TOON BOOM HARMONY 12.1
- Advanced Edition -Getting Started GuideLegal Notices
Toon Boom Animation Inc.
4200 Saint-Laurent, Suite 1020
Montreal, Quebec, Canada
H2W 2R2
Tel: +1 514 278 8666
Fax: +1 514 278 2666
toonboom.com
Disclaimer
The content of this guide is covered by a specific limited warranty and exclusions and limit of liability under theapplicable License Agreement as supplemented by the special terms and conditions for Adobe®Flash® File
Format (SWF). For details, refer to the License Agreement and to those special terms and conditions.
The content of this guide is the property of Toon Boom Animation Inc. and is copyrighted.
Any reproduction in whole or in part is strictly prohibited.
Trademarks
Harmony is a trademark of Toon Boom Animation Inc.
Publication Date
2015-08-07
Copyright © 2015 Toon Boom Animation Inc. All rights reserved.

2

Harmony 12.1 Advanced - Getting Started Guide (Server)Contents
Toon Boom Harmony 12.1 - Advanced Edition - Getting Started Guide

1

Contents

3

Chapter 1: Introduction

5

Chapter 2: About the Interface

7

Tool Properties View

9Interface Navigation

9

Chapter 3: How to Draw

13

Chapter 4: How to Paint

15

Closing Gaps

17

Chapter 5: How to Create a Traditional Animation

19

Cleaning Up

23

Chapter 6: How to Morph Drawings

27

Chapter 7: How to Import Bitmap Images

31

Chapter 8: How to Build a Cut-out Character

39

Drawing the Pieces

39

Adding Pegs

42

Parenting Layers

43

Master Peg

45

Chapter 9: How to Use Deformers

47

About the Deformation Effects

47

Bone Deformer

47

Game Bone Deformer

48

Rigging48

Adjusting the Deformation Chain

51

Display the Deformer Controls

54

Animation

55

Chapter 10: How to Animate a Cut-out Character

59

Chapter 11: How to Create Templates

65

Chapter 12: How to Set Up a Scene

67

Positioning the Camera

67

Positioning Objects

69

Repositioning the Pivot

71

Chapter 13: How to Animate Objects and the Camera
Animating a Layer

73
73

3

Contents

Animating the Camera

75

Chapter 14: How to Create a Multiplane

79

Chapter 15: How to Import Sound and Add Lip-Sync

83

Lip-Sync

83

Automatic Lip-Sync Detection

84

Chapter 16: How to Add Effects to a Scene

87

About Effects

87

Adding Effects

88

Cutter Effect89

Cutter Properties

90

Animating an Effect Over Time90

Chapter 17: How to Export a Movie

93

Glossary

99

Index

108

4

Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 1: Introduction
Harmony is a complete animation software allowing you to create all kinds of creative animation projects. It
comes with a very wide variety of tools and features.
In the Getting Started Guide, you will learn about the main features covering the basic concepts of Toon Boom
Harmony, which will quickly bring you up to speed. Refer to the complete Toon Boom Harmony documentation
available online at docs.toonboom.com to learn about all the tools and options, as well as advanced techniques.
This guide is divided as follows:•

About the Interface on page 7•

How to Draw on page 13•

How to Paint on page 15•

How to Create a Traditional Animation on page 19•

How to Morph Drawings on page 27•

How to Import Bitmap Images on page 31•

How to Build a Cut-out Character on page 39•

How to Use Deformers on page 47•

How to Animate a Cut-out Character on page 59•

How to Create Templates on page 65•

How to Set Up a Scene on page 67•

How to Create a Multiplane on page 79•

How to Animate Objects and the Camera on page 73•

How to Import Sound and Add Lip-Sync on page 83•

How to Add Effects to a Scene on page 87•

How to Export a Movie on page 93

5

Harmony 12.1 Advanced - Getting Started Guide (Server)

6Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 2: About the Interface
It’s important that you become familiar with the following elements of the user interface as this will help you tostart using Toon Boom Harmony. You can learn more about the highlights described here, and how to use themin a production context, throughout this guide.
When you start Toon Boom Harmony for the first time, the default workspace is displayed. It contains all of themain elements you need to use.

1. Menus
2. Tools toolbar
3. Camera view
4. Timeline view
5. Tool Properties view
6. Colour view
7. Playback toolbar
How to add a view
1. Do one of the following:‣

Select the view you want to add from Windows > desired view.

‣

In the top-right corner of a view, click the Add View
button and select a view from the list. You can
open several instances of the same view except for the Timeline, Tool Properties, Colour, and Drawing
views.

7

Chapter 2: About the Interface

By default, the view appears as a tab.

How to dock a window
1. Drag a window by its tab and do one of the following:‣

Drop the window onto other existing tabs to add it to the others.

‣

Drop the window above, below or beside an existing view. When you get close to the edge of aview, a black rectangle with a blue background appears, indicating where the view will be inserted.

8

Harmony 12.1 Advanced - Getting Started Guide (Server)

Tool Properties View

The contextual Tool Properties view contains the most common options and operations related to the currently
selected tool. When you select a tool from the Tools toolbar, the Tool Properties view is updated.
For example, if you choose the Selecttool in the Tools toolbar, the Tool Properties view displays the options
and operations related to the Select tool, such as Snap to Contour, Snap and Align, Flip Horizontal and Flatten.

Interface Navigation
Toon Boom Harmony lets you zoom in, zoom out, rotate, pan and reset views for easy navigation of the interface.
Command

ActionAccess Methods
View > Zoom In

Zoom In

Zooms in the view.

9

Press 2 or roll the mousewheel up.

Chapter 2: About the Interface

In the Timeline view, roll themouse wheel up.
View > Zoom Out
Zoom Out

Zooms out the view.

Press 1 or roll the mousewheel down.
In the Timeline view, roll themouse wheel downZooms in or out of the view.

Roll the middle mouse button
up or down.

Pan

Moves parallel to the view.

Hold down the Spacebar anddrag n in the direction inwhich you want to pan theview.

Recenter view

Recenters the view on the pointer.

Press N

Resets the view’s pan to its default
position.

View > Reset Pan

Reset Pan

Zoom In or Out

Press Shift + N
View > Reset View

Reset View

Resets the view to its default position.

Press Shift + M

Reset Rotation

Resets the view’s rotation to its default View > Reset Rotation
position.
Press Shift + X

Reset Zoom

Resets the view’s zoom to its default
position.

View > Reset Zoom

Enlarges the selected view to fullscreen which is done in three stages.

Toggle Full ScreenFirst, the selected view enlarges to the
maximum width or height, but keeps
View > Toggle Full Screen
the tool views such as Colour or Tool
Press Ctrl + F
Properties view.
(Windows/Linux) or ⌘ + F
Second, the view enlarges to full(Mac OS X)
screen.
Third, the view returns to its originalsize.

Rotate 30 CW

Rotates the Camera view 30 degrees
clockwise, like an animation table.

View > Rotate View CW

Rotate 30 CCW

Rotates the Camera view 30 degrees
counter-clockwise, like an animationtable.

View > Rotate View CCW

Toggle Quick Close-up

Use the Magnifier tool to quickly

10Harmony 12.1 Advanced - Getting Started Guide (Server)

center on the mouse position andzoom in to a pre-defined value such as
4X. Then you can zoom out again. Holdthe Shift key and press Z to zoom inand back out again. Replace the Reset
Zoom by pressing Shift +.
The area where you zoom in or out isdependent on the pointer location in
the Camera view. If you zoom in andthen move the pointer to a different
location when you zoom out the mousewill be centered on that location.

NOTE: If you're using a tablet or track pad that supports touch, then you can also use the standard two-finger gestures
to zoom, rotate, and pan the Camera and Drawing views.

11Harmony 12.1 Advanced - Getting Started Guide (Server)

12Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 3: How to Draw
As soon as Toon Boom Harmony is started, you can start to draw straight away using the default drawing layer.
How to draw
1. In the Tools toolbar, select the Brush

tool or press Alt + B.

2. In the Timeline or Xsheet view, click in the first cell of the drawing layer.

3. In the Drawing or Camera view, start drawing.

4. To select a different colour, in the Colour view, select a different colour swatch. Double-click on the colour
swatch to open the Colour Picker window and change the colour. Remember that anything already painted
with that colour will update to the new colour.

13Harmony 12.1 Advanced - Getting Started Guide (Server)

14

Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 4: How to Paint
Toon Boom Harmony has some very powerful colouring features when it comes to painting. To paint yourdrawings, you will use different colour swatches, unlike some other painting programs where you modify the main
swatch each time you want to paint with a different colour.

In the Colour view, you choose a different colour swatch for each colour you want to paint in your drawing. You
can add as many swatches as you want. You can also rename them and modify existing ones.

When you modify the colour of an existing swatch, it automatically updates all the zones painted with this swatch
throughout the entire project. The colour swatch has a unique ID number that associates it with the painted
zones. This way, you can change the look of your character at any time without having to repaint it!

15

Chapter 4: How to Paint

In animation, specific colours are used to paint each particular character. In order to maintain absoluteconsistency, a colour palette is created for each character, prop and effect throughout the production. This isreferred to as a master palette1.
Master palettes contain a colour swatch for each zone to colour with a precise RGBA colour value.
Using a master colour palette has many benefits, including:•

Each character consistently retains their dedicated colours.

•

You cannot accidentally use a colour which is not in the master palette.

•

Standardization and colour consistency throughout the production•

Multiple artists can use the same colour palette and produce the same results.

Toon Boom Harmony uses palettes to hold all the colours needed to paint your elements, allowing complete
control and consistency in your painting process.
A palette2 is created by assigning a set of colours to each character, prop or effect. You will create a newpalette and add a new colour, known as a colour swatch, for each zone of the character, such as the skin, hair,
tongue, shirt, pants, and so on.
How to paint drawings
1. In the Timeline or Xsheet view, select the drawing you want to paint.
2. In the Tools toolbar, select the Paint

tool or press Alt + I.

3. In the Colour view, select a palette.
4. Select a colour from the palette.
‣

If you are working with vector layers, double-click on a colour swatch to open the Colour Picker
window and modify the colour.

‣

If you are working with bitmap layers, use the RGB/HSV controls to select a colour.

1A master palette is a group of colours attributed to a character or a prop. The palette is used throughout theentire production to maintain consistency in the look and to ensure that the same colours are used throughout
the production. Also known as palette.
2A palette or master palette is a group of colours attributed to a character or a prop. The palette is usedthroughout the entire Toon Boom Studio project to maintain a consistency in the look and avoid the colourchanging during the animation. Also referred to as a master palette.
16Harmony 12.1 Advanced - Getting Started Guide (Server)

NOTE: The colour palette only appears in the Colour view when you select a drawing element.

5. In the Drawing or Camera view, start painting the colours on your drawing.

Closing Gaps

17

Chapter 4: How to Paint

When painting, notice that some of your drawing areas are not closed. To close the zone, you can draw themissing line with the Brush or Pencil tool or close the gap with an invisible line. To do so, you will use the Close
Gap tool.
The Close Gap tool lets you close small gaps in a drawing. The Paint tool only paints closed areas. The Close
Gap tool creates small, invisible strokes between the two closest points to close the colour zone. You do notneed to trace directly over the gap. You can draw it a few millimetres away and the Close Gap tool willautomatically choose the two closest points and close the gap.
How to use the Close Gap tool
1. Do one of the following:‣

In the Tools toolbar, select the Close Gap‣

From the top menu, select Drawing > Drawing Tools > Close Gap.

‣

Press Alt + C.

tool.

2. In the Tool Properties view, select the Auto-Flatten
flattened in your drawing instead being on top.

button if you want the stroke you draw to be

3. You can display invisible lines by selecting View > Show > Show Strokes or press K. If you do not display the strokes, a message box will appear.

Select the Don’t Show This Message Again option to prevent this message box from appearing again.
4. In the Camera or Drawing view, trace an invisible line near to the gap to be closed.
The gap automatically closes.

18Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 5: How to Create a Traditional Animation

The first step to complete a traditional paperless animation is the rough construction, which is the skeleton ofyour animation. You would usually start with the main action. For example, to animate a walk cycle, you will startwith the torso motion and the legs. Head, arms and clothes will be added later during the secondary animation.
For a satisfactory animation, complete the main action before adding all the details. If you start animating all thedetails right away, you will lose a lot of time if you have to make corrections. Your animation will often look too
rigid.
How to animate
1. Press Ctrl + U (Windows/Linux) or ⌘ + U (Mac OS X) to open the Preferences dialog box.
2. Select the Exposure Sheet tab.
3. Select the Use Current Frame as Drawing Name option. When this preference is enabled, drawings will
be named like the frame they are created on (frame number).
4. In the Tools toolbar, select the Brush

tool or press Alt + B.

