By incorporating effects in Toon Boom Harmony, you can truly enhance the visual appeal of your scenes. In this reference library we'll cover a large variety of useful effects that can be applied to your characters, environments, and other visual elements that may be included in your projects. In these lessons, we'll learn the functionality of a majority of these effects modules and how they can be connected and set up in Harmony's network view. In addition, we'll dive into the layer properties of each effect's module and explore how we can adjust the settings within to achieve the visual look we want with any elements receiving those effects. Along the way, we'll learn about the many uses of mattes that can be used to designate specifically where an effect can be applied. We'll also learn how they are being applied while we work in Harmony's camera view. After learning about these effects and their features, you'll be able to add a new level of creativity to your own projects. Software required: Toon Boom Harmony.
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Section Introduction Transcripts
Section Introduction Transcripts
Introduction and Project Overview [Autogenerated] in this lesson, we'll learn how to use the color override effects modules. So let's go ahead and get started. Okay? So by using the color override effect module, you can change colors from a palette without directly affecting the actual palate itself. So if you look in this project file, we have a palate here, which I've titled Character. And this contains some swatches, mainly right here that I've used to color this character. Okay, so we have our skins watch right here for his skin. We have a swatch here for his eyes, horns, teeth, spots and then a couple four glasses right there. So by being able to override these colors without directly changing them can save you a lot of time. You also don't have to actually worry about going in and changing the actual swatch color, because then if you wanted to come back to the original color, it may be hard to match it exactly. And that could result in some inconsistencies if you wanted to use this character's original color throughout a number of different scenes. Okay, So before we apply this color override effect, you want to make sure that you're in your camera view. This is the view, or you can see all of your animations, transformations and effects. And in your camera view, you want to make sure that you've switched from the open she l'm owed to the render mode right here. So that green little sunflower but button should be clicked on. It's in this render mode or render view, if you will, that were able to truly see how these different effects are looking and being applied to whatever element is receiving those effects, in this case, our little monster character. So let's go and grab this effect by going to the module library and in the module library. You want to navigate to the filter tab where we have a number of these different effects and you want to look for the color override module. So we're gonna take this module and pull it into our network view. So let's switch to our network view, and I'll just take it and drag it right in there. So, like the majority of these different effects modules, this color override module will plug into the composite and the element that it's being applied to pretty much the same way you'll always have a port on the bottom that needs to make its way back towards the composite and a pork that basically needs to connect to the element that's receiving the of effect. So in this case, we have our composite right here and our character module right here. So this needs to snap into this connection right here. We can easily do this by taking this module, holding down Ault and just dragging it over that connection. Now, you want to be mindful of which port on the top of this color override module that pulls the connection from your character module? Basically the element receiving the effect you'll notice we have this little port right here that has a dot in the center. That is the port that you want to pipe in your element into, so that it can receive all these overrides that were about to perform these other two ports. This one right here on the end would be reserved for if you're going to be using anything, that's bit map on this one right here would be for a peg. We're not going to really be focusing on anything. Bit map for this demonstration, we're gonna be focusing on this port right here, which would receive anything that's vector based, which I feel like that's gonna be a little bit more common, especially since Toon boom is a vector program where you have all of these different vector tools to draw and color or paint your characters or scenes, et cetera. So let's go ahead now and go into the layer properties for the color override module, so this will take you into feeler properties. The first option you have here is basically the same option you have for all of your modules, and that's to rename it. If you choose to in this case would probably be a good idea, especially if you had multiple color override models. In your network view, he may want to put the element dash color override so you know exactly what that module is being basically being applied to. Okay, so we have some different little sections down here in this layer properties, and I'll go ahead and talk about them now. Right here we have this section called Pallets, and so it's going to contain the different palates for your your scene. Basically, so this 1st 1 here is character, and so that's basically the same palate that we have right here that contains those different swatches that I use to color our character uncle and switch back to my timeline of you. That way I don't accidentally grab one of those modules while in moving things around, so that's our character palette right there. You'll also notice I have another pallet titled character Clone. So basically what I did earlier is I right clicked on our character palate, and I went to clone and cloned it. So it's an exact copy has those exact same swatches. And so on that clone palate. I took those exact same swatches, and I adjusted them toe where our character would look something like maybe at night time, if you were. If it were a night, his colors may want to be adjusted accordingly. So I've got a lot more blue in a lot of those different swatches right there. So those were the two swatches that are showing up right here in our palates section. So let's say we want to override one pallet with the other. Well, this is where we can take say, this character Clone Pallet. Okay, And I'm going to go ahead and pull this over here to the palate overrides section. The moment I do that, you can see how our character now is being overridden. So the character, the character palette that we originally used to color the character, that pal, it's being overridden with the character clone palette, which contains those nighttime versions of those