This is very good. Thank you also for the written details posted with the video!!! A sketch drawing layer at 01:02:00 for in anticipation of when a full character would need to be drawn. How would the frame-by-frame drawing exist in the layering? Would the Frame-by-frame drawing layer exist in the character group? Under the master peg like the sketch layer I imagine. But that layer is not preallocated at the time the rig is built? I am guessing that when you want to use a frame-by-frame drawing for the character, you would set all the rigged character to drawing 0 which is empty? Thanks for the peg checker script.
@mattwattsart2 жыл бұрын
Fantastic question! Thank you Domingo. When I am working with a rig, I hardly ever draw frame by frame final drawings. But yes, if I quickly wanted to draw a frame by frame pose, I would probably draw it on the Sketch layer... ink it, paint it, etc and swap everything else to a 0 or 0FF empty swap at that point. More often the way I use it is this way: When posing out a rig, it is common to have the pose look very computery and stiff. I will use the sketch layer to do a quick gesture drawing to help me get more energy into the pose and then I will adjust the rig to look more like that sketch. Sometimes I will want a more appealing expression and it's much easier to me to draw an appealing expression than to simply try to move pieces around to achieve it. One reason I save a pre-traced Front or Quarter front pose in the sketch layer is so that I can flip back and forth between it and my new sketch to make sure things are looking on-model and I am maintaining consistent volumes. Does that answer your question? Glad the peg checker script is appreciated!
@domingo23902 жыл бұрын
@@mattwattsart Yes, I see. You are using the sketch layer to stay on model, flipping, etc when exploring poses and spacing. I can see where Harmony makes that workflow easy. When I used to use Maya, I would have to playblast (i.e., render out to a file) and then use some other tool to drawover the movie file.