Effects can be applied to animation levels, images and clips exposed in Xsheet columns or Timeline layers in the FX Schematicwhere each element is represented as a node.
When effects are added, they are displayed as nodes as well, with ports to create links that let you set the way the effect modify the scene contents.
Effects nodes only have the Render toggle allowing you to include or exclude temporarily the effect in the rendering. Nodes can be easily selected and arranged. When selected, nodes are highlighted in white ; the current node has its label in yellow. Click the Schematic toggle button at the right of the bottom bar of the Schematic window until the title bar displays FX Schematic.
Links can be selected together with nodes see Editing the FX Schematic. Click the Render toggle on the upper right corner of the effect node. Groups can be opened to be examined and edited, and its components can be selected for further operations, like editing effect settings, or creating new groups. Right-click the group and choose Open Group from the menu that opens: the group nodes are displayed in a box, showing links between group nodes, and links with nodes outside of the group.
You can Insert effects to selected nodes, Add effects to the Schematic, or Replace previously added effect nodes. This can be done from the FX Browser window or by using the drop-down menu that opens when right-clicking nodes or an empty area of the FX Schematic. When inserting effects, they will be placed along the link that starts from the selected node output port; when adding effects, they will be placed at the end of a new link that will start from the selected node output port.
This means that every time the effect is edited, all the linked nodes will be edited as well, unless you break the link to start editing them separately.
Three different types of effects can be used in the Schematic, each with a different type of node:. For example in case of a Matte In effect, the column to be matted has to be linked to the Source input port, the matte column has to be linked to the Matte input port, and the output port has to be connected to the Xsheet node.
If along the way there is one or several effects, the column content will be consequently processed before becoming part of the output. In the effects that accept multiple input nodes it is possible to change the stacking order of the input nodes by clicking and dragging in the ports area.
Opentoonz #1 : Basic Guide
Effect nodes and links can be selected in order to be cut, copied, pasted or deleted. When selected, nodes and links are highlighted in white; the current node has its label in yellow; when at least one object is selected, the related links are displayed in blue.
All these commands are available in the menu that opens when right-clicking nodes and links. In the FX Schematic by default the Xsheet node is connected to an Output node: this means that all the nodes connected to the Xsheet node will be rendered both in the preview and in the final rendering.
The scene rendering can be limited to a specific node of the schematic by creating additional Output nodes, connected to the node where you want to limit the rendering.
When more than one Output node is defined, you can set which is the active one the one that will be considered for previewing or rendering the scene ; the active output node is displayed in bluewhile the others in grey. Right-click the Output you want to set as current and choose Activate from the menu that opens.
Effects parameters and their animation can be controlled in the FX Settings window. According to the selected effect, it displays a different layout of sliders, check boxes, text fields, etc.
At the bottom of the window a preview area is available to check the result of the applied effect: you can expand it or contract it, activate it or deactivate it, navigate its content, set its size, its background color, and limit it to the camera shot. Parameters can be animated by setting keyframes at specific frames. A Set Key button is available in the preview area, at the bottom bar of the window, to set keyframes for all of the parameters.
For each of the parameters that can be animated there is also a specific Set Key button to the right of the parameter name, in order to set keyframes for each parameter independently.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. Have a question about this project?
Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. A command that splits a shade mask into separate styles painted areas and repaints them automatically based on what colors are on the level below, similar to functionality of a layer blending effect, except we can preload what those colors will be manually. Artwork should be painted flat on one level with no shaded areas, you paint the shaded areas on a separate level using single colors to represent everything, e.
This method of working is already very popular, which is why I created this suggestion, as it's very fast to composite lighting effects this way, the artist pays no mind to adding shading keys to each individual region like you would with PaintMan so the painter can differentiate colors, this feature would make it even faster and cheaper to do. Has another program done this before?
We should split the mask TLV large style areas into multiple style areas based on each color detected by comparing the two levels and generating the new style colors from our comparison color model table, merge mask TLV into base TLV to clean it up to allow TLV FX compositing and voila, but how to split one painted area into multiple areas like that? I'll see if there's anyone willing to bounty this, even if a little, I got no money to spare at the moment, but it would be an awesome way to combine hand-drawn art with vector lighting keys, and that way we get a little bit of the Klaus stuff.
I amended my post to take it into account. I never studied computer imaging so it's difficult to get across. I can't think of how to interface it so that it's quick to do, I think it would be a pain if in the panel the user has to pick matching colors one by one for each scene. The styles could always be adjusted as necessary afterwards. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
Sign up. New issue. Jump to bottom. Copy link Quote reply. What is this? How is it supposed to work? What should the command do? The color model can be scanned by detecting surrounding pixels and color picking each swatch detected in a chain, we can end the chain when the color that starts the chain is detected again.