5. In the Colour view, select a colour for the brush. It is a good idea to choose a light colour for your roughanimation. This will help you in the task that follows, the clean up process.

19

Chapter 5: How to Create a Traditional Animation

6. In the Timeline or Xsheet view, select the cell where the first drawing will appear.
7. In the Camera or Drawing view, draw the first key drawing.

8. With your first cell still selected, do one of the following to mark your drawing as a key drawing. This will
help you stay organized.
‣

In the Mark Drawing toolbar, click the Mark Selected Drawings as Key‣

In the Xsheet view, select Drawings > Mark Drawing As > Key Drawing.

‣

In the Timeline view, select Drawings > Mark Drawing As > Key Drawing.

button.

9. In the Tools toolbar, click the Onion Skinbutton. The Onion Skin feature displays your previous andnext drawings as visual references to help you draw your new pose.
10. In the Timeline view, click and drag the blue onion skin markers to extend the number of previous andnext visible drawings.
11. In the Camera View or Drawing View toolbar, press either the Onion Skin Reduce One Next/Previous
Drawing or Onion Skin Add One Next/Previous Drawing to reduce or increase the number of previous

20Harmony 12.1 Advanced - Getting Started Guide (Server)

and next visible drawings. The red icons
are for the next drawings.

are for the previous drawings and the green icons

12. In the Timeline or Xsheet view, select the cell where your next key drawing will appear.
13. In the Camera or Drawing view, draw your second key drawing.

14. In the Xsheet or Timeline view, identify the drawing as a key drawing.

15. In the Timeline or Xsheet view, select a cell between the two key drawings.

16. From the Timeline toolbar, click Create Empty Drawing
Shift + R.
‣

to create an empty drawing or press Alt +In the Xsheet view, right-click and select Drawings > Create Empty Drawing or press Alt + Shift + R.

21

Chapter 5: How to Create a Traditional Animation

NOTE: Instead of creating an empty drawing, you can simply start drawing.

17. In the Camera or Drawing view, draw your new pose.

18. If necessary, in the Xsheet or Timeline view, identify the new drawing as a key, breakdown or in-between
drawing using the Mark Drawing toolbar.

19. Use the Flip and Easy Flipping toolbars to review your animation.
20. In the Timeline or Xsheet view, select a new cell and repeat the previous steps for each new drawing.
21. In the Timeline view, use the Enable/Disable All
don't want to see during playback.

22

and Solobuttons to turn off any layers youHarmony 12.1 Advanced - Getting Started Guide (Server)

22. To loop playback, move the red playhead to the desired start frame and click the Start button on theTimeline toolbar. Move the playhead to the last frame of the playback and click the Stop button.

23. in the Playback toolbar, click the Loopbutton to start the playback.

24. In the Playback toolbar, click the Playbutton to start the animation.

Cleaning Up

When your rough animation is completed, it is time to clean it up and ink it. This step is also called tracing. It
consists of tracing solid and clean lines over the rough animation to close any open zones. This is the final
paperless animation step before the ink and paint step.
You will need to add a new drawing layer to draw your clean. This is the equivalent of adding a sheet of paper andtracing the rough using the animation disk. This method allows you to keep the roughs and the cleans intact. You
only need to disable the rough layer to prevent it from appearing in the scene.
If you plan on tracing your animation in the Drawing view, you can turn on the light table to display all the layers inyour project.
How to trace your animation in a new layer
1. In the Timeline view, click the Add Drawing Layer(Mac OS X).
The Add Drawing Layer window opens.

23

button or press Ctrl + R (Windows/Linux) or ⌘ + R

Chapter 5: How to Create a Traditional Animation

2. In the Name field, name your new layer.
3. Set the Line Art and Colour Art options to Vector to get a vector layer or to Bitmap to have a bitmap
layer.
4. Do one of the following:‣

Click Add to add a first layer and keep the window open to add more layers.

‣

Click Add and Close to add a new layer and close the window.

A new drawing layer is added to the Timeline view.
5. In the Timeline view, click the Lockicon of the layer containing your rough animation to prevent thelayer from being selected in the Camera view.

6. In the Timeline or Xsheet view, select the new layer’s cell corresponding to the first key drawing of yourrough animation.
7. In the Tools toolbar, select a drawing tool such as the Pencil

tool.

8. In the Colour view, select a colour for tracing your animation. Pick a dark bold colour, such as black, tomake sure it contrasts well with the light colour of your rough animation.
9. In the Camera or Drawing view, start tracing the first key drawing.

24Harmony 12.1 Advanced - Getting Started Guide (Server)

10. If you have other layers in the way, you can disable them temporarily in the Timeline view, so that only yourrough animation and your clean up layer are displayed in the Camera view.
11. In the Tools toolbar, click the Enable Onion Skinbutton.

12. If you are not using the Onion Skinning by Drawing option, extend the Onion Skin range in the Timelineview, otherwise use the Onion Skin Add One Previous Drawing and Onion Skin Add One Next Drawing buttons in the Camera or Drawing View toolbar to add drawings to your onion skin display.

13. In the Timeline or Xsheet view, select the next cell corresponding to a rough drawing.
14. In the Camera view, trace your next drawing.

15. Repeat the previous steps for each drawing.

25

Harmony 12.1 Advanced - Getting Started Guide (Server)

26

Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 6: How to Morph Drawings

When it comes to morphing, you will need to practice and become at ease with it. Once you are familiar with thebasic rules, you can start creating morphing sequences. To begin, start with simple elements. When you are
confident with the morphing process, you can start to use complex and advanced morphing techniques, such ashead rotations or full characters.
You may want to delete an entire morphing sequence in order to redo a sequence from scratch.
How to create a basic morph
1. In the Timeline toolbar, click the Add Drawing Layerbutton to add a new layer to your project.

2. Rename the new layer ( for example, Morphing).
3. In the Timeline or Xsheet view, select the first cell in the layer.

4. Do one of the following:‣

In the Tools toolbar, select the Rectangle‣

Press Alt + 7.

tool.

5. In the Camera or Drawing view, draw a rectangle.
6. Do one or both of the following:‣

Hold down the Shift key to draw a square.

‣

Hold down the Alt key to draw the rectangle from its centre.

7. Paint your rectangle using the Paint tool.

27

Chapter 6: How to Morph Drawings

8. In the Xsheet or Timeline view, select the cell on which you want your morphing sequence to end.

9. Do one of the following:‣

In the Tools toolbar, select the Ellipse‣

Press Alt + =.

tool.

10. Draw and paint the ellipse using the same outline colour as the rectangle.

11. In the Xsheet or Timeline view, select the first frame and all the frames up to and including the last
frame, which is the rectangle drawing.

12. Do one of the following:‣

From the top menu, select Animation > Morphing > Create Morphing.

‣

In the Xsheet or Timeline view, right-click and select Morphing > Create Morphing‣

Press Alt + M.

Arrows appear between the two key drawings to show that computer generated inbetweens have beencreated.

28

Harmony 12.1 Advanced - Getting Started Guide (Server)

NOTE: Use the Playback toolbar to play the morphing sequence. To flip through the inbetweens, toggle between
comma ( , ) and period ( . ). Press F4 to toggle between the two key drawings.

How to delete an entire morphing sequence
1. In the Xsheet or Timeline view, select a cell in the morphing sequence.
2. Do one of the following:‣

From the top menu, select Animation > Morphing > Delete Morphing.

‣

In the Xsheet or Timeline view, select Morphing > Delete Morphing.

‣

Right-click on your sequence and select Morphing > Delete Morphing.

The entire sequence between the two keyframes is removed.

29Harmony 12.1 Advanced - Getting Started Guide (Server)

30

Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 7: How to Import Bitmap Images
A bitmap image1 is an image composed of pixels that are both size and resolution dependent. In Harmony, you
can import bitmap images and vectorize them, making the images editable. Then you can use a variety of drawing
tools to edit the image. Or you can always keep the original bitmap image as is.
Also, you can choose to import bitmap images on bitmap or vector layers depending on your project.

NOTE: You can drag and drop a bitmap image directly from the Library into the scene (Camera) as a quick way ofimporting a bitmap image. However, you will not have access to all the import options.

How to open the Import Images dialog box
1. Do one of the following:‣

From the top menu, select File > Import > Images.

‣

In the File toolbar, click the Import Images‣

In the Xsheet view, right-click anywhere in the frame area and select Import > Images.

button.

The Import Images dialog box opens.

How to import a bitmap image in its original format
1. In the Files section of the Import Images dialog box, click Browse to find and select one or more images on

1An image composed of pixels with a single resolution (size). If it is enlarged too much, it will lose definition andpixels will begin to appear. This is known as pixelation.
31

Chapter 7: How to Import Bitmap Images

your computer.
2. Decide if the bitmap image will go on a new layer or an existing layer. To add the bitmap image to a
new layer, go to step 3. To add the bitmap image to an existing layer, go to step 4.
3. Add the bitmap image to a new layer by selecting the Create Layer(s) option and one of the following
options and then proceed to step 5:‣

Create Single Layer Named: Creates a layer you can name.

‣Create Layer(s) Based on Filenames: Creates a layer based on each unique filename prefix. For
example, the filenames a-1.tga, a-2.tga and b-1.tga will create layers name "a" and "b", where "a"has two drawings and "b" has one. When creating a single layer from these three filenames, all threedrawings will be inserted in the new layers.

4. Select the Add to Existing Layer option to place the bitmap image on a layer you select from the list. If
only vector layers are available in your scene, they will not be displayed in the list. You can choose toencapsulate the bitmap in a symbol by selecting the Create Symbols for Imported Items option.
5. In the Import Options section, select the Keep As Original Bitmap option. In the Alignment section,
decide on the size and placement of your image within the camera frame. Depending on the Scene Settings (the height and width in pixels that you chose for your project), an image that you import may bescaled to the point where all its individual pixels become visible. There are three options available in the
Alignment section:
Parameter

Description
Enlarges or shrinks (but not distorts) the image height tomatch the full height of the scene grid.

Fit

If the image orientation is landscape, this will enlarge or shrink(but not distort) the image width to match that of the scene
grid.

32

Harmony 12.1 Advanced - Getting Started Guide (Server)

Note that the Fit alignment rule equals the Center Fit rule in thelayer properties.
This is the opposite of the Fit parameter. If the image
orientation is portrait, its width will be made to match thewidth of the scene grid. As a result, part of the image’s height
will extend beyond the height of the frame. This can be useful if
you want to make your background move up and down, orfrom left to right to make it appear as if the camera is panningor to actually perform a camera pan.

Pan

The opposite will apply to a landscape image. Its height will be
fit to the scene grid, therefore it is possible that the image will
extend beyond the scene grid's boundaries.

33

Chapter 7: How to Import Bitmap Images

Note that the Pan alignment rule equals the Center First Page
rule in the layer properties.
Scales the image in proportion to the scene's resolution. The
system looks at the resolution of the bitmap image, forexample 4000 x 2000, then compares it to the scene's
resolution, for example 1920 x 1080, and adjusts the scale
factor in proportion. So, in this example, the bitmap would
appear at 208% (4000/1920). If you import a bitmap that is 960
x 540, it will be displayed at 50% (960/1920) of the size of the
project resolution.

Project Resolution

Note that the Project Resolution alignment rule is equal to the
As Is rule in the layer properties.
6. In the Transparency section, select one of the following from the Alpha menu:
Parameter

Description

Premultiplied with White

Individual pixels at the edge of an image are blended withwhite.

Premultiplied with Black

Semitransparent pixels in the original image are blended withblack.

Straight

Pixels at the edge of an image are blended with black, whiteand greys.

Clamp Colour to Alpha

Premultiplies the colour value with the alpha value. When thecolour is clamped to the alpha, the colour value cannot behigher than the alpha value. It calculates the real colour value
faster. When the RGB values are multiplied with the alphavalue, that is, if you have a pixel of value R=247, G=188, B=29
and the alpha is 50% or the image has a 50% transparency,
then the actual RGB values that are output would be half of the34

Harmony 12.1 Advanced - Getting Started Guide (Server)

amounts listed above.
1. Click OK.
How to import a bitmap image as a Toon Boom bitmap drawing
1. In the Files section of the Import Images dialog box, click Browse to find and select one or more images on
your computer.
2. In the Import Options section, select the Import asToon Boom Bitmap Drawing option.
3. Decide if the bitmap image will go on a new layer or an existing layer. To add the bitmap image to a newlayer, go to step 4. To add the bitmap image to an existing layer, go to step 5.
4. In the Layer section, select the Create Layer option, and one of the following options to add the bitmap
image to a new layer:‣

Create Single Layer Named: Creates a layer you can name.

