Deformation Nodes
The deformation rigs are composed of several different types of nodes. Additional ones such as the Kinematic Output node can be used to enhance the results.
From the Insert menu
The Articulation node is no longer used in the current release of Harmony. This node is still available for compatibility purposes with previous deformation rigs.
The Articulation node is used between two bones (legacy) to create a joint where the limb or element will rotate. The current Bone and Game Bone nodes include the articulation parameters.
Parameter | Description |
Name | Use this field to rename the node. |
Resting Parameters | |
Rest Radius | Lets you set the resting radius of the articulation (size of the circle). |
Resting Orientation | Lets you set the resting rotation angle value of the articulation. |
Rest Bias | Lets you set the resting bias value of the articulation, which can also be seen as the steepness of the articulation. The smaller the bias value, the smoother the articulation angle, and the larger the bias value, the more angular the articulation is. |
Deformation Parameters | |
Radius | Lets you set the radius of the articulation (size of the circle). When animated, this value will be connected to a function. |
Orientation | Lets you set the rotation angle value of the articulation. When animated, this value will be connected to a function. |
Bias | Lets you set the bias value, which can also be seen as the steepness of the articulation. When animated, this value will be connected to a function. |
Region of Influence |
Influence Fade Radius | This defines the size of the fade area around the actual region of influence's boundaries—see Deformation Nodes. |
Transversal Influence Radius Left |
When the Symmetric Ellipse of Influence option is enabled, this field controls the Left and Right transversal radius values. When disabled, it controls the size of the left transversal radius. By default, this value is set to 2.
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Transversal Influence Radius Right |
When the Symmetric Ellipse of Influence option is enabled, this field becomes inactive. The Left Transversal radius value is automatically applied to the Right Transversal. When the Symmetric Ellipse of Influence option is disabled, it controls the size of the Right Transversal radius. By default, this value is set to 2.
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Longitudinal Influence Radius Begin |
When the Symmetric Ellipse of Influence option is enabled, this field becomes inactive. The End Longitudinal value is automatically applied to the Begin Longitudinal value. When the Symmetric Ellipse of Influence option is disabled, it controls the size of the Begin Longitudinal radius. By default, this value is set to 0.25.
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Longitudinal Influence Radius End |
When the Symmetric Ellipse of Influence option is enabled, this field controls both the Begin and End Longitudinal radius values. When this option is disabled, it controls the size of the End Longitudinal radius. By default, this value is set to 0.25.
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Symmetric Ellipse Influence |
Enabled by default. The shape of the ellipse will be symmetrical on both the transversal and longitudinal radii. In this case, use the Transversal Influence Radius Left field to set the transversal radius value and use the Longitudinal Influence Radius End field to set the longitudinal radius value. The two other fields will remain unused unless you disable the Symmetric Ellipse Influence option. In that case, you can set up different radius sizes for the four radii directions. |
The AutoFold node lets you automatically fix the folding area of a deformer, so no line overlap occurs. If your drawing pieces are separated on different layers, you will not need the AutoFold node. The AutoFold node is similar to the Fold node, but since it's automated, it is optimized to fit the most standard folding point with fewer controls to set up. You can also avoid this issue by separating your drawing onto two layers or separating your drawing in two pieces using the Cutter tool and repasting it in place in the same drawing.
- In the Node view, navigate to the Deformation nodes causing the unwanted overlap.
- In the Node Library view, select an AutoFold node and drag it to the Node view.
- Connect the AutoFold node directly under the Deformation node which is causing the unwanted line effect, for example the forearm.
- Select the AutoFold node and in the Layers Properties view, customize the AutoFold settings.
Parameter | Description |
Name | Name this field to rename the node. |
Enable AutoFold |
Type 1 to enable it or 0 to disable the effect. If you connect this option to a function, then you can enable or disable the effect at a specific point in your animation. |
Length |
Sets the length of the fold axis line.
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The Auto-Muscle node is used to simulate muscle movement. This will allow your characters to flex their muscles when they lift something or to create muscle tone when they move. When the Auto-Muscle node is connected to a Bone Deformer that is rotated, the drawing is automatically inflated to simulate muscle movement in the limb.
