Deforming a drawing in z space

Hi I am trying to deform a drawing so that it has varying degrees of z-depth in areas of the same layer. I am wondering if this is possible at all?

I have tried using the quadmap and the mesh-warp for this but these only allow deformation on x and y space not z.

Are there any specific deformation nodes that allow a bend in z space without it being a z rotation?

Would you mind describing more about what you would like to depict?

Your question appears sufficient enough to illicit a response from anyone who would know whether deformers can do what you wish of them.

It will be interesting to see if this is possible.

I suspect it is not possible. Harmony may have some 3D capability but it is still a 2D program. What you are asking is something that a dedicated 3D program would offer.

Harmony’s references to Z depth typically involve moving straight 2D planes. These planes are closer to drawing layers than they are to objects as treated in 3D software.

I suspect the only way to have the result I imagine you are aiming for in the final animation is to draw the illusion by hand frame by frame.

I made a small diagram to try to clarify what I am looking for.

Essentially I am working with a landscape and electrical polls that stretch accross away from the camera. The polls need to be connected however they need to be layered accross different mountains scattered in z space.

If I could bend the layer with the polls then that deformation would be the perfect solution.

I do however think you did answer my question possibly by letting me know it sounds like it is isn’t possible.

OK so I imagine you would like these power poles and wires to adjust as you pan the camera around the scene.

This is a cartoon world so you have some flexibility to get away with some things that would not be realistic in another context.

One approach to this might be to draw your poles from large to small. You can think of the poles and wires like a character rig. It will have parts with curve deformers attached to the wires if you using Premium. If you are using Essentials or Advanced the wires will have to be manually adjusted arcs. Then you would manually Keyframe their positions so they were properly placed as though they were located further into the distance.

I would use many principles of Atmospheric Perspective. Utilize size, color and tone so the closer they are in the landscape the larger and more colorful they would be then they would gradually decrease in size and their color would have an increasing amount of the sky color blended into them.

If you have character activity or focused activity on primary objects somewhere in the scene that will attract more attention and allow the poles to blend into the background

I have linked a few examples of Atmospheric Perspective so you can immediately see what I am referring to:

  1. This example I have linked to has the light source in the back so the foreground is silhouetted:

  1. In this example because the light source position is able to illuminate the foreground, the foreground shows multiple color, detail and form.

  1. In this example the light falls in the middleground so the foreground is silhouetted and the background fades blending more with the sky color.