‣Create Layer(s) Based on Filenames: Creates a layer based on each unique filename prefix. For
example, the filenames a-1.tga, a-2.tga and b-1.tga will create layers name "a" and "b", where "a" hastwo drawings and "b" has one. When creating a single layer from these three filenames, all threedrawings will be inserted in the new layers.

5. Select the Add to Existing Layer option to place the bitmap image on a layer you select from the list. If
only vector
layers are available in your scene, they will not be displayed in the list. You can choose toencapsulate the bitmap in a symbol by selecting the Create Symbols for Imported Items option.
6. In the Alignment section, decide on the size and placement of your image within the camera frame. Depending on the scene settings (the height and width, in pixels, that you chose for your project), an image thatyou import may be scaled to the point where all its individual pixels become visible.

NOTE: Make sure you are in the Camera view’s Render Mode when judging an imported image,otherwise it may appear blurry. You can also adjust the quality of a bitmap image displayed in the
OpenGL mode by using View > Bitmap File Quality. You must select your bitmap image using theTransform tool.

The following three Alignment Rules options are available:
Parameter

Description

Vertical Fit

Enlarges or shrinks (but not distort) to your image height to match
the full height of the scene frame (alignment grid).

35

Chapter 7: How to Import Bitmap Images

Enlarges or shrinks (but not distort) to your image height to match
the full width of the scene frame (alignment grid).

Horizontal Fit

Actual Size

Scales the image in proportion to the scene's resolution. The system
looks at the resolution of the bitmap image, for example 4000 x
2000, then compares it to the scene's resolution, for example 1920 x
1080, and adjusts the scale factor in proportion. So, in this example,
the bitmap would appear at 208% (4000/1920). If you import a
bitmap that is 960 x 540, it will be displayed at 50% (960/1920) of thesize of the project resolution.

7. In the Transparency section, decide how the bitmap image will be antialiased, more specifically, the way
the pixels along the edge are blended in the RGBA (red, green, blue, alpha (transparent)) channels. Your
bitmap image will exist in the bitmap layer of the newly created drawing element.

Parameter

Description

36

Harmony 12.1 Advanced - Getting Started Guide (Server)

Premultiplied with White

Individual pixels at the edge of an image are blended withwhite.

Premultiplied with Black

Pixels at the edge of an image are blended with black.

Straight

Pixels at the edge of an image are blended with black, whiteand greys.

8. Click OK.
How to import a bitmap image and convert it to a Toon Boom vector drawing
1. In the Files section of the Import Images dialog box, click Browse to select one or more images on yourcomputer.
2. In the Import Options section, select the Convert to Toon Boom Vector Drawing option.
3. Decide if the bitmap image will go on a new layer or an existing layer. To add the bitmap image to a newlayer, go to step 4. To add the bitmap image to an existing layer, go to step 5.
4. In the Layer section, select the Create Layer option, and one of the following options to add the bitmap
image to a new layer:‣

Create Single Layer Named: Creates a layer you can name.

‣Create Layer(s) Based on Filenames: Creates a layer based on each unique filename prefix. For
example, the filenames a-1.tga, a-2.tga and b-1.tga will create layers name "a" and "b", where "a" hastwo drawings and "b" has one. When creating a single layer from these three filenames, all threedrawings will be inserted in the new layers.

5. Select the Add Existing Layer option to place the bitmap image on a layer you select from the list. If only
vectorlayers are available in your scene, they will not be displayed in the list. You can choose to encapsulate the bitmap in a symbol by selecting the Create Symbols for Imported Items option.
6. In the Vectorization section, decide whether you want to import your image in black and white or grey.

Parameter

Description

Black and White

Vectorizes drawings as a solid black line; creates a 100% vectorbased drawing.

Grey

Vectorizes your image as a mix of vector contour and greyscale
bitmap filling. Lines keep the texture from the scan, and the whiteof the paper becomes transparent.

37

Harmony 12.1 Advanced - Getting Started Guide (Server)

38

Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 8: How to Build a Cut-out Character

There are many techniques you can use to break down a puppet. In this section, you will learn about one of themost common and simplest methods. For your first character breakdown1, follow these instructions to get an
idea of the way Harmony works. Once you understand Harmony's basic functions and commands, you will be able
to create your own techniques to satisfy the needs of your production.

Drawing the Pieces
The main breakdown technique shown here is to trace your model.
How to break down a character
1. In the Timeline view, add a new drawing layer for each body part to separate. You can press Ctrl + R (Windows/Linux) or ⌘ + R (Mac OS X).

1In cut-out animation, the breakdown is the action of breaking a character into pieces to create a puppet witharticulations. To breakdown a character, the artist will cut parts, such as hands and arms, from the character's
model and paste them in separate layers. Next, the joints will be fixed and the pivots set. In additional animation,a breakdown is an animation pose generally found between two key poses. The key poses are the main poses inan animation and the breakdowns are secondary poses, ones that help to describe the motion and the rotation
curve.
39

Chapter 8: How to Build a Cut-out Character

2. In the Timeline view, select the layer's first cell in which you want to draw the part.

3. In the Tools toolbar, select a drawing tool.
4. In the Colour view, select a colour swatch. If you haven't created a palette for your character yet, see
How to Paint on page 15.
5. In the Camera or Drawing view, draw the new part with as with as few points as possible so the pieces
are easy to manipulation, modify or redraw. Using the Polyline
tool would make it easy to do this.

If you are working in the Drawing view, click the Light Table
button in the Drawing View toolbar todisplay the other layers as washed out colours. You can also press Shift + L.
6. You can use the Stroke tool in the Tools toolbar to create an invisible hairline if you want to close ashape without drawing an actual stroke.
‣

Select View > Show > Show Strokes or press K to display the invisible lines.

7. In the Tools toolbar, select the Paint

or Paint Unpainted

8. In the Colour view, select the corresponding colour.

40

tool to colour your drawing.

Harmony 12.1 Advanced - Getting Started Guide (Server)

9. In the Camera or Drawing view, paint your drawing.

10. In the Tools toolbar, select the Selecttool. Select your drawing and flatten the lines by clicking the Flatten
button in the Tool Properties view.
11. If your lines are composed of several pencil strokes, you might want to combine them into one single
smooth pencil line. Using the Select tool, select the pencil lines to be merged and in the Tool Properties
view, click the Merge Pencil Lines
button.

12. Repeat the entire process until the break down is completed.

41

Chapter 8: How to Build a Cut-out Character

Adding Pegs
It is recommended to add parent pegs to your drawing layers which are path layers that let you add keyframes
to modify the positions of pieces over time. It is not mandatory, but it is helpful to have your drawings andkeyframes separated.
How to parent drawing layers to pegs
1. In the Timeline view, select all the layers.

42Harmony 12.1 Advanced - Getting Started Guide (Server)

2. In the Timeline Layer toolbar, click the Add Parent Peg
ers.

button to add a parent peg to all selected lay-s

Parenting Layers
Harmony lets you extend your rigging techniques beyond normal boundaries and sets new standards. You cancreate hierarchies without encapsulating pieces inside each other by creating a linked structure between layers.
You should create a hierarchy on the arms and legs, and keep them separated from the body. This gives you moreanimation freedom, and when you need to scale or skew the torso, it will not affect the entire body.

43

Chapter 8: How to Build a Cut-out Character

How to create a hierarchy in the Timeline view
1. Drag the child piece (hand) and drop it ON the parent piece (forearm). Then, you can drag the parent(forearm) piece onto another parent piece (upper arm).

‣

You can unparent layers by holding down Shift and dragging the selected parents away from thechild layer. Drop your selected between other layers.

44Harmony 12.1 Advanced - Getting Started Guide (Server)

Master Peg

When you animate your character, you will probably need to resize and reposition it to fit your scene. When you
need to scale down or move your character, it is a good idea to hook (attach) the whole puppet to a trajectory.
Attaching your puppet to a peg1 will allow you to scale it and reposition it without having to do this to thedifferent parts and pieces. Only one layer will contain the position information, which makes your animation easier
to modify and control.
How to add a master peg
1. In the Timeline view, select the top layer to parent a peg to it. You need to select a layer to be able to add
a peg to your scene.
2. In the Timeline view, click on the Add Peg

button.

A new peg is added to the timeline as a parent of the selected layer.
1. Name the new peg Master plus the character's name.
3. In the Timeline view, select all the layers you want to attach to your new peg. Remember that one item isalready parented to that peg.

1In traditional animation, a tool used to ensure accurate registration of action as cel layers move. In digital

animation, in which you are doing a more advanced puppet rigging, you can use peg layers. Peg layers aretrajectory layers that do not contain drawings. They are motion paths that you can use to add path articulations.
For the latter, you can also use the Inverse Kinematics tool.
45

Chapter 8: How to Build a Cut-out Character

2. Drag your selection ON to the peg layer to parent all your character's pieces to the peg. If your layers
are added above the already parented layers, move that parented layer back on top of the layer stack.

46

Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 9: How to Use Deformers
Deformation technology allows you to deform bitmap and vector drawings over a period of time. You can link
deformers to create a hierarchy of deformation. You can deform a character made out of one, or many, drawing
or image layers and make it move as if it were a cut-out puppet.

About the Deformation Effects
Deformations let you animate bitmap or vector-based graphics, including gradients and textures. Deformations
act as a skeleton with limbs and articulations you can bend, reshape, and curve. You can deform a character madeout of one, or many, drawing or image layers and make it move as if it were a cut-out puppet. A deformation
skeleton is composed of deformation nodes, which are the various pieces (here represented as layers or nodes)
required to articulate or deform your drawings, such as a series of bones or game bones—see Deformation
Nodes on page 1.

Bone Deformer

The Bone deformation allows you to create a skeleton structure in which the parent bone moves the child bone.
The Bone deformation is useful when animating the extremities of a character, such as the arms or legs, adding
fluidity and a natural feel to the animation. It can be manipulated to rotate a limb at an articulation joint and to
shorten or elongate the extremities of a limb. It's also quite handy for bending the torso.

NOTE: If you are creating a rig to be used in a game, use the Game Bone deformation.

47

Chapter 9: How to Use Deformers

Game Bone Deformer

The Game Bone deformation is very similar to the Bone deformation and allows you to create a skeleton
structure in which the parent bone moves the child bone. The difference is that the Game Bone deformation is
optimized to export to game engines, mainly Unity.
The Game Bone deformation is mostly used when animating the extremities of a character, such as the arms orlegs, adding fluidity and a natural feel to the animation. The Game Bone deformation can be manipulated torotate a limb at an articulation joint and to shorten or elongate the extremities of a limb. It's also quite usefulfor bending the torso.
The main difference between the Bone and Game Bone deformations is that the Game Bone deformation
doesn't have the Bias parameter. The rendered result is also different for the articulation folds. They areslightly rounded.

Rigging
Using the Rigging tool, you can quickly create a basic deformation rig.
As you create your chains, the controls will be showing. However, whenever you close your project, thedeformation controls display is turned off. When you reopen the project, you can display all controls or only
some of them—see Display the Deformer Controls on page 54.
The Insert menu allows you to manually add the nodes necessary to create the deformation skeleton.
Additional nodes such as the Kinematic Output are available to create advanced rigs.
How to select an element to add deformation to
1. From the Deformation toolbar, click the Rigging

tool.

2. In the Camera or Timeline view, select the element on which you want to add a deformation. Whenselecting a drawing node, the deformation components will be automatically added on top of the drawing node. When selecting a peg node, the deformation components will be added below the peg.

48

Harmony 12.1 Advanced - Getting Started Guide (Server)

NOTE: Never place a deformation node above a peg node. Having a peg below a deformation node (Bone, Game
Bone, etc.) will cause unexpected result. The animation on the peg will move the image out of the defined
deformation zone. The same applies to animations created on the drawing layer itself. A drawing layer has anembedded peg.

