CREATING MOVEMENT ON
SELECTED LEVELS
When creating a repetitive movement such
as a walk or run cycle, or the motion of an object such as a ship
rising and falling with a wave action, it is best to create the cycle
of movement in a fixed position and then move the sequence of
drawings across the screen as required. A walk cycle of 16 drawings
inserted into the dope sheet ten times can be made to move across the
screen and out of shot over 160 frames and saves a lot of redrawing
or tracing.
Movement of levels within the
Tapptoons Animation Studio can move the images up, down, left or right (or North,
south, East and West in traditional animation jargon). When you have
created your animation, which doesn`t have to be a cycle of course,
left-click on the dope sheet on the frame where you wish the movement
to start to establish the level you wish to use then go to the
Level
Action menu
....
Select the Create A Level Move menu option.
You will then see the Create Level
Moves form, as below.
Left click the Select Start Position menu
item.
You can move several levels at the same
time if the are using exactly the same settings. This is useful if a
character is made up of more than one level. The head might be on one
level, the body on another and the legs on a third. To move levels
simultaneously it is necessary to select the levels using the check
boxes shown. If the process was started by clicking on the dope sheet
the chosen level will already be checked as shown in the example
below in which the bottom animation level has been selected.
Most movements from start position to
finish position in animation don`t begin with a sudden jerk. If
you`re moving a repeating walk cycle or run cycle from out-of-shot,
across the screen and off screen at another point then obviously you
don`t need to worry about sudden starts and stops, but if the object
or character is in shot when the movement start an/or finishes then
it`s often best, unless a deliberate sudden effect is required, to
use `Cushioning` to start a move off with a small movement, followed
by a slightly larger movement and then continue with a fixed rate of
movement until just before the end of the move. The Animation Studio
uses a fixed system of thirds to achieve cushioning. The normal rate
of move is established at say, 9 pixels per frame but the first frame
will only be moved 3 pixels, the second will move 6 pixels and the
rest of the move up to the final two frames will move at 9 pixels per
frame. The last frame will move 3 pixels and the one just before it
will move 6 pixels. This effectively cushions the move in and out and
looks much smoother on screen. The Cushion
Start and Cushion Stop check boxes must be
checked before setting the start and stop positions.
The lowest of the sliders is the frame
setting. This will be already positioned if you have chosen a
specific frame from the dope sheet, but you can move it as you wish
to set your first move start position.
The image can be moved to its start
position using the North-south and East-West movement sliders. Images
can be moved completely off screen if the character or object needs
to enter at the beginning.
When you have selected your initial
position click on the Set Start
Position button. This will now change its
caption to Set Stop
Position and you can select the position
you wish the movement to finish, again using the sliders and
left-click the same button to fix the final position. The button will
now be greyed out and you must move the frame slider along one frame
by click the extreme right arrow on the frame slider. This will
restore the button label to Select Start
Position and enable the button for the
next start event. More than one move event can be created in this
way.
If you want the position
of the image to be held in the same place for a given number of
frames after the initial level move(s), you must repeat the level
move settings as before but without altering the position of the
image. In other words, set a level move but without any movement.
Otherwise the original scan positions will be used as if no previous
level move had been set.
When you have made all the settings you
require left click on the Create Level
Move > New
Event menu item and all the moves will be
created.
Back on the Main Scanning and Editing Form
you will see that above the levels that you used for creating level
moves there is now an `LMv` at the top of the dope sheet column as a reminder of
which levels have been modified. When playing back animation from the
main form the new level moves will be shown but you can playback the
original animation by using the Playback menu at the top of the
form.
If you go on to create Snow and Rain
Effects for each level the letters at the top of the dope sheet will
then read `WFXLMv` to indicate what has been changed. These modified levels
will be used in subsequent stages such as Track and Pan processing
and Semi-Transparent Level processing as the images used to build a
Finished Scene. You will be given the option of using the original
scans or the effects versions when the time comes to run those
processes.
If you decide to remove the Level Moves
completely this can be done from the Main
Scanning and Editing form main menu
`Remove` which
will remove the references on the Dope
Sheet and delete all the images created
for the Level Move.
Return
to the Tapptoons Animation Studio Helpfile