Toon Boom Advanced - Parenting layers to others with drawing not being moved

Hello!

I’m new to Harmony, trying to rig a character. Is there a way I can rig a peg to another, whilst keeping the drawing layer further back. For example, I am trying to parent the back of a character’s hair to it’s head, but keep the actual drawing layer behind the neck, which I don’t wish to be parented to the head.

Any ideas?

THANKKKSSS!

Jack

You can attach a peg to another peg.
You can do the Z-axis positioning on the
hair-only peg to not affect the rest of the head.

Hey!

Sorry, how might I go about doing this?

Thanks for the reply!

which version do you use?

If you use Premium it’s easy to do this in the node view.

If you use Advenced ( maybe essentials ) it´s also doable but in in the timeline.

/ Mattias

Ah yes, this may be the issue. I just have Advanced, so no node view for me.

Hi,
But is possible in Advanced too ( I used for several years before upgrading )

If you peg the hair to the head you can use the z-position to move the hair behind the body.
I often used the Side view to move it visually

https://docs.toonboom.com/help/harmony-16/advanced/reference/view/side-view.html?Highlight=side%20view

but you can also set it by numbers
https://docs.toonboom.com/help/harmony-16/advanced/staging/position-element-layer-property-view.html

but when adding numbers to the z-level you have to be very careful aobut the numbers since it’s easy to that the layers moves too far away.

I hope it solves some of your problems.

/ Mattias

mattiasgordon’s suggestion is the more efficient way to do it but
you can also drag the hair and hair peg onto the head peg so that
the hair (and heir peg) are a child of the head peg. You will know it’s
a child of the peg by the name being indented compared to the name
of the parent peg.

In either case can type the Z-position value in the hair peg to offset it
on the Z-axis (front/back movement) or move it visually. Honestly it’s
better to nudge or use very small values to push it behind.

If the Z-values are too great for a rigged character, you can see some
perspective-based effects which are usually not wanted between a
character and it’s body parts where the physical distances are not
(in “real life”) very large.

The usual thing you see when Z-distances for a character are too big
is that the pushed back body part moves a greater X-Y distance than
it’s parent body parts. Also it complicates scene planning. So tightening
up the distances leaves more room to assemble the scene’s front/back
space.