3. In the Camera view, create your rig. See the following procedures to learn how to add a specific deformation type.
How to add a Bone or Game Bone deformation chain
1. Once your element and the Rigging tool selected, in the Tool Properties view, enable the Boneor the Game Bone mode depending on your purpose—see Main Types of Deformations.

mode

2. Place the cursor at the root of your drawing or group of drawings, click once and release. For example, on
the shoulder.

3. Click again at the location where you want your first bone to finish and your second bone to start. An articulation control point will automatically be inserted between each bone you create. Note that the articulation parameters are part of the Bone and Game Bone nodes since Harmony 12.

4. Repeat this until you are finished creating the Bone chain.

49

Chapter 9: How to Use Deformers

5. If you need to insert a bone between existing ones, hold down the Alt key. When the Insert Bone cursor
is displayed, click on the existing bone segment at the location where you want to add an additional
bone.

l

l

Note that you can click on any Bone articulation point to start a new bone chain from thatpoint. Once the articulation point is selected (white), click on the location where you wantto add a bone and a new bone chain will be created, parented to the previous one.

When you have several chains controlling the same drawing or group of drawings, a
Deformation Composite node is automatically be created and appears in the Timeline
view. In the Additional Links section of the Timeline view, you can see which nodes are connected to the Deformation Composite.

50Harmony 12.1 Advanced - Getting Started Guide (Server)

6. With the deformation nodes still selected, in the Deformation toolbar, click the Reset Current Keyframe
button. This will set the current resting position as the current frame one.
How to add a deformation node
1. In the top menu, select Insert > desired deformation node.

Adjusting the Deformation Chain
Once you have a deformation chain created, you can optimize its positioning to fit the element it will deform.
How to set up Bone and Game Bone deformation chains
1. In the Timeline view, select the deformation nodes you want to set.
2. In the Deformation toolbar, click the Show Selected Deformers and Hide All Others
button to display
the deformer controls in the Camera view. This also hides all the deformer controls that were displayed.
3. In the Deformation toolbar, click the Rigging

tool.

The chain turns from green to red. A green chain indicates the puppet is in animation mode. A red chain
indicates the puppet is in a resting position. Make sure your chain is red.

51

Chapter 9: How to Use Deformers

4. In the Camera view, set up the deformation chain.
‣

Rotate the first bone to change the angle of the chain.

‣

Use the root control to reposition (offset) the entire chain.

‣

Use the control points to reposition the articulations. This will elongate, shorten or change thedirection of the bone and offset the subsequent children.

52

Harmony 12.1 Advanced - Getting Started Guide (Server)‣

Use the articulation's control (square) to change the size of the articulation. For quality purposes, it isrecommended to have an articulation which fits the diameter of the part it controls.

5. Repeat until all the articulations and bones of the chain are correctly aligned to the element to which it islinked. You can also set additional parameters in the Layer Properties window.
6. With the deformation nodes still selected, in the Deformation toolbar, click the Reset Current Keyframe
button. This will set the current resting position as the current frame one.
7. Use the Transformtool. For optimal results, make sure the size of the articulation is approximately thesame size as the drawing.
8. If you need to insert a bone between existing ones, hold down the Alt key. When the Insert Bone cursor isdisplayed, click on the existing bone segment at the location where you want to add an additional bone.

53

Chapter 9: How to Use Deformers

Display the Deformer Controls
Before you can manipulate the deformer outside of the Rigging mode, you must display the deformation
controls.
If you just created the deformation rig, the controls will still be showing. However, when you close yourproject, the deformers are turned off. When reopening a project, you must display the controls so you can you
see the ones you need while animating.
How to display the selected deformation controls
1. In the Camera, Timeline view, select the drawing layer or deformation nodes you want to display.
2. Do one of the following:‣

In the Camera toolbar, click the Show Control‣

From the top menu, select View > Show > Control.

‣

Press Shift + F11.

button.

How to display the selected deformation controls and hide all the others
1. In the Camera, Timeline view, select the drawing layer or deformation nodes you want to display.
2. In the Deformation toolbar, click the Show Selected Deformers and Hide All Others

button.

The selected deformation controls appear in the Camera view and all the others are hidden.
How to display all the deformer controls at the same time
1. In the Timeline view, select Edit > Select All from the top menu to select all the nodes or press Ctrl + A(Windows/Linux) or ⌘ + A (Mac OS X).
2. In the Camera toolbar, click the Show Control

button or press Shift + F11.

All deformation controls in scene are displayed.
How to hide the deformer controls
1. Do one of the following:‣

In the Camera toolbar, click the Hide All Controls‣

From the top menu, select View > Hide All Controls.

54

button.

Harmony 12.1 Advanced - Getting Started Guide (Server)‣

Press Shift + C.

Animation
The controls to animate deformations work the same as those for setting up the chains. You simply need tocreate keyframes and position the control points.

How to animate Bone and Game Bone deformations
1. In the Timeline view, go the frame on which you want to create the first animation pose.
2. In the Tools toolbar, select the Transformtool.

3. If you want to create animation keyframes, enable the Animate

mode in the Tools toolbar.

4. Do one of the following:l

In the Timeline toolbar, click the Add KeyframelRight-click and select Add Keyframe.

lPress F6.

button.

A keyframe is added on the current frame.
5. In the Timeline view, select the deformation nodes you want to animate—see Display the Deformer Controls on page 54.
6. In the Deformation toolbar, click the Show Selected Deformers and Hide All Others
the deformer of the selected piece.
7. In the Camera view, do the following:l

Rotate the first bone to rotate the limb.

lRotate the subsequent bones to bend the limb.

55

button to display

Chapter 9: How to Use Deformers

l

l

l

Use the root control to reposition (offset) the entire chain.

Use the control points to reposition the articulations. This will elongate, shorten, orchange the direction of the bone and offset the subsequent children.

Use the articulation's control (square) to change the size of the articulation. For quality
purposes, it is recommended to have an articulation which fits the diameter of the part it
controls.

56Harmony 12.1 Advanced - Getting Started Guide (Server)

8. In the Timeline view, go the frame on which you want to set the next key pose. You will need to expend theexposure to see your drawings further down the Timeline view.
9. Add a keyframe on the current frame by doing one of the following:l

In the Timeline toolbar, click the Add KeyframelRight-click and select Add Keyframe.

lPress F6.

button.

10. Repeat the previous steps to animate your character.
You can also manipulate the deformer by typing values directly in the Layer Properties of the deformation
effect nodes.

57

Harmony 12.1 Advanced - Getting Started Guide (Server)

58

Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 10: How to Animate a Cut-out Character

Harmony provides some great tools for animating puppets. You can create simple animation using the Transform
tool, as well as create advanced animation using both forward and inverse kinematics. Harmony has advanced
onion skinning and image swapping features to help you animate efficiently and quickly. For animation freedom,
you have the ability to mix several different techniques of animation, such as simple rigging, hierarchy and symbol
animation.
How to create a simple cut-out animation
1. In the Tools toolbar, select the Transform

tool or press Shift + T.

2. In the Tools toolbar, enable the Animate
matically.

mode so everything you move will be keyframed auto-

3. From the top menu, select Animation > Stop-Motion Keyframe so the interpolation is not created automatically between keyframes.
4. In the Timeline view, collapse your character.

5. In the Timeline view, go to the frame where you want to set the first pose.

6. To ensure that nothing moves on the new pose, in the Timeline view, select the frame corresponding to thepose, right-click and select Add Keyframe or press F6.
7. In the Camera view, select the parts to animate.

59Chapter 10: How to Animate a Cut-out Character

8. Use the Transform
tool to rotate, skew, scale or translate the selection to its new position. To
rotate the piece, place your cursor slightly outside of a corner until you see the rotation cursor.

A new keyframe appears in the Timeline view if you did not create one previously. Always create yourkeyframe first.
9. In the Tools toolbar, enable the Onion Skinfeature.

10. In the Timeline view, go to the frame where you want to set the second keyframe. You will need to
expend the exposure to see your drawings further down the Timeline view.

11. To ensure that nothing moves on the new pose, in the Timeline view, select the frame corresponding to
the pose, right-click and select Add Keyframe or press F6.
12. In the Camera view, animate your character.

60Harmony 12.1 Advanced - Getting Started Guide (Server)

13. Repeat this process for all the poses.
How to select the parent or child layer
1. In the Tools toolbar, select the Transform

tool.

2. In the Transform Tool Properties view, make sure the Peg Selection

mode is deselected.

3. In the Camera or Timeline view, select a layer attached to a hierarchy.

4. From the top menu, select Animation > Select Parent or press B to select the parent layer. Select Animation > Select Child or press Shift + B to select the child layer.

How to set ease on multiple parameters
1. In the Timeline view, select a keyframe from one or more layers.

61

Chapter 10: How to Animate a Cut-out Character

NOTE: Only the first keyframe selected on each layer is considered when using the Set Ease for Multiple
Parameter function. If many keyframes are selected on the same layer, the ease values will be applied only to thefirst one and the rest will be ignored.

2. Do one of the following:‣

In the Timeline view, right-click and select Set Ease For Multiple Parameters.

‣

In the Timeline toolbar, you can click the Set Ease For Multiple Parameters
button. If the button
is not in the toolbar, you can add it through the Toolbar Manager. Right-click on the toolbar andselect Customize.

The Set Ease For Multiple Parameters dialog box opens.

3. In the graph, pull on the Bezier handle to adjust the velocity for all the selected functions.

4. To apply these easing parameters to a certain type of function only, such as Rotation or Scale, in the Filters section, deselect the function types you do not want to affect.

62

Harmony 12.1 Advanced - Getting Started Guide (Server)‣

Motion: Applies the easing parameters to the selected Position X, Position Y, Position Z and 3D Pathfunctions‣Rotation: Applies the easing parameters to the selected Angle functions.

‣

Scale: Applies the easing parameters to the selected Scale functions.

‣

Skew: Applies the easing parameters to the selected Skew functions.

‣

Morphing: Applies the easing parameters to the selected Morphing Velocity functions. Note that it isapplied to the Morphing Velocity function in the Layer Properties window, not to the basic Morphingease in the Tool Properties view.

‣

Other: Applies the easing parameters to all the other selected functions, such as all functions created
to animate effect parameters.

5. You can also adjust the easing by typing values in the Time Ratio and Value Ratio fields. The values are calculated in percentage.
‣

In the Left Time Ratio and Right Time Ratio fields, type the percentage value corresponding to thelength of time you want the easing to last. The value must be between 0% and 100%.

‣In the Left Value Ratio and Right Value Ratio fields, type the percentage value of how strong you want
the easing out. The value must be between 0% and 100%.

‣

If your Time Ratio and Value Ratio values are equal, you will have a linear motion.

6. Click one of the following buttons:‣

Apply: Applies the easing parameters to the selected keyframes.

‣

Apply/Previous: Applies the easing parameters to the selected keyframes and then selects theprevious keyframe in the timeline.

‣

Apply/Next: Applies the easing parameters to the selected keyframes and then selects the next
keyframe in the timeline.

‣

Close: Closes the dialog box. If you did not apply the modifications, they will be cancelled.

63

Harmony 12.1 Advanced - Getting Started Guide (Server)

64Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 11: How to Create Templates
You can create a template from a layer or from cells. You can store anything available in the Timeline view as atemplate.
Creating a template by selecting a layer will incorporate the layer and all the drawings that were created in it,
even if they're not exposed in the Timeline view. Selecting cells will only save those specific drawings in thetemplate.
How to create a template from the Timeline view
1. In the Timeline view, select some cells or layers.
2. In the Library view, select a folder to store the template.
3. If a library folder is locked, right-click and select Right to Modify.
4. Drag the selection to the Stage Library folder or any other library folder.

5. In the Rename dialog box, give the new template a name.
To rename a template once it is created, right-click on the symbol and select Rename.
6. Click OK.

65

Chapter 11: How to Create Templates

How to import a template into the Timeline or Camera view
1. In the Library view, select the template you want to import.
2. Drag the selected template to the Camera view or to the left side of the Timeline view.

3. You can also drag a template to the right side of the Timeline view and into existing layers if the layer
structure is the same as the existing one.

66

Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 12: How to Set Up a Scene
Setting up your scene can be compared to building a set for a television show. This is the point when you position
each scene element such as the camera frame, the background elements and the characters.

