Presently it seems as though one has to translate and craft a character point by point in order to get angular views... but then, what is worse, that you have to repeat the entire process for the opposite side vs flipping / mirroring the points since the application does not appear to disassociate the points from the other side (ie, you would be moving the left arm, but since it was originally associated with the right arm, that moves instead).
Is there an easier method to use or follow when going down this path of creating a full array of views for a character?
What is the easiest way to create side and back views?
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- neeters_guy
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The method you describe is correct. Anime Studio is 2D vector based animation program, so you have to create each of the views, similar to any other 2D program. A typical workflow would be to draw the turnarounds on paper first, scan it, and trace it in AS. For example: how do i make a side view for my character
Also, check out this invaluable guide on character creation http://anime.smithmicro.com/tutorials/t ... acters.pdf
For a dead-simple easy method, use the Chracter Wizard and, if you're ambitious, use some of the techniques discussed in this thread: Character Wizard Mods
You can also take any existing rig that you like (from the Content Library or Content Paradise) and build your character on top of that.
Sorry for the long-winded answer; the answer really depends what you want your work to look like and how much time you're willing to put into it. There is really no substitute for trying everything you read on these forums until you find the method that works for you.
Also, check out this invaluable guide on character creation http://anime.smithmicro.com/tutorials/t ... acters.pdf
For a dead-simple easy method, use the Chracter Wizard and, if you're ambitious, use some of the techniques discussed in this thread: Character Wizard Mods
You can also take any existing rig that you like (from the Content Library or Content Paradise) and build your character on top of that.
Sorry for the long-winded answer; the answer really depends what you want your work to look like and how much time you're willing to put into it. There is really no substitute for trying everything you read on these forums until you find the method that works for you.
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Thanks very much for the note.
In this case it's an entirely custom character. Being a developer myself I can clearly see just how easy it would be for the developers to implement a clean and easy solution that would ameliorate these long winded steps (your answer was very succint considering the long winded nature of the solution they expect folks to follow!).
It's a real shame being in it's 8th revision.
In this case it's an entirely custom character. Being a developer myself I can clearly see just how easy it would be for the developers to implement a clean and easy solution that would ameliorate these long winded steps (your answer was very succint considering the long winded nature of the solution they expect folks to follow!).
It's a real shame being in it's 8th revision.
- funksmaname
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- neeters_guy
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I forgot to address this. Yes, as funks mentioned (I think), you can make a right view of your character by simply flipping the completed left view rig. The top level bone layer, which contains all the body parts, will still work correctly.
However, if you're duplicating and flipping the left arm layer/points to make the right arm, then you have to rebind that layer/points to the correct bone.
However, if you're duplicating and flipping the left arm layer/points to make the right arm, then you have to rebind that layer/points to the correct bone.