How to use the Auto-Muscle node
- In the Node view, navigate to the drawing node to which you want to add an Auto-Muscle effect.
- In the Node Library view, select an Auto-Muscle node and drag it to the Node view.
- Connect the Auto-Muscle node above the drawing you want to add a muscle to and after the Bone chain.
Parameter | Description |
Name | Use this field to rename the node. |
Muscle Left |
This option is enabled by default. When enabled, the left side of the Bone Deformer will inflate as the articulation is rotated toward the direction of the Bone Deformer. Disable this option if you do not want the left side of the bone to inflate.
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Left Start |
The default value of the starting position of the left muscle is set to -2. This means it will start at the deformer situated two steps before the position where the Auto-Muscle is connected. You can change the starting point by typing the number corresponding to the deformer node.
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Left Span | This parameter controls the length (muscle length) over which the effect node will be applied to the left side of the deformer. By default the setting is 1, representing the length of the deformer to which it is applied. |
Left Amplitude |
This parameter controls the physical size of the left muscle. Increase the value to make the muscle bigger, decrease the value to make it smaller.
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Muscle Right |
This option is enabled by default. When enabled, the right side of the Bone Deformer will inflate as the articulation is rotated toward the direction of the Bone Deformer. Disable this option if you don't want the right side of the bone to inflate.
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Same as Left |
This option is enabled by default, allowing each side of the Bone Deformer to inflate to follow the rotation of the articulation. Enable this option to synchronize the right muscle with the left so both muscles inflate when the articulation is rotated to the left.
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Right Start |
The default value of the starting position of the right muscle is set to -2. This means it will start at the deformer situated two steps before where the Auto-Muscle is connected, in this case, Bone. You can change the starting point by typing the number corresponding to the deformer node.
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Right Span | This parameter controls the length (muscle length) over which the effect node will be applied to the right side of the deformer. By default the setting is 1, representing the length of the deformer to which it is applied. |
Right Amplitude | This parameter controls the physical size of the right muscle. Increase the value to make the muscle bigger, decrease the value to make it smaller. |
The Bone node is one of the main nodes used to build a deformation rig. Each Bone node consists of a bone and an articulation. You can chain Bone nodes to create a skeleton chain for your character. The Rigging tool can be used to create and connect those nodes automatically—see Adding Basic Deformation Chains.
Parameter | Descriptions | ||||||||||||
Resting Parameters Rest Offset | |||||||||||||
(x) Axis | This is the bone x-axis (horizontal) coordinates for the resting position. | ||||||||||||
(y) Axis | This is the bone y-axis (vertical) coordinates for the resting position. | ||||||||||||
Rest Radius | This is the articulation's radius value (articulation size) for the resting position. | ||||||||||||
Rest Orientation | This is the bone's orientation angle for the resting position. | ||||||||||||
Rest Bias | This is the articulation's bias (roundness and smoothness) for the resting position. | ||||||||||||
Rest Length | This is the bone's length for the resting position. | ||||||||||||
Deform Parameters Offset | |||||||||||||
2D Path | When this option is enabled, the X and Y-axis parameters are controlled by the same 2D path function. | ||||||||||||
Separate | When this option is enabled, the X and Y-axis parameters are individual one from another. | ||||||||||||
Path | When using a 2D Path, this field displays the name of the function. | ||||||||||||
(x) Axis | This is the bone X-axis (horizontal) coordinates for the animation position. This parameter can be linked to a function to be animated over time. | ||||||||||||
(y) Axis | This is the bone y-axis (vertical) coordinates for the animation position. This parameter can be linked to a function to be animated over time. | ||||||||||||
Radius | This is the articulation's radius value (articulation size) for the animation position. This parameter can be linked to a function to be animated over time. | ||||||||||||
Orientation | This is the bone's orientation angle for the animation position. This parameter can be linked to a function to be animated over time. | ||||||||||||
Bias | This is the articulation's bias (roundness and smoothness) for the animation position. This parameter can be linked to a function to be animated over time. | ||||||||||||
Length | This is the bone's length for the animation position. This parameter can be linked to a function to be animated over time. | ||||||||||||
Region of Influence |
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The Curve node is one of the main nodes for building a deformation rig. You can chaining Curve nodes to create a Bezier handles skeleton. The Rigging tool can be used to create and connect the nodes automatically—see Adding Basic Deformation Chains.
