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This tutorial was put together using Animation Master v10.5, but it should work with any version back to v8 or v8.5 (maybe earlier) I think the world of Animation Masters toon shader, but the way it handles toon lines isn't very bright. (not exactly the software's fault, it can't read your mind) Take a look at the image to the left and you see a lot of the areas in the center dont have any lines. You could increase the toon line bias, but that tends to leave your characters with a lot of "smearing" and isn't as accurate as we want. Fortunately there's a quick and easy fix using "Render as Lines". | |
![]() | Let's take a look at the mesh. The more spline loops and smooth continuous splines you have, the easier this will be. | |
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Select the splines where you want to draw some lines. Here I've selected the breasts, clavicle and a spline going straight down the center of the stomach. Hide, then lock your selection. | |
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Copy and paste the splines. Make sure the new splines arent exactly aligned with the originals. You want them close, but push them out just a tiny bit. Unlock, then re-lock so you only have the new splines selectable. | |
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Now select the parts of the splines you want to color. Don't delete parts of the spline that aren't being colored,
you may change the shape of the spline. Especially if it's animated later. If the spline is really long then it's okay, but leave a few points beyond the colored area. Create a group for the selection. | |
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Under the groups surface properties, turn ON 'Render as Lines'. A width of 0.2 - 0.25 is good for most of the body. For areas like the bridge of the nose use a width of 0 for a finer line. | |
![]() | Rinse, repeat. You get this - green selected CPs are what will be colored. | |
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Unhide everything, render and take a look! What a difference a few minutes makes. That's it for the tutorial, hope you enjoyed it! | |||