  15. Bob 2 鲍勃第2 Says:说:

    I am having some difficulties getting one arm and leg to be on screen behind the torso.我有一些困难,获得一只胳膊和腿是在屏幕上后面的躯干。 This is the one thing that is stopping me from completing this little walkie of mine.这是一件事,就是阻止我完成这个小小的对讲机的地雷。 Any suggestions?任何建议吗?

  16. Will 意志 Says:说:

    @Bob 2, @鲍勃2 ,

    Assuming I understand correctly, there are two solutions:假设我的理解正确,有两个解决方案:

    1. 1 。 In the timeline view, drag the layer you want to appear in the back to the bottom.在时间看来,拖动层要出现在回到底部。 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.蛋鸡是在同一水平上(指他们不是父母或子女对方) ,并高于其他各层将身体出现上述他们。 Thus, to make an arm appear behind the torso, move the arm layer below the torso layer.因此,使手臂似乎后面的躯干,将手臂层以下的躯干层。

    2. 2 。 You can also move the arm and torso layers backwards on the Z plane, which will effectively move it in 3D space.您也可以移动手臂和躯干向后层上的Z飞机,这将有效地在三维空间。 Choose the arm layer, then go to the Top view.选择层的手臂,然后去顶视图。 Select the transform tool and move the selected item farther away from the camera.选择变换工具和移动选定项目远离相机。 This will create a keyframe for that element.这将创建一个关键帧这一因素。 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.注意:如果你已经有一大堆的关键帧的手臂层,您需要创建一个母公司盯住这个项目,然后创建一个关键帧的汇率和调整,在顶视图。

  17. Will 意志 Says:说:

    @Bob, You need to use the Rotation tool to set your pivot points. @鲍勃,你需要使用旋转工具来设置您的枢纽点。 Likely you’re using the Tranform tool, which is not permanent.可能您使用的变换工具,这不是永久性的。

  18. Gabrielle 加布里埃 Says:说:

    im having some trouble with the part right before it begins to move.免疫出了问题,部分权之前开始行动。 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.我不明白这一点的一部分: “选择层和躯干的相机窗口拖动的元素上第3和第8帧和下跌的第5和第10帧。 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.您可以添加一点天赋用轮换处理的行动框架,使您的岩石性质从以方一侧。 “我不能似乎得到了摄像头元素的第3和第8帧。 can someone plz help me? plz有人可以帮助我吗?

  19. Will 意志 Says:说:

    @Gabrielle, I think I may have confused you by saying “Camera window”. @加布里埃尔,我想我可能有你的困惑说: “相机窗口” 。 I wanted to distinguish between the camera view and the drawing view, but I fear I made it worse.我要区分相机观点和绘图观点,但我担心我的情况变得更糟。

    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.如果您使用的时间选择第三帧的躯干层,然后你可以使用变换手段,使您的绘图在舞台上。 Doing this will automatically create the correct keyframes.这样做将自动建立正确的关键帧。

    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.所以,如果你作出此举的性质上框3和8 ,和上张5和10 ,你会看到你的小家伙开始移动向上和向下像一个适当的步行周期。

  20. cresshead cresshead Says:说:

    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?我刚刚买香椿繁荣工作室,有趣的是toonboom本身只有1视频教程出售...哎呀,我们会让'动画视频教程肯定是要走的路,而不是rext培训.. ,您认为呢?

    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.我相信许多失误张贴以上将得到解决了视频版本,当我教的三维建模和动画[ 3dsmax和光波]在人民大学诺丁汉我创建的视频培训srtudent只是看着,然后他们的版本,它的总是表现出的每一步..当然'时间'必须提供创建教程,使这一切都取决于有多少时间来记录相比,写作了一个教程,并抓住屏幕等

    just my 2 pennies on this!只是我的第2便士就这个!

  21. Will 意志 Says:说:

    @cresshead, I completely agree with you that video tutorials are the way to go. @ cresshead ,我完全同意你的看法,视频教程的一段路要走。 I’ve been working on a “Getting Started with Toon Boom Studio” video series, and you aren’t kidding when you say there’sa lot more that goes into creating them.我一直工作在“入门香椿景气工作室”视频系列,你不是在开玩笑说,当你有更多的进入创造他们。 I’m doing my best to get that finished before there’sa Toon Boom 5!我做我所能,让这之前完成香椿景气有5 !
    I have tried my hand at video tutorials before, which you can see here on this page about我试图在我的手视频教程之前,您可以在这里看到此页面上的 creating an animated gif创造一个动画gif .

  22. Blake Says: 布莱克说:

    Thanks for the tutorial.谢谢您的教程。 I’ve used Flash and know how that works.我用闪光,知道如何工作的。 This was a little more difficult.这是一个小的难度。 I was caught on creating motion.我是被创造的动议。 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.当我得知,仅仅变换工具旋转和歪曲的形象,它明白我的运动工具,实际上使图像动议。 Thanks for the help.谢谢您的帮助。

  23. Cherico Says: Cherico说:

    umm …乌姆...
    hmm.. HMM的..
    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我需要帮助我有一个步行周期,但免疫使用挂钩,我希望不要让doin它一遍又一遍...我知道theres loooping但是当我环路
    i cant change the animation after like do i have to continue on a new scene ?字母i不能改变的动画后,想我一定要继续在一个新的舞台?
    i want to make the character walk a certain distance and then stop and maybe start fighting guy or we i come up with :D我要的性质步行一定距离,然后停止并可能开始战斗的人,或者我们我回来了:搭扣
    help would be appreciated帮助谨

  24. J'MiL Says: J'MiL说:

    Hey, thanks a bunch, I was fixing to just throw my hands up when I stumbled across your site.嘿,感谢一大堆,我只限定扔了我的手当我偶然发现您的网站。 It has helped build my interest in animation again.它帮助建立我的兴趣再次动画。 I wish you the best of luck, keep up the outstanding work.我祝你好运,跟上的杰出工作。 If you have other tutorials out there that can help all of us learners, please post..如果您有其他有教程,可以帮助我们大家学习,请后..

  25. Fenrier Fenrier Says:说:

    That was rely helpfull, but you know i habe a litle problem, can you help me please?这是依靠有益的,但您知道,我波部一利特尔的问题,你能帮助我吗? 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?你看到图像做了类似的secuence ,但事实上我并没有提请tings对南通繁荣工作室,我做的铅笔一个skcaned ,然后蛋白是一种进口到香椿的繁荣diferents layes一个vectorise他们,但问题是,钙没有看到下面的绘图,我男人如果我波部的thorse手中的腿,我只能看到腿部躯干的武器separete ,我怎么才能让他们显示在一起? =/ = /
    im getig crasy, so it will realy nice if you can help me.免疫getig crasy ,因此它会非常好的如果你能帮助我。

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