Parameter | Description | ||||||||||||
Resting Parameters Resting Offset | |||||||||||||
(x) Axis | This is the curve x-axis (horizontal) coordinates for the resting position. | ||||||||||||
(y) Axis | This is the curve y-axis (vertical) coordinates for the resting position. | ||||||||||||
Resting Orientation 0 | This is the orientation for the first Bezier handle for the resting position. | ||||||||||||
Rest Length 0 | This is the length for the first Bezier handle for the resting position. | ||||||||||||
Resting Orientation 1 | This is the orientation for the second Bezier handle for the resting position. | ||||||||||||
Rest Length 1 | This is the length for the second Bezier handle for the resting position. | ||||||||||||
Deform Parameters Offset | |||||||||||||
2D Path | When this option is enabled, the X and Y-axis parameters are controlled by the same 2D path function. | ||||||||||||
Separate | When this option is enabled, the X and Y-axis parameters are individual one from another. | ||||||||||||
(x) Axis | This is the curve X-axis (horizontal) coordinates for the animation position. | ||||||||||||
(y) Axis | This is the curve Y-axis (vertical) coordinates for the animation position. | ||||||||||||
Orientation 0 | This is the orientation for the first Bezier handle for the animation position. | ||||||||||||
Length 0 | This is the length for the first Bezier handle for the animation position. | ||||||||||||
Orientation 1 | This is the orientation for the second Bezier handle for the animation position. | ||||||||||||
Length 1 | This is the length for the second Bezier handle for the animation position. | ||||||||||||
Envelope Parameters | |||||||||||||
Apply Parent Modifier's Transformation | When this option is disabled, the deformation from the parent curves are no longer affecting the current curve. Interesting effects can be achieved when disabling this effect on the last child curve and rotating the Offset point. The curve tail end will remain pinned on the spot while the rest of the curves deforms. | ||||||||||||
Close Contour | When this option is enabled, the extrimity of the curve is snapped to the initial chain's Offset point. This creates an Envelope deformation. More than one curve can be linked to the Offset point. | ||||||||||||
Region of Influence |
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Just like a standard Composite node, the Deformation-Composite node is used to bring together all the elements that are connected to it, allowing you to customize parameters that will influence the result of the output. The Deformation-Composite links the deformation chain to the graphic element to which it is related.
You can set up the following parameters in the Deformation-Composite Layer Properties window:
Parameter | Description | ||||||
Name | Use this field to rename the node. | ||||||
Output Kinematic Only | This option is disabled by default, allowing the deformation chain to output deformation and position information. This option should be enabled in order to output the chain information position only. This will allow you to connect a part to the hierarchy without it undergoing the deformation applied to the rest of the chain. | ||||||
Output Selected Port Only |
This option is important if you have several deformation chains for one element, as in the case of a character with multiple poses.
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Output Kinematic Chain |
Lets you select a deformation chain option to use. This parameter is used when the Output Selected Port Only option is enabled.
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Rightmost: Only the first chain connected to the right of the composite node will be used. | |||||||
Leftmost: Only the first chain connected to the left of the composite node will be used. | |||||||
Select: If you select this option, you can define which chain to output according to the order they are connected from left to right. | |||||||
Use First Connected Element’s Exposure as Key: Allows the deformation effect to automatically detect which deformation chain to use (subgroup) by detecting the exposure of the first element connected to the deformation. This option is used in the case of a multiple pose rig—see About Deformation Poses (Transformation Chains) | |||||||
Use Parent Composite’s Connected Element Exposure: When the Output Kinematic Only option enabled, the information from the parent element’s exposure is used to attach the child to the correct chain, following which pose is exposed—see | |||||||
Output Kinematic Chain Selection |
When the Output Selected Port Only option is selected AND the Select option is used as the Output Kinematic Chain setting, this field defines which deformation chain you want to use on your element. Select the number which corresponds to the left to right order that the chains are connected to the Deformation-Composite node.
