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Learning Anime Studio

You're reading from   Learning Anime Studio Bring life to your imagination with the power of Anime Studio

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Product type Paperback
Published in May 2014
Publisher
ISBN-13 9781849699570
Length 354 pages
Edition Edition
Concepts
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Author (1):
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Chad Troftgruben Chad Troftgruben
Author Profile Icon Chad Troftgruben
Chad Troftgruben
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Table of Contents (17) Chapters Close

Learning Anime Studio
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
1. Stepping into the World of Animation FREE CHAPTER 2. Drawing in Anime Studio 3. Exploring Layers and Timelines 4. Enhancing Your Art with the Layer Settings Panel and Style Palette 5. Bringing a Cartoon Character to Life 6. Developing Your Cartoon's Scenery 7. Creating a Library of Actions and Assets 8. Animating Your Characters 9. Exporting, Editing, and Publishing Index

Understanding the basics of bone animation


Since Anime Studio's main focus is on bone animation, this book will be following suit and providing steps for creating rigged characters. When creating your characters, you will want to think ahead of how you'll want to draw up and eventually rig the character to a system of bones. There are three ways you can use bones in Anime Studio: Region binding, Layer binding, and Point binding. They all have their strengths and different uses (and cartoonists usually end up using all three in some capacity). Hopefully, the next sections will give you a better understanding of all three systems.

Using Region binding

By default, when you place bones down in Anime Studio, they will end up affecting whatever sublayers they happen to be touching or have influence over. This provides a springy, cartoony look to the movements that occur on our characters and objects. In the past, Region binding proved to be more difficult because the bones would sometimes affect...

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