Rigging an Arm with Deformers in Toon Boom Harmony- Part 2

In this continued tutorial, you will learn how to sync arm layers, use multiple types of arms and create layered hands. TABLE OF CONTENTS BELOW: 0:00- Intro 1:00- Pass-through vs. Bitmap Composites 2:50- Set Properties on Many Layers Button 5:35- Sync Forearm and Upper Arm 7:15- Associating Deformation Chains with Drawings 14:10- 2 Point Spaghetti Arm 14:50- Renaming Deformation/ Transformation Chains 16:20- 4 Point Arm (for Smears/ Blurs) 20:45- Layered Hands (Copy Paste Timed Clone using Overlay, Line-Art, Colour-Art, Underlay Isolate Nodes) 21:40- Naming and Organizing Hands 24:10- Copy and Paste Hand Nodes 25:25- How your Computer Handles Cloned Elements 28:20- Temporarily Moving Pivots While Animating 30:00- Issues with Z-Depth and Bitmap Composites 31:50- Add Selection Handles and Visibility Nodes 34:00- Color Commonly Accessed Pegs 35:20- Troubleshooting with the Render View 35:40- Adjusting a Deformation Chain that Already Exists 36:50- Cloning the Arm 37:25- Adding a Prefix to all Nodes 38:20- Static Transformation- the Permanent Peg! 40:30- Kinematic Outputs and Deformation Chains 46:10- Line Trimmers for the Shoulder 49:35- Updating a Cloned Group