Positioning the Camera
The scene action occurs inside the camera frame, so it’s really important to set it up correctly. You can adjust thecamera resolution and other parameters in the Scene Settings window. Refer to the Fundamentals Guide,Starting Harmony chapter to learn more.
The Camera layer is static which means that if you need to animate it, you must add a peg.
You need to add a camera layer to your scene, so you can edit the camera frame. You can only see one camera ata time. If you add several cameras to your scene, you can use the Camera list to select the active one. You could
use this feature if you are still working on your scene composition and have different camera framing to try out.
You can reposition your camera frame directly in the Camera view, using the advanced animation tools. Anotherway to set up your camera frame is to type the coordinates directly in the camera's properties. Doing thispositions the camera precisely where you want it to be rather than gauging it visually.
You can easily reset the camera to its original position. Using the Reset command, you can reset the value of theselected element to the initial value of the active tool. For example, if the Rotate
tool is active, thetransformation angle will be reset to 0 and if the Transform
tool is active, then all parameters values will bereset.

How to add a camera in the Timeline view
1. Do one of the following:‣

In the Timeline view, click the Add Layer‣

From the top menu, select Insert > Camera.

button and select Camera.

A new camera layer is added to the scene and appears in the Timeline view.

NOTE: You cannot add a camera inside a symbol.

How to reposition the camera frame directly in the Camera view
1. In the Tools toolbar, disable the Animate

mode.

2. Do one of the following:‣

From the top menu, select Animation > Tools > Translate.

67

Chapter 12: How to Set Up a Scene‣

In the Advanced Animation toolbar, click the Translate‣

Press Alt + 2.

tool.

3. In the Camera view, click on the camera frame (thin rectangle) to select it. You can also select the camera layer from the Timeline view.
The selected camera frame is highlighted.

4. Drag the camera frame to a new position.

5. To tilt the camera frame, do one of the following to select the Rotate tool:‣

From the top menu, select Animation > Tools > Rotate.

‣

In the Advanced Animation toolbar, select the Rotate‣

Pres Alt + 3.

tool.

6. In the Camera view, drag to rotate the camera frame until it reaches the desired rotation angle.

68Harmony 12.1 Advanced - Getting Started Guide (Server)

How to reset the camera position
1. In the Tools toolbar, select the Transform

tool or press Shift + T.

2. In the Timeline or Camera view, select the camera layer.
3. From the top menu, select Animation > Reset or press Shift + R.
The camera automatically returns to its original position.

Positioning Objects
Setting up the scene also involves positioning the different scene elements within the camera frame.

How to pan a layer using the Transform tool
1. In the Tools toolbar, disable the Animate

mode.

2. In the Tools toolbar, select the Transform

tool or press Shift + T.

3. In the Tool Properties view, make sure the Peg Selection Modeis deselected.

4. In the Camera view, select a drawing layer and drag the selection to a new area. You can select multiple layers to reposition them at the same time. Hold down Shift and select the different layers.

69

Chapter 12: How to Set Up a Scene

How to rotate a layer using the Transform tool
1. In the Tools toolbar, disable the Animate

mode.

2. In the Tools toolbar, select the Transform

tool or press Shift + T.

3. In the Tool Properties view, make sure the Peg Selection Modeis deselected.

4. In the Camera view, select a drawing layer.
5. Place the pointer outside of a corner of the bounding box and drag to rotate.

NOTE:
You can display a rotation handle on the bounding box when transforming a layer. In the Preferences dialog box,
select the Camera tab and then select the Use Rotation Lever with Transformation Tools option. This preference
is off by default.

How to scale a layer using the Transform tool
1. In the Tools toolbar, disable the Animate

mode.

2. In the Tools toolbar, select the Transform

tool or press Shift + T.

70

Harmony 12.1 Advanced - Getting Started Guide (Server)

3. In the Tool Properties view, make sure the Peg Selection Modeis deselected.

4. In the Camera view, select a drawing layer and push or pull on the size, top, or corner control point. Holddown Shift to lock the selection's aspect ratio.

How to skew a layer using the Transform tool
1. In the Tools toolbar, disable the Animate

mode.

2. In the Tools toolbar, select the Transform

tool or press Shift + T.

3. In the Tool Properties view, make sure the Peg Selection Modeis deselected.

4. In the Camera view, select a drawing layer.
5. Place the pointer between two controls points and drag sideways or up and down.

Repositioning the Pivot
Transformations, such as rotation, scale, skew and flip, are made relative to the pivot point position. You canreposition this pivot point anywhere using the advanced animation tools.
How to permanently reposition the pivot point
1. In the Advanced Animation toolbar, select the Translate, Rotate, Scale, or Skew

2. In the Camera view, Ctrl + click (Windows/Linux) or ⌘ + click (Mac OS X) to select your element.
The pivot point appears in the Camera view.

71

tool.

Chapter 12: How to Set Up a Scene

3. Drag the pivot point to a new position.

All transformations, including existing ones will be recalculated from this new pivot postion.

72

Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 13: How to Animate Objects and the Camera
When it comes to animating objects, you will do this on layers by creating motion paths. You can also animate thecamera which is just like any other object you can animate.

Animating a Layer
You can create a motion path directly on layers (animated layers).

You can control and define a trajectory using several different parameters, including:•

X, Y and Z positions (3D Path or Separate Positions)•Angle (rotation)

•

Skew

•

X and Y Scales

Each parameter has its own function curve where you can add keyframes and control the easing. If you're notfamiliar with graphs and function curves, these are easy-to-use tools for visually controlling trajectories in the
Camera and Timeline views.

How to animate a layer
1. In the Tools toolbar, select the Transform

tool or press Shift + T.

2. In the Tool Properties view, make sure the Peg Selection Mode73

is deselected.

Chapter 13: How to Animate Objects and the Camera

3. In the Tools toolbar, enable the Animate
when moving objects.

mode. This will create keyframes at the current frame

1. In the Timeline view, go to the first frame.

2. In the Camera view, select the element to animate and move it to its first position.

A keyframe is created on the first frame of the Timeline view.

3. In the Timeline view, go to the frame on which you want to set the second position.

4. In the Camera view, move the element to its second position.

A second keyframe is created on the Timeline view.

74Harmony 12.1 Advanced - Getting Started Guide (Server)

5. Play backyour animation.

To see your motion animations in the Top, Side or Perspective views while you play back, you must turn on
the Playback option. From the top menu, select Play > Enable Playback > Top View or Side View or
Perspective View.

Animating the Camera
The camera is treated the same way as any other element. You can use the same tools and selection modes tooffset or animate it, but the camera is a static object. To animate the camera, you need to connect it to a peg
layer. A peg is a trajectory layer.

While making camera moves, you can use the Top, Side, and Camera views.
How to open the Top and Side views
1. Do one of the following:‣

From the top menu, select Windows > Top or Side.

‣

From any view already open, click the Add View
Side.

button at the top-right corner and select Top or

How to add a camera and parent it to a peg
1. If you don't already have a camera layer, do one of the following:‣

From the top menu, select Insert > Camera.

‣

From the Layers toolbar, click the Add Layers

button and select Camera.

A new camera layer is added to the scene and appears in the Timeline view.
2. In the Timeline view, select the Camera layer.

3. From the Layers toolbar, click the Add Peg

button.

A Peg layer appears directly above the Camera layer, which is automatically attached to it.
The Peg layer automatically takes the name of the camera and adds the suffix -P to indicate that it is a Peg
layer, for example Camera-P.

75

Chapter 13: How to Animate Objects and the Camera

If the new Peg layer did not appear directly above the camera, you may have clicked elsewhere in thescene, which deactivated the layer on which you want to add the Peg layer. To fix this:‣Select the Camera layer and drag and drop it under the new Peg layer. Or delete the misplaced Peg
layer, select the Camera layer and click the Add Peg
button again.

‣

You can unparent layers by holding down Shift and dragging the selected parents away from thechild layer. Drop your selected between other layers.

How to animate the camera
1. In the Tools toolbar, enable the Animate

mode.

4. In the Tools toolbar, select the Transform

tool or press Shift + T.

2. On the right side of the Timeline view, on the Camera Peg layer, select the frame at which you want thecamera move to start.
3. Do one of the following:‣

In the Timeline toolbar, click the Add Keyframe‣

Right-click and select Insert Keyframe.

‣

Press F6.

button.

A keyframe appears in that cell. Any frames preceding this keyframe cell will hold the same camera
position as this keyframe.
4. In the Top, Side or Camera view, select the camera (the large V-shaped cone) and move it to the desired
position. In the Camera view, the camera is represented by a thin frame. You need to click directly on
one of the edges.

76Harmony 12.1 Advanced - Getting Started Guide (Server)

5. On the Timeline view, click on another cell a bit further down in time to indicate where the camera move
will end.
6. Select the camera in the Camera, Top or Side view and move it to the desired position.

A second keyframe appears and a line is created between the two frames to indicate that the subsequentmotion between the frames will be calculated and rendered by the program.
7. Play backyour animation.

77Harmony 12.1 Advanced - Getting Started Guide (Server)

78

Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 14: How to Create a Multiplane

To construct a multiplane, you must imagine what a real environment is like. Take a look at your backgroundpicture and imagine a camera moving through the space. Notice that objects in the picture move at different
speeds depending on where they are in relation to the camera lens.
Building a multiplane requires an understanding of the scene's background, as well as the positioning of theelements on different layers.

For example, in the background illustrated above, the main objects to be separated are:79

Chapter 14: How to Create a Multiplane

1. Fern
2. Front tower
3. Second tower
4. Moon
5. Stars
6. SkyAlthough the bottom of the tower is hidden behind the plant and the ladder, each of the multiplane layers
should be a complete drawing. This is because hidden portions may show up during a camera move later on in
the scene.
You can position layers on the Z-axis using the Side and Top view.
Positioning your element closer to the camera makes them appear bigger. You can also move elements
towards the camera or away from the camera while keeping the same size aspect ratio in the Camera view.
It is a good idea to keep a Camera view open to see what your scene looks like while positioning elements in
the Top and Side views.

How to position an element in the Top and Side views

NOTE: Before distributing layers along the Z-axis using the Top and Side views, deselect the No Z Dragging option
by selecting Animation > No Z Dragging. This option is disabled by default.

1. To maintain the visual scale in the Camera view as you move your element, do one of the following:‣

In the Advanced Animation toolbar, select the Maintain Size‣

From the top menu, select Animation > Tools > Maintain Size.

‣

Press Alt + 6.

tool.

2. In the Side or Top view, select one of the layers in the thumbnails section. You can also select a layerfrom the Timeline view.

80Harmony 12.1 Advanced - Getting Started Guide (Server)

The selected layer is highlighted in the Top, Side and Camera views.

3. Drag the layer to the correct depth position in the camera cone. Your element aspect will remain the samein the Camera view.

4. For your element to scale up or down in relation to their distance to the camera, do one of the following:‣

In the Tools toolbar, select the Transformdisabled in the Tool Properties view.

‣

In the Advanced Animation toolbar, select the Translate
section of the Top or Side view.

‣

Select a layer from the Timeline view.

tool. Make sure the Peg Selection Mode

option istool and select a layer from the thumbnails

The selected layer is highlighted in the camera cone.

5. In the Top view, drag the element sideways to position it horizontally. Hold Shift while dragging the element to make sure it only moves along the X-axis.

81

Chapter 14: How to Create a Multiplane

6. In the Side view, drag the selected element up or down to position it vertically. Hold Shift while dragging the element to make sure it only moves along the Y-axis.

82Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 15: How to Import Sound and Add Lip-Sync

If you decide to add sound to your animation, you must first prepare the sound outside of Harmony. Once this isdone, you must add a sound element in Harmony to the organize the sound files in your animation. Sound will playin the movie until it reaches the end of the file or a stop frame that you created in the Sound Element Editor.
If you first create your project in Toon Boom Storyboard Pro, the sound will be cut up into the different scenes foryou automatically.
You can import .wav, .aiff or .mp3 sound files.
How to import a sound file
1. Do one of the following:‣

From the top menu, select File > Import > Sound.

‣

In the Xsheet view, right-click anywhere in the frame area and select Import > Sounds.

‣

From the Xsheet menu, select File > Import > Sounds.

‣

From the Timeline menu, select Import > Sounds.

The Select Sound File dialog box opens.
1. From the Select Sound File dialog box, find and select a sound file.
The sound file appears as a layer in the Timeline and Xsheet views.

Lip-Sync
Adding a lip-sync to a project can really enhance its quality and storytelling. However, it can be difficult to shape acharacter's mouth to match the sound at a precise frame.

To solve this problem, Harmony provides a lip-sync feature which analyzes the contents of a sound element andgenerates a mouth chart (see below) based on the eight animation phonemes (A, B, C, D, E, F, G, and X forsilence).

