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Place the cursor at the root of your drawing or drawing hierarchy, click once and release.In the Tool Properties view, enable the Bone mode or the Game Bone mode, depending on whether you're rigging for an animation project or a game -see About Deformation.Once your element is selected, select the Rigging tool in the Deformation toolbar.Since the deformer will be created as a parent of all the peg's children, it will affect all the layers under the peg. Hence, it's better to create deformations under pegs as much as possible, and pegs under deformers should only be animated if the deformer is left untouched. If you move layers that are under a deformer, they will exit the intended deformation zone, and may appear severely warped and distorted.
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This is because a peg is likely to be more useful over a deformer than under. When you create a deformer on a peg, the deformer is created as a child of the peg, but as a parent of all of this peg's children. You can also group several layers under a peg, and create your deformer with this peg selected. Then, if you create your deformer on the forearm, it will be created as a parent of the forearm, and will hence affect the whole arm, as its other parts are children of the forearm. Hence, it's important to select the right layer before attempting to create a deformer.įor example, if you wish to create a deformer for an arm, and the arm is broken into several layers, you could rig the arm in a hierarchy where the upper arm is the root, the forearm is the upper arm's child and the hand is the forearm's child. When you create a new deformer using the rigging tool, it is automatically created as a parent of the selected layer, and will affect the selected layer and all its children. But you can also use this mechanism to create deformers that split into multiple chains, by selecting the point in the middle of an existing deformer, and building a new chain from there.Ī deformer affects all the layers under its hierarchy. This is essentially how the Rigging tool knows if it's creating a new deformer, or building an existing deformer, as the last point you created will be selected by default. When you create a new point using the Rigging tool, it is created as a child of the selected point. For example, when you create a deformer for an arm, the root should be the shoulder joint, the second point should be the elbow and the third should be the wrist. Deformers are hence created in a chain, and should be created with your character's hierarchy in mind. When you create a new deformer, the first point you set is the deformer's root, and each new point you create is a child of the previous point. With this tool, all you need to do to create a deformer is to select the layer you wish to deform, then place each point of your deformer in the Camera view.Ī deformer is a hierarchy of its own.
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The most simple way of creating deformers is to use the Rigging tool, available in the Deformation toolbar. The articulation folds also look slightly more rounded. Contrary to the Bone deformations, Game Bone deformations do not have a Bias property. Hence, it is usually only used for game development and not in animated productions. However, it is optimized for game engines such as Unity. It allows you to create a bone-like structure in which each part is solid, but with articulations that are flexible. The Game Bone deformation is very similar to the Bone deformation. The different parts of a Bone deformation can be rotated around their joint, extended and shortened, giving you the same capabilities as animating articulations on different layers, without having to worry about parts detaching, pivot points, or clipping outlines. Harmony will deform the drawing to make it look articulated. For example, a Bone deformation can be used to articulate an arm that is made of a single drawing, so that the upper arm and forearm can be moved independently, without having to draw the upper arm and the forearm on different layers. This is mostly useful for animating a character's limbs, such as the arms or legs, or other parts that can be articulated such as torsos or fingers. The Bone deformation allows you to create a bone-like structure in which each part is solid, but with articulations that are flexible. NOTE: Harmony Premium also supports Curve and Envelope deformers, which offer extended deformation capabilities that are not supported in Harmony Essentials.