#How to get toon boom harmony free free
The Free Form deformation's main purpose is to deform textured shapes and complex drawings. It works a bit like laying down a piece of cloth with a pattern on a surface, then pulling on parts of this cloth to warp its shape and its pattern. The Free Form deformation allows you to deform drawings by creating points anywhere, either on their contour or inside their surface, and moving them around freely. NOTE It's not recommended to use the Envelope deformations on bitmap images and textures. Also, contrary to Curve deformations, all points move independently from one another, whereas the first point of a Curve deformation offsets all its other points. This is commonly done to make character rigs rotate without swapping drawings, and using this technique makes it possible to animate a character rig going from one angle to another without having to swap drawings or character models.Įnvelope deformations are very similar to Curve deformations, except that their last point connects to their first point to make a closed shape. Envelope deformations can also be used to deform rigid parts of a characters so as to make them look like they are seen from different angles. They can be used to deform parts of a character with a fluid shape, such as hair, cloaks, shoulders, chins and so on. The Envelope deformation allows you to create an envelope around a drawing, then deform the entire drawing by manipulating the envelope's points and curves. A drawing rigged with a curve deformation does not merely bend, it will deform along its entire length to match the curve deformation's shape. They can also be useful to animate limbs in a rubber hose style, where arms and legs are animated like extensible, flexible tubes rather than articulated bone structures.īy manipulating the curve's points and their Bezier handles, you can change the curve's direction, shape and length. Hence, Curve deformations are typically used to deform parts of a character that are flexible, such as hair, mouths, eyebrows, or torsos. It is different from the Bone deformation in that the lines connecting the points are curvilinear. The Curve deformation allows you to deform parts of a character using a Bezier curve. The articulation folds also look slightly more rounded. Hence, it is usually only used to animated characters destined to be imported to Unity games, rather than for animation productions.Ĭontrary to the Bone deformations, Game Bone deformations do not have Bias and Region of Influence properties. The Game Bone deformation is different in that it is optimized to be exported to game engines such as Unity. It allows you to create structured comprised of points, which represent the articulations, and straight line segments linking those points together, representing the bones. 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.
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.įor 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. The Bone deformation allows you to create a bone-like structure in which each part is solid, but with articulations that are flexible. There are five types of deformers available in Harmony Premium: This can be done easily using the Rigging tool. Additionally, deformers can be used to tweak, enhance or facilitate frame by frame animation when needed.ĭeformers work by rigging them on the body part you wish to deform, building the deformation structure, then animating it. A cut-out character rigged with deformations can be animated in a way that likens the fluidity and flexibility of traditional animation. Deformations work by creating control points on a drawing and, when you move those points, the drawing is bent or distorted so that the parts of a drawing that are bound to a control point follow that control point wherever you position it.ĭeformers can substantially increase the range of movements and animations a cut-out character rig is able to perform without having to draw new poses for it or resorting to frame-by-frame animation. Deformers give the ability to animate objects and parts of a character model using computer generated deformations.