Hi Strider2000,
Thank you for the nice comments!
strider2000 wrote:So a couple of quick question for you.
1) For your 3D animations, like "Happy Box", when you create another movie, with the same characters, you don't create them from scratch again do you? I expect not, so I'm thinking a bit that way for my 2D stuff. Sketching something on paper is easy for me. Quality drawing is longer, vector drawing is longer and character rigging even longer. So, for me, in my mind my 2D rigs are similar to 3D models in the sense that I'm willing to invest more in construction so that they can be reused.
Now make way for another one of my exercises in verbosity.
Yes, the 
Happy Box characters were designed with re-usability in mind. For 'B2', we added fur (obviously) and came up with a slightly different system for the mouth animation, both of which required modifications to the geometry and rig. But for the most part we were able to re-purpose our setups from 
Happy Box. If we ever get around to creating that episodic 3D Brudders series, I think I’d like to improve the animation/mocap controls over what we’re using now, but the general setups will probably still be based on what we developed in these two films.
You right in thinking that 2D character rigs are analogous to 3D rigs, especially in terms of Anime Studio. When I’m developing one of our projects for ASP, I approach design and rigging the same way I would for a 3D character: with ease of use and a broad range of adaptability in mind. It’s one of the reasons why I like using this program.
However, no matter how well you prepare, sooner or later you’re going to run into a situation where an established rig just won’t do and you're going to need to create a ‘special’ to do that one crazy thing your character will probably never be required to perform again. That’s where understanding a variety of rigging techniques can really pay off.
This is why the preproduction phase is so important. It’s the time to figure out how you will meet the challenges laid out in your storyboard...or, if editing the storyboard is permissible, you can simply change your story to minimize or avoid the difficulties altogether. If you try to change designs and methodology in the middle of production, you risk missing deadlines or even derailing the project completely. Try to get it all nailed down in preproduction.
2) In Scareplane was most of the 2D stuff frame by frame work? I think it's Ratatoullie (sorry if that name or spelling is wrong 

 that flips up the seats. I can see that might be a rig that could easily be used again (with perhaps exception of the outfit) but I can see how much of the work is unique to the action going on. Would you reuse any of the characters from that one?
Yes, that’s the correct way to spell Toullie’s full name. It’s also an incorrect spelling for the Italian dish. We didn’t know how to spell the food when we named him but we decided to stick with it. Trivia: Some people think we named Toullie after the movie 
Ratatouille, but he was born two years before that movie came out and he was actually named after the character Ratatooey from the 1983’s 
Twice Upon a Time. (Sigh! This wonderfully quirky animated film is so hard to see anywhere nowadays.) But I digress...
Scareplane was another ‘learning’ project for us. I did all the drawing and animation and Alisa painted all the backgrounds. I actually knew very little about Anime Studio when we started this film so there’s a mish-mash of techniques used throughout the film. For the most part, I was able to re-purpose certain rigs across many scenes but there are also more ‘specials’ being used than I intended to create when I storyboarded the short. If I were to make this film again with the knowledge I have now, I would plan scenes more carefully and further economize the setups before we began the animation phase. Which means this project served its purpose perfectly!
For most of the production, there were two rigs for each character, a front view rig and a side view rig. You'll see three quarter view of Toullie but this was mainly a side view rig with a slightly modified front view head pasted on. I didn't worry about transitional front-to-side rigs because the characters never do that in this film. That was a conscious decision because I wasn't ready to deal with that level of complexity yet.
(Sidenote: when we produced the 
HLF titles animation later that year, we created rigs could turn from left-to-right 3/4 views, plus separate side view-only rigs for all the main characters. This approach was perfect for this project because the characters are almost always in 3/4 view except when they are running. Since we were more knowledgeable about ASP during preproduction this time around, fewer 'specials' needed after we got into the animation phase. Now back to 
Scareplane...)
Sister's first scene in 
Scareplane was not only the first scene animated, it probably the most complicated one. It was planned that way because I felt if I could figure this one out using ASP then animating the rest of the show should be much easier. What made the scene difficult was Sister’s transition from sitting to standing, and how the hands, arms, legs, the seat belt and buckle needed to change stacking order several times. I wound up using a mixture of different bones rigs with some manually keyframed point animation. There were couple of false starts with this setup but I think the experience taught me almost everything I needed to know for finishing the rest of the show. I was even able to re-purpose parts of this setup for Sister’s two other 'front view' scenes.
There were two scene that might crudely be considered frame-by-frame animation: the one with Sister tumbling toward the cockpit door and Sergeant tumbling out of his seat. I meant to draw more frames for these animations to make them smoother but FBF drawing in ASP 9.5 was too tedious and I was running out of time. (The schedule may have been self-imposed but we tried to stick to it like it was a job.) FYI, ASP 11 introduced frame-by-frame drawing and animation tools that should make creating scenes like these a lot easier now.
As for adapting the artwork and rigs from 
Scareplane to a episodic series format, that might not be practical. These rigs were designed to solve very specific problems. For example, Sister’s front view setup is complicated and specifically tailored for doing exactly what she does in the film (stand up and tumble forward,) and it’s not very usable for many 'normal' actions. The cats had very simple rigs...but they are probably too simple to be used in a general production. This is because the storyboard was purposely conceived with minimal actions that exploited nearly every rigging and animation feature in ASP. I thought this approach would help us to become familiar with ASP's tools and workflow quickly without getting too hung up on story complications. Besides, at the time we only wanted to see what it was like to create 
one production with ASP--using it to make an on-going series of animations wasn't really on our radar yet. (Baby steps.)
Now that Alisa and I have gone through the whole process for two very different productions, I think it will be relatively easy for us to figure out the setups needed for creating an episodic series. We would first examine the issues that slowed us down during the other productions and consider alternative solutions for the new one. Like making rigs that are consistent and more generalized but also more adaptable to special situations; making line weights in the artwork more constant (but I think we can still keep the tapered ends as a Style properly); and widespread usage of the Styles panel--once you understand how this feature works, it can be a major time saver. (I just wish project specific Styles could be saved as file and be more easily referenced in new scenes.)
That was probably a lot more answer than you were asking for but I hope it was interesting. 
G.