I have created 120 drawings for my master controller, and when I move my controller it “flips” through my drawings which is awesome. However, when I place a keyframe in the timeline, and then another keyframe, the master controller isn’t filling in the gaps like it is when I’m flipping through it normally (without keyframes). In the timeline, it just gets “stuck” on one image and jumps to the next one.
I’ve been trying to fix it for hours. I’m extremely worried because I am now coming to the realisation that every tutorial I watch is using one image using pegs and warping, rather than individually drawn frames like I have done. I’m worried that I’ve not only paid for harmony premium for no reason but have also wasted countless hours drawing all these frames.
I am a newbie so I’m hoping that I’ve just missed something very simple and easy to fix.
Please, if anyone has a solution let me know. I am desperate.
The master controller uses math to create the inbetween when you key frame it on the time line. That’s what separate drawings and pegs are used for when you watch the tutorials online.
In the case that you have here:
Giving the master controller a bunch of hand drawn frames will only tell the master controller to switch between those hand drawn frames.
It has nothing to calculate. You drew it all yourself without the aid of Harmony’s pegs or deformers.
My suggestion would be to save your hand drawn as an animation reference library for poses.
On YouTube, check out how to rig your character.
After the rig is complete:
- Have your hand drawn poses behind your rig.
- Pose your rig to match the hand drawn you did. Using separate drawings, pegs and deformers.
- Create a new master controller with new character rig’s drawings/pegs/deformers selected.
That’s how you’ll be able to get the character to interpolate/inbetween on the timeline.
Also, send a message to toonboom support to double check my suggestion - as the process I suggested may take a some time.
All the best!
The reason why I had gone out of my way to draw 120 images instead of using warping was so that the animation didn’t look too smooth and “puppeted”.
I’ve made the library of my 120 drawings. It doesn’t help as much as I’d intended but it’s a good guide or reference to make sure that my characters maintain their shape.
I suppose the only work around that might work is creating a puppet and then animating at 12fps. I don’t know if I want to spend a long time making a whole puppet only to find it doesn’t really move how I want and looks too robotic. At least not right now since I’m on a tight schedule.
I’ve tried other work arounds to make my animation faster such as morphing but harmony tends to morph in straight lines and not on curves. (not talking about timing) Making the animation look too robotic and smooth. Also, I can’t delete morphed in-betweens so I can’t get the choppy look I’m going for.
If there was a way I could use the morph tool to morph on curves rather than linearly I think that would save me a tonne of time. I’ve looked and it doesn’t seem possible.
I suppose I’ll have to stick with hand drawing each of my frames for now until I find another way I can cut down my workload.
I’ve been reading the harmony documents online to try to find some kind of way to save time but currently the only reason I’m using premium is because of the brushes. I have mixed feelings about paying an additional $90ish a month for only brushes.
Thanks for the suggestions, I’ll probably just end up making a rig at some point. Fingers crossed that it will be worth it.