You can attach this value to a function and enable different chains over a period of time on specific frames. This value can be modified in the Timeline view by using the Deformation-Switch layer. Since the Deformation-Composite node is only visible in the Node view, the layer has a reference to this parameter enabling you to easily edit the value when working in the Timeline view. |
The Deformation-Root is used when creating manual legacy multi-pose rigs. It can be placed at the start of the deformation chains. This node is no longer used for the current multi-pose rig structure.
You can modify the quality level of the Deformation effect in the Deformation-Root Layer Properties window:
Parameter | Description | |||||||||||||||
Name | Use this field to rename the node. | |||||||||||||||
Quality |
Defines the number of slices the graphic is split into and used when undergoing a deformation. The higher the quality level, the more slices are created and the smoother the deformation applied to the graphic. There are five levels of quality:
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The deformers can only be scaled along the centre axis to adjust the length of the limb. The Deformation-Scale can be used in combination with a Bone or Curve deformer to scale a drawing so it follows the opposite direction of the deformer axis (the width). For example, when combined with function curves this can be used to create advanced muscle effects. All these settings can be animated over time.
How to set up the Deformation-Scale effect node
- In the Node view, navigate to the node to which you want to add a Deformation-Scale effect.
- In the Node Library view, select a Deformation-Scale node and drag it to the Node view.
- Connect the Deformation-Scale node directly under the lower deformer node of your chain.
- In the Node view, select the Deformation-Scale node and select View > Show > Control to display its controls in the Camera view.
- Click on the square yellow button of the Deformation-Scale node to open the Layer Properties window.
Parameter | Description |
Name | Use this field to rename the node. |
This series of options controls the left scaling deformation. |
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Scale Left | This option is enabled by default. It allows the left side of the deformer to be scaled. In the Camera view, the dark blue controls are used for the left side. If you disable this option, the controls will be hidden and no scaling deformation will occur for this side. |
Left Fade In | The value is set to 0 (no fade) by default. Increase the value to add a fade effect to smooth the transition between the starting point of the scale and the area before it. |
Left Fade Out | The value is set to 0 (no fade) by default. Increase the value to add a fade effect to smooth the transition between the Left Span point of the scale and the area after it. |
Left Start | Defines the starting point of the left scale deformation. The default value is 0 and represents the Deformation-Root. Each main control point count for +1. |
Left Span | Defines the length of the left scale effect. |
Left Start Scale | Defines the start of the left scale effect. |
Left End Scale | Defines the end of the left scale effect. |
Left Start Handle Position | Defines the starting position of the left handle. |
Left End Handle Position | Defines the ending position of the left handle. |
Left Start Handle Scale | Defines the starting position of the left scale handle. |
Left End Handle Scale | Defines the ending position of the left scale handle. |
Scale Right | This option is enabled by default. It allows the right side of the deformer to be scaled. In the Camera view, the light blue controls are used for the right side. If you disable this option, the controls will be hidden and no scaling deformation will occur for this side. |
Same as Left |
This option is disabled by default. It means that the left and right sides will use different scaling parameters. If you enable this option, the right side controls will be hidden in the Camera view and the left parameters will be used for both side for a symmetrical scaling effect. |
The right side parameters are a mirror of the left side parameters |
- In the Layer Properties window, you can set up all the parameters.
- In the Tools toolbar, select the Transform tool.
- In the Camera view, set up the Deformation-Scale node (you can also set these parameters directly in the Layer Properties window):
‣ | To modify the scaling value of the curve, drag the two control handles away and forward from the deformation axis. |
‣ | Move the first blue arrow along the deformer’s central axis to set the starting point of the Deformation-Scale and the last arrow to set the length (span) of the transformation. |
‣ | Drag the square scaling curve control points away and forward from the deformer axis to set the scaling value at the starting and ending point. |
‣ | Drag the two middle blue arrows along the deformer’s centre axis to set the position of the curve handles. |
- You can animate the different parameters of the Deformation-Scale node by enabling the Animate mode in the Tools toolbar and adding keyframes. In this case, different values will be connected to functions.
