ultrasilikon.blogg.se

Open canvas 6 mouse mode
Open canvas 6 mouse mode





open canvas 6 mouse mode

You can quickly check your animation flipping it in the viewer. This working method allows you to work as a traditional animator: you can start creating the key drawings, and then add breakdown drawings, and then inbetween drawings. In both cases the drawings will take its number from the scene current frame if that drawing number already existed in the level, a letter will be added to its number (e.g. If the currently selected cell is empty and belongs to an empty column, a new level will be automatically created and named with the first available letter of the alphabet if the currently selected cell is anywhere after one containing a level drawing, a new drawing will be added to that level. When in Preferences… → Drawing the Autocreation: option is set to Use the Xsheet as Animation Sheet, it’s possible to create new drawings automatically by using drawing tools in the viewer.

open canvas 6 mouse mode

When a new level is created in an empty column, the color of that column header and the cells where the new level gets exposed are colored denoting the type of level: light yellow for Toonz Vector levels, light green for Toonz Raster levels, and light blue for Raster levels (see Working with Xsheet Columns ).

OPEN CANVAS 6 MOUSE MODE FREE

Settings like the length of the level and the numbering order can be edited later, as you are free to arrange the images composing an animation level the way you prefer (see Editing Animation Levels ). In case you define a Toonz Raster or a Raster level, you can set its Width, Height and DPI values, according to the way you want to use it in the scene. The dialog also allows you to choose a destination folder, different from the default one, by using the Save In field. For example, a Step 2 repeats each drawing twice in the Xsheet column or Timeline layer, while an Increment 2 will number its drawings as 1, 3, 5, etc. New animation levels can be defined by using a dialog that lets you set the number of drawings the level is made of, the animation step used to expose the frames in the Xsheet/Timeline, and the increment, that sets the way the level drawings are numbered. When selected in the Xsheet/Timeline, the viewer displays the whole scene content at the current frame when selected in the Level Strip, the viewer displays the selected frame of the current animation level only, to let you work more easily on it. You can do this both, when you want to create a drawing from scratch, and when you want to edit a previously made drawing. When an animation level is defined, you can select any of its frames in the Xsheet/Timeline or in the Level Strip, and start drawing in the viewer. They are saved as sequences of individual TIF files, one per level frame. Raster levels have a specified size and resolution, defined when they are created. Raster levels are defined by drawing bitmap lines using the styles available in the Raster Drawing Palette, that is shared by all of the Raster levels of the same project (see Project Default Folders ). Toonz Raster levels have a specified size and resolution, defined when they are created. Toonz Raster levels are defined by drawing bitmap lines lines and areas defined by lines can be painted by using the styles available in the level palette. Toonz Vector levels have an unlimited size and resolution, as they are vector-based. Toonz Vector levels are defined by drawing of vector strokes strokes and areas defined by strokes can be painted by using the styles available in the level palette. To draw an animation level, first you have to define its type: Toonz Vector, Toonz Raster or Raster and its settings like its name, the number of frames it’s made of and the way its drawings are numbered.

  • Using the In-betweener with Vector Drawings.
  • Saving and Loading Convert To Vector Settings.
  • Checking the Convert to Vectors Process.
  • open canvas 6 mouse mode

    Setting the Default Type of Level to Draw.







    Open canvas 6 mouse mode