Each time specific pixel colors are detected it begins a new search for a style color and it should loop through until the search ends. If black or white is detected it can be ignored. Finally, the two levels are merged into one. Notes Has another program done this before? This comment has been minimized. Sign in to view. Contributor Author. Updated, I hope that's some better explanation. Sign up for free to join this conversation on GitHub.
Already have an account? Sign in to comment. Linked pull requests. You signed in with another tab or window.Hey folks! For those wanting to learn OpenToonz, thanks again for your patience, and behold: my first few tutorials are online! And if you have questions, feel free to ask either here, or in the YouTube comments. Thanks for watching! Such as:. Will this satisfy anyone?
In Retas Paintman, during the coloring process the user can use color absorption to easily use markup lines for shading and highlights.
This feature is replicable in Opentoonz uncertain about Harlequin. To achieve this effect in Opentoonz, the user must first create markup lines using a separate palette color. Draw the lines using pen tool and selecting the appropriate color. When using the fill tool and after making some colors, click in the area you want to apply the color and the lines will be absorbed.
Show more notes. New OpenToonz tutorial on importing, using the Xsheet and exporting video! Here is a basic getting started OpenToonz tutorials for beginners, have fun!This is my Opentoonz blog! I post my own animation, currently work for miraclekingdom. I also post tutorials I've made and share ones that other people have posted. This is an FAQ. You can put a small description here before your questions and answers, if you like.
Is it a video? Is it a. What do you want to do? Animating takes time, discipline, effort and a willingness to learn.
As long you are eager, anyone can learn this program! The program is free so take advantage of this opportunity if you can. The reason I asked you to think about your project is because the requirements for a movie are different than that of an avatar or icon. If you start drawing well into your project only to find out your resolution needs to change, it can be a pain to adjust your work to the new size! For a movie, I work in HD resolution x The reason I do this is because 1. Your animation will look very good quality when you upload it to Youtube or Vimeo.
Unlike Flash, which can make lines super thin to your liking, the lines stop thinning out at a certain thickness in Opentoonz. In a movie, the lines on full body characters in the distance can look too thick for my taste if your resolution is too small.
I discovered this early on and thought I would impart that info to you. You have levels basically layerspalettes every level has its own palette and your scene the project file. I made a tutorial file and here are my levels. Retas Pro also uses a vertical timeline.
Anyway, your drawing will take place on a frame under a level. They are not there by default, you have to make them. Simply right click under a column to start a new one. There are lot of differences between the two but I prefer vector images. Rasterized images take up a lot of file space, especially on Flash.
Take note that levels to the right block out levels to the left, as shown by one angry animatic layer blocked out by a complacent pastel sheep-like creature. Every level comes with its own palette. You can add colors. Its imperative that you save every palette or the drawings you make might not show up properly. If you want to create new colors, there is a button for it on the top bar. You must have your Style Editor open.
Select a color and hit Apply. You can change the name of your colors if you wish. I think you can create a new page, which helps if you have multiple items with their own color schemes.
Your scene is the project file, basically.Plastic is a powerful tool that can be used as complement in a cutout animation context, as well as a stand-alone animation tool capable of bringing to life a character starting from a single drawing.
The Plastic tool needs as starting input at least one column of the Xsheet or layer of the Timeline where one or more drawings are exposed; from now on this will be referred to as the texture-column or TC.
The skeleton is a set of connected vertices, and, for each vertex, different parameters can be specified as: PositionAngle BoundsRigidity and Staking Order. Thus a great range of animations and effects can easily be created. The Plastic tool is applied to a column of the Xsheet or layer of the Timelineand the content of it can be an animated level.
The first step for using Plastic is creating a mesh for the Xsheet column or Timeline layer that we are going to animate using the Plastic tool. The Mesh is a special kind of level, and can be saved as any other kind of levels.
The mesh is the real object that the Plastic tool modifies when a plastic skeleton is animated. For this reason all the elements, that are going to be animated by the Plastic tool, need a mesh. The density of the mesh is crucial for having smooth curves when rotating the skeleton vertex. Lower the Mesh Edges Length value and higher the density of the mesh will be, thus a better quality of the animation will be assured, but more computing resources will be required.
In the Stage Schematic you can see that the TC node is now connected to the Mesh node just created, its node has a purple header for easing recognition. All the above options cause the creation of a new Mesh column and the building of a chain, linking the texture-column and the meshes columns in the Stage Schematic.