The Deformation-Switch node acts as a on and off switch for the deformation chain. It is used when building legacy multi-pose rigs. It is also the node which controls the Region of Influence Fade area. The Deformation-Switch also displays a Kinematic Chain Selection Reference option, which allows you to modify the chain selection directly in the Timeline view.
The Deformation-Switch has been replaced with the Transformation-Switch node.
Parameter | Description | |||||||||||||||
Name | Use this field to rename the node. | |||||||||||||||
Vector Quality |
Defines the quality of the deformation effect when your drawings are stretched and deformed. There are five levels of quality:
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Influence Fade Exponent |
A value of 1 is similar to a linear curve. A higher value will result in an ease-in type of curve. A lower value will result in an ease-out type of curve. |
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Fade Inside Region | This option is disabled by default. Thefade effect will occur outside the zone of influence. Enable this option to have the fade effect inside the Zone of Influence—see Regions of Influence. | |||||||||||||||
Enable Deformation | Acts as an on/off switch for the deformation. The value of this field is set to 1 by default, which means the deformation is enabled. Enter a value of 0 to disable it. | |||||||||||||||
Kinematic Chain Selection Reference | Determines which chain is selected and used at a specific frame. It is a reference to the option in the Deformation-Composite node. Having this reference in the Deformation-Switch node allows you to use and modify the chain selection value directly in the Timeline view since the Deformation-Composite node is only visible in the Node view. |
The Deformation-Uniform-Scale effect node let you create the squash and stretch effect on your animated deformation rig. You can scale the rigged element on the opposite axis of the deformer (width).
How to use the Deformation-Uniform-Scale node
- In the Node view, navigate to the deformation node to which you want to add a Deformation-Uniform-Scale node.
- In the Node Library view, select the Deformation-Uniform-Scale node and drag it to the Node view.
- Connect the Deformation-Uniform-Scale node directly below the lowest deformation node in your chain.
- Connect the Deform-Uniform-Scale node to all the drawing nodes it should scale.
- In the Node view, select the Deformation-Uniform-Scale node.
- Display the Uniform Scale controls in the Camera view by pressing Shift + F11—see Displaying the Deformation Controls.
- In the Camera view, drag the handle to resize the width of the limb. You can also use the Scale field to enter a specific value. These parameters can be animated over time.
The Deformation-Wave effect deforms the chain by adjusting the scaling in a waveform style. It can be used to animate a wave deformation effect on your deformation chain over a period of time.
How to use the Deformation-Wave effect
- In the Node view, navigate inside the Deformation node to which you want to add a Deformation-Wave effect.
- In the Node Library view, select an Deformation-Wave node and drag it to the Node view.
- Connect the Deformation-Wave node to your deformation chain.
A wave deformation is applied to the limb or art connected to the deformation chain.
- In the Node view, open the Layer Properties window of the Deformation-Wave node.