83

Chapter 15: How to Import Sound and Add Lip-Sync

The mouth shapes used by Harmony are based on the conventional mouth chart used in the animationindustry.

NOTE: The letters used to represent the shapes do NOT correspond to an actual sound.

Here is an approximation of the sound each mouth shape can produce:•

A: m, b, p, h•

B: s, d, j, i, k, t•

C: e, a•

D: A, E

•

E: o

•

F: u, oo•

G: f, ph•X: Silence, undetermined soundYou can lip-sync the traditional way or let the system automatically create the basic detection.
You can refer to the mouth chart positions as you draw the shape of the character's mouth.

Automatic Lip-Sync Detection
Harmony can automatically map drawings in an element to the mouth chart you have generated for a sound.
This can save time when you are lip-synching a voice track.
In the Layer Properties view, you can identify each lip drawing of a character. Harmony then automaticallylabels all of the cells in the character's element with the appropriate name.

84Harmony 12.1 Advanced - Getting Started Guide (Server)

How to generate a sound detection for lip-sync using the Layer Properties view
1. In the Timeline or Xsheet view, select the sound layer.
The options for that layer will appear in the Layer Properties view.
2. In the Layer Properties, click Detect.

A progress bar appears while Harmony analyzes the selected sound clips and assigns a lip-sync letter toeach sound cell.
3. Click the Map button to open the Lip-Sync Mapping dialog box.

4. From the Destination Layer menu, select the layer that contains the mouth positions for the character's
voice track.

85

Chapter 15: How to Import Sound and Add Lip-Sync

5. If the selected layer contains symbols, you can map the lip-sync using drawings located directly on thelayer or use the symbol's frames. In the Symbol Layer field select Don't Use Any Symbol if you want to
use the drawings or select the desired symbol from the drop-down menu.
6. In the Mapping section, type the drawing name or Symbol frames in the field to the right of the phoneme it represents. If your drawings are already named with the phoneme letters, you do not have to do
anything.
7. Click OK.
8. Press the Playbutton in the Playback toolbar to see and hear the results in the Camera view. To
play back your scene with sound, enable the Soundbutton in the Playback toolbar.

86

Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 16: How to Add Effects to a Scene

Once your animation is completed, you can add effects such as blurs and glows to make your project look evenbetter! Harmony provides you with a series of essential effects that you can add to your layers.

About Effects
An effect always needs a drawing connection and sometimes a matte or shape connection. A matte provides
drawing information that determines the area on which the effect will be applied on the drawing. The details andcolours within the matte drawing don't matter, as only the shape and transparencies are used. A matte is also
known as mask.
The matte principle can be demonstrated with the Cutter effect.

The Cutter effect cuts out a portion of an image using a matte drawing. You can use the Cutter effect to allow acharacter to disappear behind a background element or to cut a virtual hole into the layer itself. The Cutter
requires a matte input.
Adjust the Cutter properties to invert the effect of the matte on an image. Instead of the object being hidden by
the mask, it will only be visible where it intersects with the matte shape area.
87Chapter 16: How to Add Effects to a Scene

You can adjust the effect parameters in the Layer Properties view and link any of them to a function column tobe animated over time. This means that all of the effects can be customized.

Adding Effects
In Harmony, you can add effects through the Timeline view, connecting them to your drawing layers and thenadjusting the parameters until you achieve the look you want.
How to add effects in the Timeline view
1. In the Timeline view, select the layer on which you want to add an effect.
2. Do one of the following:‣

From the top menu, select Insert > Effects > desired effect.

‣

In the Layers toolbar, click the Add Layers‣

From the Timeline menu, select Insert > Effects > desired effect.

button and select Effects > desired effect.

The effect appears in the Timeline view.

3. In the Camera view, click the Render View
button to see the scene's rendered current frame andeffect. Note that most effects cannot be played back in real time. You need to use the Render and Play
option in the Playback toolbar.

NOTE: If your background appears all in black, it's because you need to add a Colour Card. To do this, follow step2.

1. In the Timeline view, double-click on the effect layer to open the Layer Properties window. You can also
select the effect layer and see its properties in the Layer Properties view.
The Layer Properties view opens, displaying the parameters available for the selected effect.

2. In the Layer Properties view, adjust the effect’s parameters.

88Harmony 12.1 Advanced - Getting Started Guide (Server)

3. To play back your scene with the final effects, in the Playback toolbar, click the Render and Playbutton.

NOTE:
Once you have set the parameters for the effect, you can store it in the Library view as a template, so you can quickly
reuse it without resetting the parameters again—see Templates in Chapter 7: Library of the Cut-out Animation Guide.

Cutter Effect

The Cutter effect cuts out a portion of an image using a matte drawing. You can use the Cutter effect to allow acharacter to disappear behind a background element or to cut a virtual hole into the layer itself. The Cutter
requires a matte input.
Adjust the Cutter properties to invert the effect of the matte on an image. Instead of the object being hidden by
the mask, it will only be visible where it intersects with the matte shape area.

How to use the Cutter effect
1. Select a drawing layer.
2. Click the Add Layers

button and select Effects > Cutter.

The Highlight effect is parented to the selected layer.

3. In the Drawing or Camera view, create a drawing on a new layer that will act as the matte.
4. In the Timeline view, click the Collapse/Expand

button on the effect layer.

89

Chapter 16: How to Add Effects to a Scene

4. Drag and drop the matte layer beside the Matte field.

5. Display the Cutter properties and adjust the properties to control the type and amount of blur and thecolour of the Cutter effect.

Cutter Properties
Parameter

Description

Name

Allows you to change the node's name.

Inverted

When this option is enabled, the Cutter node will invert the matte shape to
cut the drawing. Instead of cutting the image intersecting with the matte, itwill cut any artwork outside of the matte shape.

Animating an Effect Over Time
When compositing your scene, you will often want to animate the parameters of an effect over time. For
example, you may want an object to fade in or out by changing the transparency level over time or byincreasing the colour contrast on one of your drawings over a certain frame range.
To animate an effect over time, create a function curve by adding keyframes to the parameters you want toanimate. To do this, you will use these views: Layer Properties and Timeline. You can fine tune your animation
using the Function view.
How to animate an effect over time
1. In the Timeline view, select a layer and add an effect to it by doing one of the following:‣

Click the Add Layer‣

Right-click and select Insert > Effects > desired effect.

‣

From the top menu, select Insert > Effects > desired effect.

button and select Effects > desired effect.

90Harmony 12.1 Advanced - Getting Started Guide (Server)

2. Create the function curve by doing one of the following:‣

Double-click on the effect layer to display the effect properties. Click the Function
parameter you want to animate and create a function curve.

‣

In the Timeline view, expand the effect layer's parameters by clicking the Collapse/Expand
button.
Then click the Function
button of the parameter you want to animate and create a function curve.

button of the

3. In the Timeline view, go to the frame on which you want to start animating the effect.
4. In the Timeline toolbar, click the Add Keyframe

button.

5. In the Value field of the parameter you want to animation, enter the keyframe value. If your keyframes arestop-motion keyframes, in the Timeline view, select the new keyframes. Right-click and select Set Motion
Keyframe.

91Chapter 16: How to Add Effects to a Scene

6. Repeat this process for each keyframe to be added.

92

Harmony 12.1 Advanced - Getting Started Guide (Server)

Chapter 17: How to Export a Movie
If you require a video file, you can export your animation as a QuickTime movie. To render a QuickTime movie
with transparency, you need to set the Depth to Millions of Colours +. You can set this this when exporting a
QuickTime movie.
If your exported video is too small or too large, you can change the project size from the top menu in Scene >Scene Settings. This will change the size of the video output.
How to export a QuickTime Movie
1. From the top menu, select File > Export > Movie.
The Export to QuickTime Movie dialog box opens.

2. Click Browse and select a folder in which to save your movie and give it a file name for the export.
3. Click OK.
1. In the Display Source section, select the Display node to use for rendering your project.
2. From the Export Range section, decide whether you want to export the entire scene (All) or a specificframe range. If you decide on the latter, enter the frame range.

3. In the Resolution section, select one of the following from the menu:‣

A preferred resolution ratio.

‣

Custom: Enables the Width and Height fields so you can enter a specific size.

93Chapter 17: How to Export a Movie

4. In the Options section, click Movie Options.

Parameter

Description
Enables the customization of the video settings, filters and
size.
Settings: Opens the Standard Video Compression Settings dialog box (see below).

Video
Filter: Opens the Choose Video Filter dialog box, where you
can select from a range of filters to apply to your video export.
Size: Opens the Export Size Settings dialog box. The size settings are overridden by the Harmony's scene settings.
Enables the customization of the sound settings.
Sound
Settings: Opens the Sound Settings dialog box (see below).
Prepare for Internet Streaming

Enables the customization of the Internet streaming options.

5. In the Video section, click Settings.
The Standard Video Compression Settings dialog box opens.

94Harmony 12.1 Advanced - Getting Started Guide (Server)

6. From the Compression Type menu, select a codec. The availability of certain compression settings
depends on the Compression Type selected. For example, Animation is the default compression type andas a result the Data Rate option is greyed out.
7. In the Motion section, choose a Frame Rate from the list.
By default, it is set to match the frames-per-second (fps) of your Harmony project. If you choose a lower
frame rate, your export playback will be faster than your actual project. The reverse is also true for ahigher frame rate.
8. If you want keyframes inserted, select the Every option and set the number per frame.
This is the option is recommended by QuickTime. For further details, refer to the QuickTime
documentation.
9. In the Compressor section, select a Depth based on your movie’s needs. For example, Millions of Colours+ houses an alpha channel.
10. In the Quality section, use the slider to choose a quality setting. Remember that the better the quality ofthe export, the larger the file.

11. From the Data Rate section, either choose to allow the program to automatically select the most optimal
bit rate, or enter a Restricted rate to save space and allow for faster downloading at a cost to the qualityof the export.
12. In the same section, from the Optimized For menu, select the intended viewing method for the export.
13. Click OK.

95

Chapter 17: How to Export a Movie

14. From the Movie Settings dialog box, click Sound Settings.
The Sound Settings dialog box opens.

15. From the Compressor menu, select a compression type.
The default setting is None. This will preserve your original sound file without the loss of information.
However, an uncompressed sound file will inevitably add “weight” to the overall size of your video
export.
16. From the Rate menu, select a rate.
It is best to check and match the original properties of your sound file. For example, if your file has anaudio sample rate of 48 kHz and you choose a conversion rate of 22.05 kHz, the sound will play at thesame speed, but with higher frequencies missing.
For a standard film sound quality, choose 44.1 kHz, or 48 kHz for DVD quality. Anything less will makethe sound “dull” or less bright. For things like recorded voice, this doesn't matter so much, but formusic it can make an audible difference.
If file size is a consideration, such as with videos for the Internet, then a lower rate might be morepractical.
17. Select the Size and Use, which are related. Once again, it is advisable to check your original sound fileproperties. If the file was recorded in one channel (mono), there is no point in choosing the two channel(stereo) option. Although Mono can support a 16-bit channel, the extra information is unnecessary.
Mono is generally paired with 8-bit and Stereo with 16-bit.
18. Click OK.
19. In the Export to QuickTime Movie dialog box, click OK.
A progress bar appears.

20. Browse to the location on your computer where you saved your QuickTime video and double-click on it
to view the export.
How to set the depth to Millions of Colours + to export a QuickTime movie with transparency‣ In the Standard Video Compression Settings dialog box, select Millions of Colors+ from the Depth
menu.

