Yeah i love doing this, its completely how I build my rigs. The only thing I would add to make it less confusing for your animators is to drag a cable from your master controllers comp to your multiport out, otherwise you will not get any keyframe information on your timeline for them, and once they start animating with the master controllers they'll be getting phantom keyframes that they just can't track down.
@@fabio_gioffre I have been using ToonBoom on and off for about 15 years, started off on Studio and Animator, and then progressed onto Harmony when it became more accessible for freelancers. I was frustrated with rig building in Harmony for years, mostly through lack of good information and ToonBoom crashing too much. :) Since they have fixed the crashing and memory management in Harmony from 21 onwards, I only really got my head around building rigs seriously. I have been building rigs for my new series for the past 8 months, which is basically all I have been doing. So my rigs aren't perfect, but they are night and day ahead of where I was a year or two ago. I love your videos, and you have expanded my mind on what is possible with rigs, your draw over and posing video is brilliant. I now look at the rig as just a tool to get the character into the closest position for the pose and not the main driver of the animation in and of itself. How about you, how long have you been rigging?
Wow im searching already one week for timeline purposes that if i create keyframe for controller then how i will animate on same timeline. Thank you for info. Harmony is best of the best. Im coming from ipad procreate :D
@@fabio_gioffre Really, I have never seen anyone explain this before on TH-cam. Is it possible to explain this with a video explaining making a walking or running movement and storing it in a slider? or any ideas something outside the box that has not been done before? I appreciate it very much Fabio
so... we can use F1 to F500 for animation without destroying the master controller rig? i'm kinda worried because you set the stock view on those frames.
Hi so ya I extended to frame 500 just so the character is exposed for that many frames so if you drag it into a long scene it will show up. And once you create the keyframes and feed those into the master controller, they are saved in the controller so you can remove them from the timeline. I recommend Saving a new version of the scene, one with the keyframes in the timeline and one where you have created the master controller. This way you won't lose any work if something goes wrong.
hi! so I actually deleted all the keyframes after the first frame. The frame markers stay even when a keyframe is deleted, so I just selected them all and then pressed remove marker to get rid of the colour markers. But I had already deleted the keyframes before I did that, and since the keyframes are stored in the master controller, we don't lose them
I prepare my character rig with constraint hands but when try move arm backside or front side the arm tilted in z axis ,weirdly ? and the whole arm stretch without proportions. How solve this issue
@@fabio_gioffre No I actually haven't it looks really nice, do you rig in that program as well or is it mostly for animation? it looks very smooth, I'm guessing it's also useful for animating game animations
@@magnushinge2358 ya you can rig and animate all in the same software. It's a little expensive but really worth it I think. Are u thinking of getting it?
@@fabio_gioffre I wasn’t surprised because I thought it was him at first. I wondered if, after the magic, he developed an interest in art of Animation 😂😂
Yeah i love doing this, its completely how I build my rigs. The only thing I would add to make it less confusing for your animators is to drag a cable from your master controllers comp to your multiport out, otherwise you will not get any keyframe information on your timeline for them, and once they start animating with the master controllers they'll be getting phantom keyframes that they just can't track down.
Ah that is a great point! Thanks for adding that. Have you been building rigs for a long time?
@@fabio_gioffre I have been using ToonBoom on and off for about 15 years, started off on Studio and Animator, and then progressed onto Harmony when it became more accessible for freelancers. I was frustrated with rig building in Harmony for years, mostly through lack of good information and ToonBoom crashing too much. :) Since they have fixed the crashing and memory management in Harmony from 21 onwards, I only really got my head around building rigs seriously. I have been building rigs for my new series for the past 8 months, which is basically all I have been doing. So my rigs aren't perfect, but they are night and day ahead of where I was a year or two ago.
I love your videos, and you have expanded my mind on what is possible with rigs, your draw over and posing video is brilliant. I now look at the rig as just a tool to get the character into the closest position for the pose and not the main driver of the animation in and of itself.
How about you, how long have you been rigging?
