I don't know if it has this function, but I would like to know: is there any way to convert contour to fill? The case is as follows: I have a glove cuff and a hand. I used a flap to not show the hand lines on the wrist, but I don't want the fingers and palm to disappear along with the contours of the end.
So the only way is for those lines to be fills.
Image: https://prnt.sc/26oju9d
Convert stroke to fill
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- lucasfranca
- Posts: 181
- Joined: Sat Oct 07, 2017 11:47 pm
Convert stroke to fill
An old guy [since 1983] who was raised in front of the TV.
Passionate about animation, after getting old, he decides to make it his hobby.
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Passionate about animation, after getting old, he decides to make it his hobby.
I share tutorials, reviews, tips and tricks from this vast world of animation on my channel.
https://youtube.com/animai2D
Re: Convert stroke to fill
Not sure if I follow your explanation but perhaps it's just the masking issue?
There are stroke options, under the Masking tab. Could that help?
There are stroke options, under the Masking tab. Could that help?
Re: Convert stroke to fill
That can be a tricky one, and I often have to come up with a solution on a case by case basis.
In some situations, I'll make the hand Switch layer drawings to include the entire lower arm (including the glove) instead of just the hand. This solves a lot of problems...but it's probably not practical when you have a lot of hand views/versions.
Another trick is to make a Reference layer of the Hand Switch Layer (assuming you're using Switch Layer; if not, then whichever group the hand is in,)and place the reference layer above the glove. Inside this reference, you can hide all layers for that hand but the thumb. This will leave an unobstructed thumb. If you want, you can hide the thumb in the original layer, but this may not be necessary. (If you leave it on, the thumb may render just a touch heavier in the edges.)
I would then clearly rename the reference something obvious to keep you from editing. For example, if it was called 'handSwitch', change it to 'REF_handSwitch'. Coloring the layer red or another eye catching color also helps. I would keep this switch layer collapsed.
Now when you switch the original layer, the reference layer will switch along with it, and if you need to edit the shape of the thumb in the original, the reference thumb should also update.
If it bothers you that you have a bunch of layers you will never see, here's my advice: Keep that switch layer closed and just forget about it.
There are other ways but I think the above is the least fiddly one and easiest to update in the future.
Alternatively, you might consider using a 'Patchoid' layer. This is like a Patch layer but it's one you construct yourself and it can take the form of any shape. I'd have to think about how this will work and it might not even be appropriate here, so for now it's just a thought. A search in these forums for 'Patchoid' should turn up information about it.
The most direct technique is to modify the 'sleeve' art so it reveals the thumb art. Like so...

Sometimes I'll add a tiny bone to the middle point so I can move this point around as needed in the bone layer. This keeps it easier to manage the rig keyframes. Alternatively, I might just use the magnet tool as needed or set up a smart bone control to move/reshape it...that's not usually necessary, and it may just overcomplicate the rig.
I hope these ideas get you started. I can think of other tricks but, as mentioned, tricks like these are mostly situational.
Good luck!
In some situations, I'll make the hand Switch layer drawings to include the entire lower arm (including the glove) instead of just the hand. This solves a lot of problems...but it's probably not practical when you have a lot of hand views/versions.
Another trick is to make a Reference layer of the Hand Switch Layer (assuming you're using Switch Layer; if not, then whichever group the hand is in,)and place the reference layer above the glove. Inside this reference, you can hide all layers for that hand but the thumb. This will leave an unobstructed thumb. If you want, you can hide the thumb in the original layer, but this may not be necessary. (If you leave it on, the thumb may render just a touch heavier in the edges.)
I would then clearly rename the reference something obvious to keep you from editing. For example, if it was called 'handSwitch', change it to 'REF_handSwitch'. Coloring the layer red or another eye catching color also helps. I would keep this switch layer collapsed.
Now when you switch the original layer, the reference layer will switch along with it, and if you need to edit the shape of the thumb in the original, the reference thumb should also update.
If it bothers you that you have a bunch of layers you will never see, here's my advice: Keep that switch layer closed and just forget about it.
There are other ways but I think the above is the least fiddly one and easiest to update in the future.
Alternatively, you might consider using a 'Patchoid' layer. This is like a Patch layer but it's one you construct yourself and it can take the form of any shape. I'd have to think about how this will work and it might not even be appropriate here, so for now it's just a thought. A search in these forums for 'Patchoid' should turn up information about it.
The most direct technique is to modify the 'sleeve' art so it reveals the thumb art. Like so...

Sometimes I'll add a tiny bone to the middle point so I can move this point around as needed in the bone layer. This keeps it easier to manage the rig keyframes. Alternatively, I might just use the magnet tool as needed or set up a smart bone control to move/reshape it...that's not usually necessary, and it may just overcomplicate the rig.
I hope these ideas get you started. I can think of other tricks but, as mentioned, tricks like these are mostly situational.
Good luck!
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- lucasfranca
- Posts: 181
- Joined: Sat Oct 07, 2017 11:47 pm
Re: Convert stroke to fill
Thank you, Greenlaw! I still haven't found anything about Patchoid. I found a topic, but the images and video do not load.
His consideration seems good, I had thought of that too. But the problem with a wrist next to the hand is the back being overlapped by the forearm. It doesn't look good.
A solution I found was to export to change the line whidth a little with the tool (this transforms the line into filling in the export), export in SGV and import again, scaling and positioning, because when importing it gets much bigger. It has some errors, but it can be fixed.
something so simple,
Is not it? That would easily solve the problem. Maybe a script in the future? is it possible?
His consideration seems good, I had thought of that too. But the problem with a wrist next to the hand is the back being overlapped by the forearm. It doesn't look good.
A solution I found was to export to change the line whidth a little with the tool (this transforms the line into filling in the export), export in SGV and import again, scaling and positioning, because when importing it gets much bigger. It has some errors, but it can be fixed.
something so simple,
Is not it? That would easily solve the problem. Maybe a script in the future? is it possible?
An old guy [since 1983] who was raised in front of the TV.
Passionate about animation, after getting old, he decides to make it his hobby.
I share tutorials, reviews, tips and tricks from this vast world of animation on my channel.
https://youtube.com/animai2D
Passionate about animation, after getting old, he decides to make it his hobby.
I share tutorials, reviews, tips and tricks from this vast world of animation on my channel.
https://youtube.com/animai2D
- lucasfranca
- Posts: 181
- Joined: Sat Oct 07, 2017 11:47 pm
Re: Convert stroke to fill
It doesn't work either.
I thought that Pacth only removed the outlines, but it actually replaces the fill as well. So it will never work.

An old guy [since 1983] who was raised in front of the TV.
Passionate about animation, after getting old, he decides to make it his hobby.
I share tutorials, reviews, tips and tricks from this vast world of animation on my channel.
https://youtube.com/animai2D
Passionate about animation, after getting old, he decides to make it his hobby.
I share tutorials, reviews, tips and tricks from this vast world of animation on my channel.
https://youtube.com/animai2D
Re: Convert stroke to fill
If I have time tonight after work, I'll try to do a basic setup and post it here.
NEW! Visit our Little Green Dog Channel on YouTube!
D.R. Greenlaw
Artist/Partner - Little Green Dog
Little Green Dog Channel | Greenlaw's Demo Reel Channel
D.R. Greenlaw
Artist/Partner - Little Green Dog
Little Green Dog Channel | Greenlaw's Demo Reel Channel