96

Harmony 12.1 Advanced - Getting Started Guide (Server)

97

Harmony 12.1 Advanced - Getting Started Guide (Server)

98Harmony 12.1 Advanced - Getting Started Guide (Server)

Glossaryalpha channel

An image channel that carries transparency information. An image already has
three channels: red, green and blue (RGB). The alpha channel is the fourthchannel (RGBA). The matte, or the transparency information, is stored in thisfourth channel. An image without an alpha channel is always opaque.

animatic

A movie with sound that is developed from the storyboard. The storyboard
panel is exposed for the duration of the scene and at times, the characters areplaced on a trajectory to indicate motion. The camera moves are also
animated. The animatic is used to determine the rhythm of a project andprovides a good overview of the project before beginning production.

animation

A simulation of movement created by displaying a series of pictures or frames.

anime

An animation style known for its sinister and dark feel; popular in Japan.

arc

Action rarely occurs in a straight-forward manner; rather it typically unfolds inwhat storytellers refer to as an arc. The purpose of a story arc is to move acharacter or situation from one state or scenario to the next.

aspect ratio

The relationship between the width and height dimensions for any scene,
frame or film format. Television ratio is 4:3 and widescreen ratio is 16:9.

auto-feed

An automated method of feeding drawings into a scanner in which multiple
drawings are stacked into a sheet feeder. When the scanner is activated, thedrawings are scanned consecutively, without further user intervention.

automatic lip-sync detection

Automatically mapping drawings in an element to the mouth chart generated
for a sound. This can save time when lip-syncing a voice track.
An imaginary line around which an object rotates.

axis

For 2D graphics, there are two axes: X (horizontal and Y (vertical).
For 3D graphics, there are three axes: X (horizontal, Y (vertical) and Z (depth).

background

The part of a scene that is farthest to the rear. The background is the artwork,or decor, against which the animation takes place.

Bézier

A method of defining curved lines invented by French mathematician Pierre
Bézier. A Bézier curve is a mathematical or parametric curve. Bézier curves use
at least three points to define a curve.

bitmapAn image composed of pixels with a single resolution (size). If it is enlarged
too much, it will lose definition and pixels will begin to appear. This is known
as pixelation.
In cut-out animation, breakdown is the action of breaking a character into
pieces to create a puppet with articulations. To break down a character, theartist cuts parts, such as the hands and arms, from the character's model andpastes them in separate layers. Next, the joints are fixed and the pivots set.

breakdown
In traditional animation, a breakdown is an animation pose generally foundbetween two key poses. The key poses are the main poses in an animationand the breakdowns are secondary poses, ones that help describe the motion
and the rotation curve (usually referred to as an arc).

99

camera shake

Camera shake occurs in a scene when the camera moves slightly and quickly inseveral directions. This gives the impression of an impact, vibration or, forexample, bumps on the road.

captionA text field containing dialogue, effects, sound, or slugging information in astoryboard.

cel

In traditional animation, a cel (also known as celluloid) is a transparent sheeton which the animation is inked and painted before being sent to the camera.
The picture's outline is drawn on the front of the cel and then coloured along
the back.
In Harmony, a cel is an individual space in an Xsheet column from which you can
expose a drawing or a function's coordinate.

character design

Each character in an animated film is drawn from multiple angles in posterstyle format, called a model sheet, which serves as a reference for the
animators.

clean up

After rough drawings have been tested and approved, all the noise in theimage (excess lines, notes, etc) is removed to create final drawings which canbe inked, painted and shot. The cleanup process refers to either tracing aclean line over a rough drawing to achieve the final version, or removing dirt
and extra lines left by the scanning process.

CMYK

Cyan, Magenta, Yellow, Black. Refers to the process used by printers to definecolour on the printed page.

colour card

A colour card is a solid colour card that is the same size as the camera. The
colour card can be used to fill the background with a solid colour when there isno background image included.

colour model

The official colour design that must be used to paint the animation. A model isthe definitive character, prop, or location design that each artist must follow
for the production.

colour wheel

A display of the colour spectrum in the form of a circle.

compositing

Compositing is the action of incorporating all of a scene's elements to create
the final result prior to rendering. For example, the compositing artist will
import all the animation sequences, background, overlays and underlays in thescene and position them correctly. The artist will then set the camera frame
and animate it, if needed. Finally, the animator will create all the computergenerated effects for the project.

cross dissolve

An effect used to fade two scenes, one into the other.

cut

A direct transition between two scenes. When a cut is used, there are notransition effects inserted to pass from one scene to the next. The first sceneends and the second one starts immediately.

cut-out animation

The action of animating characters made of several pieces by moving themaround frame by frame. Cut-out animation can either be computer generated
or done traditionally using paper.

cycle

A group of images that together make up an action, such as walking. A cycle isan action repeated as a loop over a period of time. It can be a series ofanimated drawings or keyframes.

100Harmony 12.1 Advanced - Getting Started Guide (Server)

dialogue

The text spoken by a character in a movie or animation.

dope sheet

Used by animators, directors and other members of a crew to track thesequence and timing of images, dialogue, sound effects, sound tracks andcamera moves. Also known as an exposure sheet or Xsheet.

dopingTo assign a particular drawing to a range of frames.

DPI

Dots per inch is the standard measure of resolution for computerized printers.
It is sometimes applied to screens, in which case it should more accurately bereferred to as pixels per inch. Either way, the dot is the smallest discreteelement making up the image.

ease/velocity

In animation, the ease, also known as velocity, is the acceleration anddeceleration of a motion. It can be a motion created by a function curve, or aseries of animated drawings. Other common terms for ease-in and ease-out
are slow-in and slow-out.

ease-in

Gradual acceleration in the action. Also known as slow-in.

ease-out

Gradual deceleration in the action. Also known as slow-out.

establishing shot

A scene in which the viewer can see the whole area in which a sequence ishappening. For example, if a child is playing on the ground in front of his
house, the establishing shot would be a scene where the viewer can see thehouse, the ground, a part of the street and the buildings around the central
point of action. This helps the viewer understand the story location and sceneorientation.

exposure

In animation, an exposure is the number of cels on which a drawing appears inthe scene. For a drawing to appear longer, the exposure must be extended
over a greater number of cels.

exposure sheet

A sheet with several vertical columns and horizontal frames used to indicate ascene's timing. Each column represents a scene layer. The drawing numbers ineach column are indicated and repeated over the particular amount of frames
they need to appear.
The exposure sheet is used by animators, directors and other members of acrew to track the sequence and timing of images, dialogue, sound effects,
sound tracks and camera moves. Also known as a dope sheet.

fade in/fade out

Fade in or fade out is a transition effect used to open or close a sequence. A
fade in occurs when the first scene appears progressively, from complete
transparency to its complete opacity. A fade out occurs when the last scene
progressively disappears, going from complete opacity to complete
transparency.

fast-inDramatic acceleration at the start of the action.

fast-out

Dramatic acceleration at the end of the action.

field

In animation, a field is a measurement unit used to calculate motion,
registration and camera positioning. A standard animation scene will vary
between 6 to 12 fields.

field chart

A guide containing all the field units that animation and layout artists use todetermine a scene size or camera motion.

101

film-1.33

A resolution that is ideal for the widescreen film format that conforms to thestandard 4:3 pixel aspect ratio.

film-1.66

A resolution that is ideal for the widescreen film format that conforms to the
16:9 pixel aspect ratio. (The pixels are wider than they are high).

flipping

In traditional animation, flipping is the action of going through the drawings ofan animation sequence very quickly in order to see the animation in motion.
Flipping can also be the action of creating a mirror transformation of an
object.

follow-throughThe secondary motion caused by the main action. For example, a character
wearing a cloak is running. The main action is the body running. This will cause
the cloak to follow the motion, although it will not move at the same time, but
react a few frames later and follow the main motion curve.

forward kinematics

Forward kinematics is a feature used to animate principally 3D characters andcut-out puppets with hierarchy. It is used to animate a puppet from one ofparent parts, such as a shoulder, and make the rest of the arm move with it asa single piece.

frame

A single photographic image in a movie. In traditional animation, the North
American standard generally contains 24 frames per second, while in Europe
the standard is 25 frames per second.
The frame rate is the speed at which the frames are played. They are generally
calculated by frame per second. For example, a scene could be played back at
12, 24, 25, 30 or 60 frames per second or any other number.

frame rate

This is the measurement of the frequency (rate) at which an imaging device
produces unique consecutive images, called frames. The term applies equallyto computer graphics, video cameras, film cameras, and motion capturesystems.
Frame rate is most often expressed in frames per second (fps) and in
progressive-scan monitors as hertz (Hz).

functions

A computer-generated motion, trajectory or path on which elements, othertrajectories and effects parameters can be attached. The function can becontrolled by adding keyframes and control points on the function curve.

gamut

The range of colours that a particular device can represent.

HDTV

High Definition Television delivers a higher quality image than standard
television does because it has a greater number of lines of resolution. To takeadvantage of the superior quality and make full use of your resolution setting,the output device must be compatible with HDTV technology.

hold

A frame in the animation in which the character maintains its position without
moving. A hold can be created between any two keyframes.

HSV

Hue, Saturation, Value. A method of defining colours in terms of hue (tint),
saturation (shade) and value (tone or luminance).

in-between

The drawings that exist between the key poses. These are drawn to create
fluid transitions between poses.

ink and paint

The ink and paint process is the action of painting the empty zones and102Harmony 12.1 Advanced - Getting Started Guide (Server)

colouring the lines on the final animation drawings, while following a colour
model.
interpolation

The computer-generated motion created between two keyframes. You havethe choice to create interpolation, or not, between your keyframes.

jump cut

A jerky cut between two scenes. Typically, a jump cut is not visually pleasing. It
is generally caused by one scene ending, and a second one starting, with asimilar image. The lack of difference causes the eye to see a little jump
between the two scenes.

key pose

Important positions in the action defining the starting and ending points ofany smooth transition. Keys, or key poses, are the main drawings in an
animation sequence describing the motion. For example, if an arm is waving,
the keys will be of the arm at one extremity of the wave motion and the otherextremity. By flipping those drawings, the animator can see the skeleton of
the motion without having all the drawings.

keyboard shortcuts

One or more keyboard keys which, when used, cause an operation to be
performed.

keyframe

Important positions in the action defining the starting and ending points ofany action. A keyframe is a computer-generated position at a specific moment(frame) on a given trajectory.

layersIn animation, a layer is an individual column, level or character. A scene's layers
are superimposed to form the final image.
The communication step between the storyboard and the animation. It is theaction of putting the storyboard on model. That is, drawing the character byfollowing the design in the model pack, so the animator can start working.

layout
The layout artist draws the background, creates the camera and field guidematching the scene and camera motion. Lastly, the animator draws on model
the main action poses.
layout and posing

The action of putting on model. That is, at the right scale, the storyboard forthe animator to start working.

library

A storage area containing templates and assets that can be reused in any
project or scene.

light table

A device that allows you to see other layers in transparency while you areworking on a particular layer.

line of action

The direction that the action will follow. Also known as path of action.

lip-sync

The character's mouth synchronization with the dialogue sound track. Frameby frame, the mouth will be adjusted to fit the sound to give the illusion of thecharacter is speaking.

low resolution

A format that is ideal for videos destined for the web, where size and fast
download of a video file take precedence over quality. A low-resolution image
is one that lacks fine detail.

manual lip-sync detection

The manual swapping of mouth position drawings to match a voice track. For
this process, both sound scrubbing (listening to a sound wave broken up
frame-by-frame) and drawing substitutions are used.

103master palette

A group of colours attributed to a character or prop. The palette is usedthroughout the entire production to maintain consistency in the look and toensure that the same colours are used throughout the production. Also known
as palette.

model/colour model

The definitive character, prop or location design each artist must follow for a
production. A colour model is the official colour design that must be used topaint the animation.

motion keyframe

A keyframe with computer-generated interpolation.

mouth chart

A chart based on the eight animation phonemes (A, B, C, D, E, F, G, and X,
which is used to represent silence) used for lip-sync.

multiplane

The effect of passing through multiple levels of drawings to create a sense of
depth in a shot. A multiplane is a scene in which the layers are placed at
different distances from the camera so that when the camera moves, a depth
illusion occurs. With a multiplane, all the perspective and scale is calculated
automatically.

NTSC

The standard analogue television broadcasting system used in North America.
NTSC conforms to North American standards on how rectangular pixels are
displayed for computer and television screens.

nudge

A small push (left, right, up, down, forward or backward) done with the
keyboard arrow keys on a selected element. Nudging is used to move aselection very slightly and precisely.

onion skin

A feature that lets you see the previous and next drawings of a sequence.

overlay

A part of the scene environment, such as a chair or a bush, that is placed in
front of the main animation.

PAL

A resolution that works best with the European format for television andcomputer screens, as the rectangular pixels are displayed at a different
orientation.

palette/master palette

A palette or master palette is a group of colours attributed to a character or aprop. The palette is used throughout the entire project to maintain aconsistency in the look and avoid the colour changing during the animation.
Also referred to as a master palette.

palette style

A palette style is a second version of an existing palette with a slight change inthe tint and value. A palette style can be used to create the night version of apalette. It may also be called a clone palette.

pan

To move the camera across the scene in any direction.

panel

In a storyboard, a panel is a frame in a shot. A shot can be composed of one orseveral panels.