- Set the following parameters in the Deformation-Wave properties:
Parameter | Description |
Name | Use this field to rename the node. |
Wave Left | This option is enabled by default, allowing the Deformation-Wave effect to be applied on the left side of the deformer chain. Disable this option to prevent the effect from being applied. |
Left Start | Defines the length of the left wave effect. |
Left Span |
Defines the starting point of the left wave deformation. The default value is 0 and represents the root point. Each main control point count for +1. |
Left Offset Deformer |
This is the parameter you may want to connect to a function. It controls the offset of the deformation on the left side and allows you to create a fluid wave animation along the deformer axis. |
Left Amplitude |
Controls the height of the left wave effect. |
Left Offset Scaling |
Used to apply an offset value to the amplitude of the left wave. The wave will be lifted and become higher, or dropped and become lower, depending whether the value is increased or decreased. |
Left Period |
Controls the interval of occurrence of the left waves. By default the value is 1, meaning that a wave will occur for every deformer. If you decrease the value to 0.5, it will result in a wave occurring every half deformer. |
Wave Right |
By default this option is enabled, allowing the Deformation-Wave effect to be applied on the right side of the deformer chain. Disable this option to prevent the effect from being applied. |
Same as Left |
This option is disabled by default. It allows the left and right size of the Deformation-Wave to be controlled separately. Select this option if you want the effect to be symmetrical and controlled by the left side parameters. |
Right Start |
Defines the starting point of the right wave deformation. The default value is 0 and represents the Deformation-Root. Each main control point count for +1. |
Right Span |
Defines the length of the right wave effect. |
Right Offset Deformer |
This is the parameter you might want to connect to a function. It controls the offset of the deformation on the right side, allowing you to create a fluid wave animation along the deformer axis. |
Right Amplitude |
Controls the height of the right wave effect. |
Right Offset Scaling |
Used to apply an offset value to the amplitude of the right wave. The wave will be lifted and become higher, or dropped and become lower, depending whether the value is increased or decreased. |
Right Period |
Controls the interval of occurrence of the right side waves. By default the value is 1, meaning that a wave will occur for every deformer. If you decrease the value at 0.5 it will result in a wave occurring every half deformer. |
The Fold effect is used when bending a deformation further than the drawing is able to take it. This may result in an unwanted overlap of the line art at the junction of the articulation or deformation. The Fold effect lets you control certain parameters that will help eliminate the unwanted line effect. You can also avoid this issue by separating your drawing onto two layers or separating your drawing in two pieces using the Cutter tool and repasting it in place in the same drawing.
The Fold effect works best with the Curve deformers.
- In the Node view, navigate to the Deformation node causing the unwanted overlap (in this case, an articulation).
- In the Node Library view, select the Fold node and drag it to the Node view.
- Connect the Deformation-Fold node directly under the deformation effect node which is causing the unwanted line effect.
- In the Node view, select the Deformation-Fold node.
- From the top menu, select View > Show > Control or press Shift + F11 (Windows/Linux) or ⌘ + F11 (Mac OS X) to display its controls in the Camera view.
- In the Tools toolbar, select the Transform tool.
- In the Camera view, set up the Deformation-Fold. You can also set these parameters directly in the Deformation-Fold properties:
‣ | Click on the fold axis and rotate it to match the angle of the bend articulation. |
‣ | Use the middle arrow to position the axis along the deformer’s central line. It should be in the corner of the bending area. |
‣ | Use the right and left arrows to control the appearance of the two overlapping lines. |
‣ | Use the axis’s square handle to lengthen or shorten the axis. |
- If your character moves a lot and you need to adjust the fold at different positions to follow the limb animation, you can set up the Deformation-Fold node in a different position over time. To do this, enable the Animation mode in the Tools toolbar and add keyframes. In this case, the different values will be connected to functions.
- You can also enable/disable the Deformation-Fold node over time by connecting a function to the Enable Fold parameter in the Layer Properties. A value of 1 enables the effect, a value of 0 disables the effect.
The Bone node is one of the main node used to build a deformation rig. Each Bone node consists of a bone and an articulation. Chaining Bone nodes will create a skeleton chain for your character. The Rigging tool can be used to create and connect those nodes automatically
Parameter | Descriptions |
Resting Parameters Rest Offset | |
(x) Axis | This is the bone X-axis (horizontal) coordinates for the resting position. |
(y) Axis | This is the bone Y-axis (vertical) coordinates for the resting position. |
Rest Radius | This is the articulation's radius value (articulation size) for the resting position. |
Rest Orientation | This is the bone's orientation angle for the resting position. |
Rest Length | This is the bone's length for the resting position. |
Deform Parameters Offset | |
2D Path | When this option is enabled, the X and Y axis parameters are controlled by the same 2D path function. |
Separate | When this option is enabled, the X and Y axis parameters are individual from each other. |
Path | When using a 2D Path, this field displays the name of the function curve. |
(x) Axis | This is the bone X-axis (horizontal) coordinates for the animation position. This parameter can be linked to a function curve to be animated over time. |
(y) Axis | This is the bone Y-axis (vertical) coordinates for the animation position. This parameter can be linked to a function curve to be animated over time. |
Radius | This is the articulation's radius value (articulation size) for the animation position. This parameter can be linked to a function curve to be animated over time. |
Orientation | This is the bone's orientation angle for the animation position. This parameter can be linked to a function curve to be animated over time. |
Length | This is the bone's length for the animation position. This parameter can be linked to a function curve to be animated over time. |
The Offset node lets you position the root of your deformation chain. It is automatically added to your deformation rig when you create a Curve or Envelope deformation rig using the Rigging tool.
