Rigging a 2.5D character in ToonBoom Harmony
Brander, Frida (2023)
Brander, Frida
2023
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2023061223557
https://urn.fi/URN:NBN:fi:amk-2023061223557
Tiivistelmä
This thesis delves into the intricate production pipeline involved in illustrating and rigging a 2.5D character using the renowned software, ToonBoom Harmony. It aims to specify the popularity of this program within the animation industry and elucidate its distinguishing features from other animation software.
The thesis offers valuable insights into the concept of rigged characters, exploring how various visual decisions impact the rigging process and how they differ when combined with different visual techniques such as 2D or 3D animation. Wide range of data was collected from various sources to enrich the research. These include attending two online courses, conducting two interviews with industry professionals via LinkedIn.
Self-education played a significant role in the thesis, consuming a considerable portion of the research time. In hindsight, future projects could benefit from a more incremental approach, starting with a smaller-scale project plan and allocating greater emphasis to the theoretical aspects of the thesis.
By presenting a comprehensive analysis of the production pipeline for illustrating and rigging a 2.5D character in ToonBoom Harmony, as well as exploring its industry-wide popularity and distinctive features, this thesis contributes to a deeper understanding of animation techniques. It serves as a valuable resource for animators, researchers, and enthusiasts seeking to expand their knowledge and expertise in the world of rigged animation.
The thesis offers valuable insights into the concept of rigged characters, exploring how various visual decisions impact the rigging process and how they differ when combined with different visual techniques such as 2D or 3D animation. Wide range of data was collected from various sources to enrich the research. These include attending two online courses, conducting two interviews with industry professionals via LinkedIn.
Self-education played a significant role in the thesis, consuming a considerable portion of the research time. In hindsight, future projects could benefit from a more incremental approach, starting with a smaller-scale project plan and allocating greater emphasis to the theoretical aspects of the thesis.
By presenting a comprehensive analysis of the production pipeline for illustrating and rigging a 2.5D character in ToonBoom Harmony, as well as exploring its industry-wide popularity and distinctive features, this thesis contributes to a deeper understanding of animation techniques. It serves as a valuable resource for animators, researchers, and enthusiasts seeking to expand their knowledge and expertise in the world of rigged animation.