swatches. Now you can actually drag in all of your palates someone dragging in my character and my character clone palate together, over here in the palate overrides section, Whichever one is on top here of this stack is the one that's performing the override. Now you can shift the stack by clicking one of these arrows over here. And so now our original character palate, is on top. And so that is what we're going to see in the render. And of course, if you want to delete them, you can select each one. Just hit the minus button right there, and you can clear it out next. Down here we have our colors section, and it shows all these different swatches for whatever palette we have selected right here in our palates section, so I've got our original character pallets selected right now. If I select character clone, you can see those pallets right there for the character clone palate. Re concealed swatches rather for the character clone pallet. Okay, I want to switch back to our character palette there. So let's now talk about overriding just specific colors by themselves in a given palate. So we have our skin swatch here, for example. He's kind of an orange ish kind of brown color, so let's say I want to override that color, but I don't want affect. This actual palate itself is actual swatch itself over here in our character palette in the color of you. So what you can do is you can take this watch from your colors section here in the layer properties, and you can drag it over here toward says color overrides. Okay, so now you can select this and then come over here and click on this little eyedropper button. This will take you into your color picker. You can either work in your multi wheel mode right here, which is what we have, or you can switch to the single wheel mode and basically you can choose whatever color you want. You have control over your red, green and blue, your hue saturation value a lot of control right there. And you can see the moment that I changed the color. It's overriding that original skin swatch, and so you can see our original skin's watch is still the same right there, as well as over here in our color view for our character palette right there. Okay, so that's that super awesome Recon override specific colors if you want to. Now let's go and talk about some additional stuff that you can do over here in this color overrides section. If you select the swatch you brought in to override the color, you can click on this little box right here and I'll go ahead kind of a justice. So it shows up more on your screen here. And so you have some different options right here. We're not gonna go into vast detail for each one of them, but you could select once a color, not visible. And so, basically, you're not gonna even see that color at all. That's watch it all in the render. So right there were just primarily to seeing the line work and just a few of the other swatches that have colored different attributes of the character. So that may be something you want to do, especially if you had perhaps something on your underlay layer. Maybe something else that you just wanted to reveal by just hiding that Swatch. You could easily do that. You have some other options here, too. You can choose RGB on Lee, or he could choose RGB with Alfa okay, or Alfa only and again for each one of these. You can come in on and change the color if you want to, as you can see right there on. And there's some other cool options here. Let's say you had a texture that you wanted to basically switch out instead of having just your solid color so you could try one of these texture. Once here, go and click on that. And basically each one of these is gonna kind of show you how that a texture wood texture would be applied. So these are kind of like templates, almost kind of Look through some of these different ones. You can see how that texture is gonna be applied now you also have in our network view, got that middle port right there for a peg. So you, depending on the texture you want to use, you can use that peg to adjust the position information of that texture using a peg. And I believe you've got some other options in here as well that also involved the use of a peg and a texture. So again, we're not gonna go into vast, vast detail for each one of these. But I encourage you to kind of play around and experiment with the majority of them are really the ones you'll probably want to focus with our kind of right up here at the top as faras just overriding the color itself. And again, you could just use that eye dropper tool right there to pick what you want. Now, as you use that, you got to make sure you have it selected to pick what what color you want. And you also want to make sure that you have the appropriate setting chosen. So new rgb Onley, for example. You would want to have that selected and Cassie it's overriding the color on again with the texture. If you want to import a texture, you would select one of these texture options, and you're gonna want to double click right here to basically browse where you have that texture saved to import it. And, of course, if you want to delete this in its entirety, you can go ahead and click that minus with that selected right there and we'll clear it out. And it finally, let's go ahead and talk about selected colors that you just want rendered by themselves. Okay, so we can go ahead, say, Just bring in the skin on Lee. And how about the color I used for the eyes? So I'm dragging these both over here to selected colors. And let's say I just want the skin color and just the eye color to show up on Lee. Nothing else. No line work, nothing else. No other colors. And I want those to show up on Lee in the render well, to do this after you brought them in, you want to make sure that you check mark this box right here. And so now you can see in our render view that those were the only two swatches or colors. If you will that are showing up and again if you want to go ahead and delete those you can. And if you delete him, you'll notice that we're not seeing anything at all right here. That's because we still have this box check marked so you could uncheck it. So you've got some really cool features here that just really give you a lot of control. This is a really, really nice module again, you don't have to worry about affecting the actual pallets themselves, the actual swatches that you used to create your character originally, and that'll save you a lot of a lot of pain later on. Especially if you didn't do this. And you were to change the actual SWAT itself, perhaps adjusting the characters colors for another scene, and then he wanted to go back to that original color. It could be difficult for you to remember exactly what that color looked like specifically, and I could result in some inconsistencies, so I encourage you to really explore. I'm using the color override module and use it on not only your own characters, but any other elements that you might be working on in your scenes, so have fun with it.