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Anime Studio Pro Tutorial – Anime Studio Tutorials & More
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Anime Studio Pro Tutorial

Anime Studio Pro Tutorial

Anime Studio Pro Tutorial For Rigging Your Character

This is probably my biggest time saver, and I wasn’t actually going to share this character rig with anyone.  Oh, well.  I guess I can be nice.

How To Rig A Character In Anime Studio Pro

You need to take advantage of actions, if you aren’t already!  I can’t say that enough.  Before you dive into creating cartoon characters in Anime Studio Pro, make sure you play around with Anime Studio actions and understand how they work.  Actions will save you a bunch of time!  Ideally, you want to make your cartoon character with many different possible layers that will allow you to change his look, but you want to create them all on the same bone structure.  If you need fat arms and skinny arms, create them on the same humorous and radius/ulna.  That way, you only need to animate those two bones (your upper arm bone and lower arm bone), saving the animation actions, and you can reuse those actions anytime you want with whatever character you want.

Things To Remember When Creating Your Cartoon Character

  • You only get one shot, so take your time.  What I mean is, when you create your Frankenstein’s monster (your master file of body part combinations), and you save the actions to it, you can create your many different characters out of it.  However, if you only give it 10 actions, and you decide that you want to add some more later on, you now have to recreate all the characters you made out of him again.  Take your time and give him as many actions as you can think of the first time.
  • Use the Anime Studio Pro Styles to create your character’s skin and clothes.  That way, you can change skin and clothes colors rapidly to get many characters out of the same character much faster.
  • Actions attach themselves to whatever layer you clicked on immediately before opening the actions window.  Create actions on the uppermost character level to make an action that can apply to every level underneath.  This means that an action created for a character’s uppermost folder can apply to bones, switch layers, and vector layers inside that folder.  If you create an action for just a vector layer inside of a bone layer, the only thing you can manipulate is the vector layer.

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