In this chain, the older mesh is linked to the younger and the youngest mesh is linked to the texture-column. Rearranging the links in the Stage Schematic can be needed for avoiding undesired results while animating. Sometimes a higher density could be needed to avoid straight lines on bending elements, or a lower density could be used for saving computing resources in a complex scene, or, simply, the drawings of an element are changed. In all this occurrences, modifying the mesh can solve the problem.
The mesh created using the Create Mesh button can be edited in several ways. Swap an edge if you want to change the shape of a mesh triangle; Collapse an edge if you want to join the ends of the edge; Split an edge if you want to increase the density of the mesh at any given point; Cut the mesh if you want to duplicate an edge to have the possibility, for example, to create a hole in the mesh and be able to animate it. The Cut Mesh command is visible only if the selected edges can be cut.
The first time you release the mouse button, you are setting the position of the parent of all the hierarchy, the Root vertex.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
Already on GitHub? Sign in to your account. Want to back this issue? Post a bounty on it! We accept bounties via Bountysource. Added: There is a downside to this methodology in that it is destructive in nature.
By that I mean that when the original image is shaded or lightened it's harder to return to that earlier state. As such I tend to prefer shading and lighting on separate layers. Then if something needs to be adjusted on any of those elements they can be altered without effecting the other layers. I do see where this would be highly advantageous especially given pixel art and such although even there I think I'd generally prefer to copy the unshaded image first as a backup before applying any shading changes.
RodneyBaker Maybe that could work with separate layers? When you use the tool on a layer, it could apply to every visible layer underneath.
It can only paint colors that are on the color palette of the level that you are operating on. So for example if the color palette of the level you are operating is: [0-light blue,1-mid blue,2-dark blue,3-light red, 4-mid red,5-dark red]. I don't know how the Undo function works in OpenToonz, but it seems quite limited. Maybe morevnaproject has an idea. Anyway, this is all really interesting!
The tool has undo and redo- its not what you were requesting in your initial post- you were asking it to operate on all existing levels and therefor all of their palettes, it just doesnt work the way you want and that would be insane to implement. It's not what is requested here. You can't color index shift the color the pixel of a palette that is not specified or supported. It is possible that caryoscelus and Agnyy may be interested in this.
Their project just affects the editing of several colors styles simultaneously. It might be beneficial to have two shortcuts to toggle the active colorstop forward and backward as desired - like we can use W and Q to switch between drawings in a level. Its wonderful in that simplicity. So my guess is that to do this in Opentoonz, the biggest addition would be the ability to set color style ranges in OT's palette editor and be able to store that when saving the project.
Might do a mockup when I get some time. Currently it doesn't even actually allow direct editing of several colors: it rather allows switching between them. But in any case, i'm not really interested in coding OT-specific things color chooser is universal Qt widget, i only had to add a bit gluing code to put it into OT.
What's it supposed to work on? Raster levels? Toonz Raster levels? A new type of raster level? Orphanlast toonz raster levels :. This still looks helpful but as a feature request without a bounty, this should probably be closed for now.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
Already on GitHub? Sign in to your account. If you create new columns in place of the old ones, then in addition to the closed areas of the current level, they will also display gray shading of those levels that are in the sub-Xsheet in the columns with the same numbers. Assuming this might be a refresh issue, do you get the same results if you Save All after the merge and then navigate around the columns? Added: There is yet another potential undocumented feature lurking in this bug.
Perhaps particularly of interest because others have requested a 'sketch layer'. This problem with Fill Test displaying content from the underlying subxsheet allow the user to see into the subxsheet even while closed. As such this could form the basis of a powerful sketching tool that allows the user to sketch with one reference column but match the underlying layers content frame by frame.
Additionally, the column transparency of the subxsheet works with the Fill Test so that the user can easily control how visible the referenced layers are across all referenced columns. The column tinting also is carried over. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. Sign up. New issue.
Jump to bottom. Labels bug known issue. Copy link Quote reply. Screenshot or Video Reference Moving columns inside sub-Xsheet also affects columns outside sub-Xsheet. This comment has been minimized. Sign in to view. In answering my own question The phantom fill check persists even after saving. RodneyBaker added the needs info label Dec 7, RodneyBaker added bug known issue and removed needs info labels Jan 6, Fix Phantom Fill Check RodneyBaker closed this in Jan 8, Sign up for free to join this conversation on GitHub.
Already have an account? Sign in to comment. Linked pull requests. Fix Phantom Fill Check. You signed in with another tab or window.