This video is truly impressive, Thank you Fabio
no problem! I love when master controllers are set up this way. It makes it waay easier to animate with
Wow im searching already one week for timeline purposes that if i create keyframe for controller then how i will animate on same timeline. Thank you for info. Harmony is best of the best. Im coming from ipad procreate :D
nice! and ya I love procreate for drawing but ya I think toonboom is the best software for animating
my college doesn't even teach this, great vid
@@paudikellegher5259 lol I'm glad the video helped! Where do u go to college?
How to import master controllers to a new scene?
@@Barbanimations oh ya that needs to be a while other video entirely, it will be hard to explain in just text. I'll work on a video though
@fabio_gioffre please make it quicker i would not figure it out from past 1 week. Please 🥺
@@Barbanimations haha ok! I will try and find some documentation in the meantime.
Yo... it's been a month please make the video 😢
@@Barbanimations lol I just want to make sure I get all the important info. Thanks for your patience but just alittle longer
Can you record the user input to "Puppeteer" the character?
@@coinopanimator ya I actually think there is a way to do this. I need to look it up though. It's like the record feature in procreate dreams
Is it possible for us to create a walking animation, for example, and then store it in Master Control, like the action in Moho?
@@animationlife1241 yes you can store the frames in a master controller slider. You can basically store any animation in the master controllers
@@fabio_gioffre Really, I have never seen anyone explain this before on TH-cam. Is it possible to explain this with a video explaining making a walking or running movement and storing it in a slider? or any ideas something outside the box that has not been done before?
I appreciate it very much Fabio
this is awesome
Ya there are still a few things I need to work out but so far I find It way better to animate with.
so... we can use F1 to F500 for animation without destroying the master controller rig? i'm kinda worried because you set the stock view on those frames.
Hi so ya I extended to frame 500 just so the character is exposed for that many frames so if you drag it into a long scene it will show up. And once you create the keyframes and feed those into the master controller, they are saved in the controller so you can remove them from the timeline. I recommend Saving a new version of the scene, one with the keyframes in the timeline and one where you have created the master controller. This way you won't lose any work if something goes wrong.
7:21s Why when I hit maker frame and hit remove frame maker, it doesn't return a keyframe?
hi! so I actually deleted all the keyframes after the first frame. The frame markers stay even when a keyframe is deleted, so I just selected them all and then pressed remove marker to get rid of the colour markers. But I had already deleted the keyframes before I did that, and since the keyframes are stored in the master controller, we don't lose them
@@fabio_gioffre oh, i understand, thank u
@@fabio_gioffre I sent you an email, can you help me?
@@crissnguyen5546 hey ya I just got it:) let me know if the respinse makes sense. and if not we can do a video call and try and figure out the problem
I prepare my character rig with constraint hands but when try move arm backside or front side the arm tilted in z axis ,weirdly ? and the whole arm stretch without proportions. How solve this issue
Hmm maybe you can send me a screenshot of the node view? Or even the file and I can have a look. You can send it to my email fabgioffre@gmail.com
@@fabio_gioffre I will send the character rigg file thank you my friend
i already send you email with the WinRAR rigged character in harmony 21.1
@@dodo-toon ok cool no problem! I haven't gotten it yet but i'll let you know when I do
sorry i already send you email with the share link from google drive please check it
Can you tell me what this controller is called?
lol I am actually not sure. I just call it a control panel
looks cool, what program was that?
It's toonboom harmony 22! Have u heard of it before?
@@fabio_gioffre No I actually haven't it looks really nice, do you rig in that program as well or is it mostly for animation? it looks very smooth, I'm guessing it's also useful for animating game animations
@@magnushinge2358 ya you can rig and animate all in the same software. It's a little expensive but really worth it I think. Are u thinking of getting it?
@@fabio_gioffrePremium or advanced?
❤❤❤
😃
Harry potter?
😅are u saying I look like Harry Potter?
@
Yes, but in his post-teen years :):)
@Halim_Artbook 😂 you would be surprised how many people tell me that
@@fabio_gioffre I wasn’t surprised because I thought it was him at first. I wondered if, after the magic, he developed an interest in art of Animation 😂😂
@Halim_Artbook 😂 we should tell people that