The paperless animation process is the action of animating digitally. The main
paperless animation/tradigital paperless animation process is to draw, frame by frame, the animation directlyin the software.
passing position

When drawing a walk sequence for a character, the passing position is thepoint at which one leg passes the other.

path of action

Direction that the action will follow. Also known as line of action.

104

Harmony 12.1 Advanced - Getting Started Guide (Server)peg

In traditional animation, a tool used to ensure accurate registration of action
as cel layers move. In digital animation, in which you are doing a moreadvanced puppet rigging, you can use peg layers. Peg layers are trajectory
layers that do not contain drawings. They are motion paths that you can use
to add path articulations. For the latter, you can also use the Inverse
Kinematics tool.

phonemeA unit of sound in a language.

pivot

The point around which a peg or drawing rotates.
The smallest element of an image displayed on a monitor or TV screen.

pixel

Pixel, short for picture element, is a single point in a graphic image. It is a small
sample of an image, a dot, a square, or a very small section made out ofsmooth filtering. If you zoom in close enough on a digital image, you will see
the pixels, which look like small squares of different colours and intensity.

pose-to-pose animation

The pose-to-pose animation process is the action of creating all the main
action poses, called key poses, and then placing the secondary poses between
the keys. The secondary poses are called breakdown. Finally, the animator fills
the gaps with the in-between drawings to achieve a smooth animation.

rendering

The final step when animating by computer. During rendering, the computer
takes each pixel that appears on screen and processes all of the components,
as well as adding motion blur before it produces a final image. The process of
calculating the final images after the compositing process.

resolution

The size of a scene, generally calculated in pixels. For example, the NTSC
resolution is 720 x 480. The resolution should match the final output: HDTV,
film-1.33, film-1.66, NTSC, PAL, low.

RGB

Red, Green, Blue. A method of defining colour by specifying amounts of thesethree colour components.

rigging

The process of attaching the various parts of a cut-out puppet.

rotary table

Equivalent to the animation disk/table, a device that allows you to rotate theworkspace for greater comfort while drawing.

rotoscoping

An animation technique in which animators trace over live-action film
movement, frame by frame, for use in animated films. The act of sketchingover live-action footage to create an animated sequence.

roughs

The skeleton sketch of an animation or design. Roughs mainly consist of
sketch lines and shapes, though they can also contain design details.

safe area

The zone at the center of a scene's frame that is safe from being cropped by
the TV frame. As a TV frame cuts a margin off the original frame size,
maintaining a safe area ensures that the scene's main action will remain clearlyvisible once the film is screened on television.

scene

A shot in a movie or show. A sequence is composed of several scenes. A scenechanges to another scene by a simple cut or transition.

scriptThe original text containing all the movie or show information. In animation,
the script contains all of the location descriptions, dialogue, time and more. A
project starts with a script.

105

sequence

A series of scenes or shots forming a distinct part of the story or movie,
usually connected by unity of location or time.

shot

A scene in a movie or show. A sequence is composed of several shots. A shotchanges to another shot by a simple cut or transition.

slow-in

The gradual acceleration in the action. Also known as ease-in.

slow-out

The gradual deceleration in the action. Also known as ease-out.

slugging

To indicate the start and stop times of dialogue and relevant actions.

sound scrubbing

A process that lets you hear sound in real time while you move the playhead
forward or backward. This is very useful for finely-tuning a lip-sync.

stop-motion keyframe

A keyframe with no computer-generated interpolation.

storyboard

A visual plan of all the scenes and shots in an animation. The storyboard
indicates what will happen, when it will happen and how the objects in a scene
are laid out.

straight-ahead

A technique in which an entire sequence is drawn from the first position to thelast, in order. There is very little planning in this methodology. Where thecharacter ends up and how it gets there can be a surprise for both theaudience and the animator. While this approach is spontaneous and creative,
it can create inaccurate results.

strokes

Invisible vector lines forming the drawing zones. They can be adjusted with
Bézier handles.

tablet/pen

A device used in conjunction with, or instead of, a mouse to move a mousepointer (sometimes referred to as the cursor) around the computer screen.

template

An asset stored in the library that can be reused in any project. A template canbe a drawing, a series of keyframes, a sound file, a panel, a cut-out character,an effect, a trajectory, an animation, or anything else used in the animation.

thumbnails

A very small image used as a reference or indicator.

timecode

The timing information printed on a movie clip to indicate the scene, hour,
minute and second that is currently displayed on the screen.

timeline

A horizontal representation of a scene's elements, timing and keyframes.

trace and paint

After the rough animations have gone through cleanup and a final line or pencil
test, each drawing is traced and painted for the final animation. In today's
digital world, this may be done in a variety ways other than the traditional
celluloid or acetate methods.

track breakdown

The break down of an animated film's soundtrack into individual sounds to
produce the precise frame-by-frame position of each sound.

traditional animation

A type of animation process whereby all the animation sequences are drawn
by hand on paper before scanning or inking them on cels.

trajectory

A computer-generated path or trajectory that elements can follow. The
trajectory can be controlled by control points, keyframes and velocity.

transition

An effect placed between two scenes as they pass from one to the other.
Common transition effects are cross-dissolve and wipe.

106Harmony 12.1 Advanced - Getting Started Guide (Server)underlay

In animation, an underlay is a specific part of the decor placed behind the main
animation.

aspect ratio

The aspect ratio describes the shape of the grid unit. A square grid unit would
have a 1:1 ratio , whereas a grid unit of aspect ratio 4:3 is a unit with one side
1.33 times as big as the other side.

vector

A vector-based image is composed of points and Bézier curves. The computer
reads the points and traces the segments, linking them to reproduce theimage shape. There is no fixed size or resolution in a vector image. The
graphic can be enlarged and distorted as much as desired and the system will
simply recalculate the segments and rebuild the shapes. Vector images aretranslated and displayed in pixels once the calculation is done.

velocity

In animation, the velocity, also known as ease, is the acceleration or
deceleration of a motion. This can be achieved by a function curve, or via aseries of animated drawings. Other common terms for ease-in and ease-out
are slow-in and slow-out.

walk cycle

A series of drawings "on the spot" that describe the walk for a character. The
illusion of movement is created by the use of background pans. To avoid
making innumerable drawings, animators routinely make a walk cycle for acharacter.
The Xsheet or exposure sheet, is a sheet with several vertical columns andhorizontal frames used to indicate a scene's timing.

Xsheet (exposure sheet)

Each column represents a scene's layer. In each column, the drawing numbers
are indicated and spread over the specific number of frames in which they
appear.
The exposure sheet is used by animators, directors and other members of thecrew to track the sequence and timing of images, dialogue, sound effects,
sound tracks and camera moves. Also known as dope sheet.

zone

An area which can be painted with colour.

107Harmony 12.1 Advanced - Getting Started Guide (Server)

Index
addingviews 7alpha channel 99
animatic 99
animatingcamera 73, 75-76
effects over time 90
layers 73
objects 73
animation 99
anime 99
arc 99aspect ratio 99, 107
auto-feed 99
axis 99
background 99
Bezier 99
bitmap images 99
converting to vector drawing 37
importing 31
importing as bitmap drawing 35
importing in original format 31
Bone deformer 47
animating bone and articulation
deformer 55

cameracreating 59

adding and parenting to peg 75

drawing pieces 39

animating 73, 75-76

selecting layers 61

positioning, scene setup 67
camera shake 100

adjusting deformation chain 51

cel 100

basic rig 48

celluloidbone deform 47

See cel. 100
character building
breaking down 39
cut-out 39
drawing pieces 39
parenting layers 43
character design 100

tracing 23
cleaning up 23

rotating 10
Close Gap tool 18

displaying deformer controls 54
rigging 48
dialogue 101
dope sheet 101

DPI 101
drawing 13

drawings
morphing 27
painting 16

closingease 101

gaps 17setting on multiple parameters 61

CMYK 100
colour card 100
colour model 100, 104

compositing 100

rigging 48

counterclockwise

character 39

chain, setting up bone andarticulation 51

pieces, character building 39

clockwise

Bone rig 49

breakdown 99

Bone rig 49

doping 101

clean up 100

colour wheel 100

creating 49

deformation

caption 100

basic rig 48

Bone rig

cycle 100rotating 10
cross dissolve 100

ease-in 101
ease-out 101
effects
about 87
adding 87
animating over time 90
establishing shot 101
exportingcut 100
cut-out animation 100

drawing pieces 39

animating cut-out character 59

parenting layers 43

character building 39

movie 97
QuickTime 97
exposure 101
exposure sheet 101, 107

108

•

fade-in 101

key pose 103

mouth

fade-out 101

keyboard shortcuts 103

field 101

keyframes 103

field chart 101

layers 103

chart 104
multiplane 104
creating 79

film-1.33 102

animating 73

navigating

film-1.66 102

panning with Transform tool 69

centering screen on mouse 10

flipping 102

parenting 43

full screen 10

follow-through 102

rotating with Transform tool 70

interface 9

forward kinematics 102

selecting parent or child layer 61

panning 10

frame 102

skewing with Transform tool 71

recentering view 10

frame rate 102

layout 103

resetting pan 10

full screen 10

layout and posing 103

resetting rotation 10

functions 102

library 103

resetting views 10

gamut 102
gaps
closing 17

creating templates 65
Library view

resetting zoom 10
rotating clockwise 10

importing templates 66

rotating counterclockwise 10

HDTV 102

light table 103

zooming in 9

Hold 102

line of action 103

zooming in or out 10

how tolip-sync 83, 103

zooming out 10

paint 15
HSV 102
importingadding 83

NTSC 104

auto detection 85, 99

nudge 104

lip-sync detection

objects

bitmap image as bitmap drawing 35

manual 103

animating 73

bitmap image in original format 31

low resolution 103

positioning 69

bitmap images 31

manual lip-sync detection 103

onion skinning 104

converting to vector drawing 37

master palette 104

overlay 104

sound file 83

master peg 45

painting 15

templates 66

adding 45

drawings 16

importing sound 83

model 104

PAL 104

in-between 102

model sheet See character design

palettes 104

ink and paint 102

morphing

interface 7

style 104

deleting 29

panel 104

navigating 9

drawings 27

panning 10, 104interpolation 103

motion keyframe 104

jump cut 103

layer using Transform tool 69
resetting 10

109

Harmony 12.1 Advanced - Getting Started Guide (Server)

paperless animation 104

rotary table 105

importing sound file 83

parentingrotating

lip-sync 83

layers 43

layer with Transform tool 70

scrubbing 106

passing position 104

resetting rotation 10

stop-motion keyframe 106

path of action 104

rotating clockwise 10

storyboard 106

pegs 105

rotating counterclockwise 10

straight-ahead 106

adding master 45

rotoscoping 105

strokes 106

master 45

roughs 105

tablet 106

pen 106

safe area 105

templates 106

phoneme 105

scaling

pivot 105
repositioning 71
repositioning permanently 71
pixel 105pixelation See bitmap image
pose-to-pose 105
QuickTime
exporting 97
recenteringview 10rendering 105
resettingpan 10rotation 10
views 10zoom 10resolution 105
RGB 105
rigging 48, 105
adding master peg 45
basic deformation rig 48
Bone rig 49
chain, setting up bone andarticulation 51
displaying deformer controls 54
parenting layers 43

creating 65

layer with Transform tool 70
scene setup 67
panning layer using Transform
tool 69
positioning camera 67
positioning objects 69
repositioning pivot 71
repositioning pivot permanently 71
rotating layer with Transform tool 70
scaling layer with Transform tool 70
skewing layer with Transform tool 71
scenes 105

importing 66
thumbnails 106
timecode 106
timeline 106
Tool Properties view 9
tools
Close Gap 18
Top view
opening 75
positioning elements 80
trace and paint 106
tracing 23

script 105

track breakdown 106

scrubbing 106
sequences 106
shot 106

tradigital 104
traditional animation 19, 106
painting 15-16

Side viewtracing animation 23

opening 75
positioning elements 80
skewing

trajectory 106
Transform tool
panning layer 69

layer with Transform tool 71
slow-in 106

rotating layer 70
scaling layer 70

slow-out 106

skewing layer 71

slugging 106

transition 106

soundunderlay 107

importing 83

110

•

vector 107
velocity 101, 107
views
adding 7
recentering 10
resetting 10
Tool Properties 9
walk cycle 107
Xsheet view 107
zone 107
zoomingin 9
in or out 10
out 10resetting zoom 10111

112