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Adding Pegs and Pivots

Get a better understanding of how to use the the Camera, Timeline and Node views. Add a Peg to your ball drawing to animate it and set the pivot of the ball onto the Peg. Rename your Drawing and Peg nodes and see how this translates in the Timeline view.

About the Author

Stacey Eberschalg

Stacey Eberschalg

Toon Boom Software Instructor and Animator

Toon Boom Animation

Toon Boom

Video Transcript

Okay, for Part 2 of Animating the Bouncing Ball, I'm going to quickly just take a look inside the interface.

And inside this interface, we have three main windows we're going to work in.

The first window is our Camera view. And this is the area where we are going to see the playback of our animation. We have the timeline. This is where we are going to set our keyframes.

And we have the Node view. And inside the Node view, we are going to build what will become a very simple rig of nothing more than a drawing and a peg.

So let's start by just quickly adding a peg and setting a pivot.

What a pivot is is the point in which the drawing squashes and stretches from. And there are several ways that we can set this pivot.

And right now you can see by default the pivot is in the centre of the screen. And I want it to be added to my ball. And where I'm going to end up putting it is at the base of the ball, so when I do my squash and stretch of the bouncing ball it will be located in a place where it makes it easy to squash and stretch.

So, the first way that we are going to learn how to do this is in our toolbar that's called Advanced Animation. And what I'm going to do before I move the pivot, I'm going to go to Windows > Toolbars and I'm going to remove that Advanced Animation toolbar. So you can see that it's disappeared.

Windows > Toolbars > Advanced Animation.

And here it is right here.

And the second tool over, which is called the Rotate tool, I'm going to click on that. And I'm going to drag that up to the art.

Now, what we can see happening is on the timeline we have a Drawing and a Drawing-P, which is the peg level. We have a Drawing here and a Drawing-P, which is our peg level.

I could rename these if I wanted to rename the Drawing. Let's call it: Drawing_Ball and this could be: Drawing_ball-P or peg.

So in this view, we can rename by simply opening up either of these Layer Properties boxes. Whatever we name inside our Layer Properties name field will show up also on our timeline.