Parameter | Description |
Name | Use this field to rename the node. |
(x) Axis | Sets the resting position on the X (east/west) axis. |
(y) Axis | Sets the resting position on the Y (north/south) axis. |
Resting Orientation | Sets the rotation angle of the resting position. |
Offset Type |
Lets you choose the type of coordinates to use: Separate: The two coordinates are set separately. If they are connected to a function, each one will have its own function curve. This is the default setting. 2DPath: The two coordinates are set together within a single 2D path function. |
(x) Axis (y) Axis |
This option is only available when the Type is set to Separate. It is used to set the active position value of the Deformation-Root on the X (east/west) and Y (north/south) axis. You can enter the value, use the up and down arrow buttons to choose a value, or use the Transform tool, when Setup mode is NOT enabled, to move the deformation chain. Remember, that if you want to add a keyframe, you need to enable Animation mode from the Tools toolbar. |
Path | This option is only available when the Type is set to 2D Path. It is used to set the active position value of both the Y and X axis. Use the Transform tool when Setup mode is NOT enabled to move the deformation chain along the 2D path. Remember, if you want to add a keyframe, you need to enable the Animation mode on the Tools toolbar. |
Orientation | Sets the rotation angle of the active position of the Deformation-Root. You can enter the angle, use the up and down arrow buttons to choose the desired value, or use the Transform tool when Setup mode is NOT enabled to rotate the deformation chain. Remember, if you want to add a keyframe, you need to enable Animation mode on the Tools toolbar. |
Apply Parent Modifier's Transformation | When this option is disabled, the parent's deformations no longer affect the current deformer. |
The Kinematic Output node lets you hook a separate element that you want to be linked to the deformation chain but not be part of the deformation, such as a hand to an arm or an arm to the body. These elements will follow the movement of the chain just like a regular cut-out character hierarchy piece without being influenced by the deformation of the arm. If you don't use the Kinematic Output, the piece's pivot will not follow the deformation.
Connect a Kinematic Output node below the deformation node you want your drawing to follow.
The Stick node is available for compatibility with previous versions of deformation rigs. This node is the legacy Bone node. When the Stick node is imported in the Node view, it is renamed Bone.
Parameter | Descriptions | ||||||||||||
Rest Length | This is the bone's length for the resting position. | ||||||||||||
Length | This is the bone's length for the animation position. This parameter can be linked to a function to be animated over time. | ||||||||||||
Region of Influence |
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The Transformation-Switch node acts as a on and off switch for the deformation chains. It is used when building multi-pose (multiple deformation chains) rigs. the Transformation-Switch can also be used with other node types than Deformation nodes. It can be used with any transformation nodes such as Peg and Quadmap nodes.
The Transformation-Switch replaces the Deformation-Switch node.
Parameter | Description |
Name | Use this field to rename the node. |
Element Columns |
Full Name: Select which element to connect to the node from the list of elements that already exist in your scene. Drawing Path: Displays the full path to the current drawing. |
Timing Columns |
Name: Path to the file you want to link to. Timing Column: Link to the column that contains the desired timing. Extension: When linking to a background file, enter its file name extension. Field Chart: If you are importing traditional animation, select the size of the paper on which the animation was drawn. |
Transformation Names | List the drawing names associated to each transformation chain. You can enter additional drawings and separate the names with semi-colons (;). |