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About the Author

Christina Halstead

Name
Christina Halstead

Title
2D Animator and Character Designer

Region
Burbank, USA

URL
http://www.shadowbrushcreations.com/


Video Transcript

Hi there, my name is Christina Halstead and this is a tutorial for Toon Boom Harmony Essentials. And this time we're going to be talking about how to do Kinematic Outputs and the difference between a regular bone system and one that has a Kinematic Output.

So from the last tutorial you can see that I put a bone system in this guy's tail. And I can just still move it around and all that. And what I'm going to do is I'm going to start a new bone system. I'm going to put it in this leg and show you what happens when you have the foot and the leg with a kinematic system. So I'm going to go ahead and hide this bone system. I can do that with this button right here, which is Show Selected Deformers and Hide all Others. And basically since I don't have any other active deforms, it just disappears. So what I'm going to do is show you a different way of making a bone system.

Last time I used the Rigging tool. This time I'm just going to go add it directly to the layer. And in this case I'm going to add it to the leg layer. Going to put that foot in the right place. There we go. Yeah!

Okay, we're going to go ahead and add this to the leg layer. And we're going to do that with this little plus sign right here. There is a couple things up here. You can just add a straight drawing layer with this. Or you could go into the drop-down that's attached to this plus sign and we're going to look for Bone. And I'll explain some of these other things. So we can't see the bone until I activate it. There we go.

So here's the bone. It kind of plopped it right in the middle of our Camera view. And we're going to go into the rigging, so we can go ahead and put that in its place. So we're going to put the offset, which is that big cross-circle right here, We're going to put it right about where the pelvis bone would be. Where the femur would connect to the hip bone. And we're going to swing this around and make this our knee articulation. And the articulation will show up, of course, when we make a new bone. Then I'm going to continue that at the ankle and put it at the edge of the toes.

A good general rule of thumb is to have your articulation about the width of your asset. In this case, it's about where the black lines are, to either side. And the same can be said for the ankle. We'll go ahead and shrink this down. There we go. And then this one can stay where it is. So I'm just going to make sure, by Showing All Manipulators, that the green active bone layer is right on top of the red setup layer. And this is useful when, let's say, if I were to go to the Transform tool and move this leg around.

And you can see that the foot didn't follow. I'll explain that in a moment.

If I move this leg around and go back to Show All Manipulators, I can see that this is the regular set-up bone in the rest position and they're not linked up. So if I ever wanted to get them back to the same place...and I'll show you in setup view. You can see in setup view it's gone back to the rest position. All I have to do is hit reset and it will pop everything back into place. Sometimes you have to select all the bones in the system to make sure all the resets happen at all the articulations. So I'm going to go ahead and exit setup and turn off my manipulators.

So as a lot of you saw, the foot's not following this at all and that's because the only asset in this bone system is currently the leg and its peg. So what I'm going to do is I'm going to put the foot and add it to the bone system. I'm just going to add it by taking the foot and its peg and dragging it down to Bone_4. And the reason we're dragging to Bone_4 is because if I click on it I can see that that is Bone_4 right there. It highlights as white. So I'll go ahead and grab that and drag it onto Bone_4 and release. And now the foot moves with the leg bones. And I know that it's actually part of the deforms.

I can see the foot bending from the articulation. If I bent this a little bit. Or actually if I just pull out the articulation and change the size of the articulation you'll see that the foot is clearly being deformed by that articulation. So I'm going to go ahead and reset that.

Now the difference between this and a Kinematic is the Kinematic will allow the art asset, in this case the foot, to move with the leg, but not necessarily to be deformed by it. It'll follow the bone rather than be deformed by the bone. I'll show you. I'll go ahead and show you how to do that. Let me just take this foot out of here. Put it back with the rest of the leg. So now if we move this, the foot is not attached anymore.

So to make a Kinematic Output we can make sure to select the layer that we want to put it on. And we can go to this plus drop-down. And we select Kinematic Output. We can go ahead and change the name. I'm going to name this: LEG-FOOT-OUTPUT. There we go.

So the foot is now inside this Kinematic layer. And I'm going to go ahead and collapse that. And now I'm going to drag that down to Bone_4, which we already know is the foot bone. So now it's in there with the foot bone.

So what you'll notice now is that, like last time, it's moving with the rest of the bone system. But unlike last time, it's not being deformed by the bone system. It's only moving with the bone I assigned it to. So in this case Bone_4. So no matter what I do to the articulation, it's not going to affect that foot. So I'll go ahead and reset that. And that's how you use a Kinematic Output.

It's good for certain situations. Like let's say, in this case, the farthest extremities, which is this foot. This hand right here could probably use a Kinematic Output. Another good place to put it is when you attach the head to the neck. I'll go ahead and make a real fast bone system and show you what I mean. So you can see why it's helpful.

So let's see in the body. We have our neck right here. I'm going to go ahead and build a very quick bone system for that. So put that there. Put this at the base. Put one up here. And one here. I'm going to go aheaed and arrange these. This doesn't need to be that big because its only job is to tilt the head.

All right, so now that we've got this bone system set up...whoopsies.

Now that we have this bone system set up, we're going to take the head...and in this case, it's the head peg with all the pieces of the face inside of it. All the little bits and pieces. So we're going to go ahead and collapse that. We're going to do like last time and add a Kinematic Output to that head. Whoops. There we go. We're going to go ahead and collapse that. We already know what's in here, so I'll save renaming for another time. So if we go into the neck peg, we'll see all the bits and pieces. And we'll go ahead. I think this is probably Bone_7. Yup, so we'll take the Kinematic Output attached to Bone_7. So now these are all together. So if I move [it], you can see it's not quite attached to the body.

But you can see that that's all moving together. So if I do this, you can see that this articulation is affecting the neck. And the head is moving with it because the bone system is all a parent-child system. Now the head is not being deformed at all. You can see a little bit of the deformation on the neck. Right here, where that joint is affecting that neck layer. But the head is remaining unscathed, so to speak, by the bone system.

And that's basically the difference between a Kinematic system and a bone system without a Kinematic system.