Toonz Goes Open Source
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Toonz Goes Open Source
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Re: Toonz Goes Open Source
#2Re: Toonz Goes Open Source
#3But frame-by-frame cel animation - which involves weeks, months, years of tedious drawing - has been comprehensively disrupted by upstarts like Anime Studio (http://my.smithmicro.com/anime-studio-pro.html), which uses bones and inverse kinematics to produce quality animations quickly and easily.
Then there was Creature House's legendary LivingCels - the animation version of Expression (https://en.wikipedia.org/wiki/Creature_House_Expression). Imagine something as capable as Adobe Illustrator, but with a more intuitive interface and simpler workflow; then imagine using it to create complex animations using natural media brushes. That was a big development in 2002 (some predicted it could displace Flash), until Microsoft acquired the company, had no idea what to do next, and thus quietly killed a revolutionary product.
Aside: the original Creature House version of Expression is still available as a download from Microsoft (http://www.microsoft.com/en-gb/download/details.aspx?id=3124...). The Mac version is PPC only, but the Windows version works flawlessly in WINE on Mac and Linux.
Re: Toonz Goes Open Source
#4Toonz is one of the massive 'enterprise' animation software suites, and it used to have a price to match. But frame-by-frame cel animation - which involves weeks, months, years of tedious drawing - has been comprehensively disrupted by upstarts like Anime Studio ( http://my.smithmicro.com/anime-studio-pro.html ), which uses bones and inverse kinematics to produce quality animations quickly and easily. Then there was…
Re: Toonz Goes Open Source
#5Toonz is one of the massive 'enterprise' animation software suites, and it used to have a price to match. But frame-by-frame cel animation - which involves weeks, months, years of tedious drawing - has been comprehensively disrupted by upstarts like Anime Studio ( http://my.smithmicro.com/anime-studio-pro.html ), which uses bones and inverse kinematics to produce quality animations quickly and easily. Then there was…
I'd hardly say Anime Studio disrupted anything
It's more like 3D suites replaced high end FBF animation, and Flash + Toon Boom replaced low end FBF animation
Re: Toonz Goes Open Source
#6Re: Toonz Goes Open Source
#7Re: Toonz Goes Open Source
#8From the screenshots, it looked to be Windows-based. I wonder if they support other platforms. Curious about language, build steps... Well, we'll see next Friday!
Re: Toonz Goes Open Source
#9Toonz is one of the massive 'enterprise' animation software suites, and it used to have a price to match. But frame-by-frame cel animation - which involves weeks, months, years of tedious drawing - has been comprehensively disrupted by upstarts like Anime Studio ( http://my.smithmicro.com/anime-studio-pro.html ), which uses bones and inverse kinematics to produce quality animations quickly and easily. Then there was…
Re: Toonz Goes Open Source
#10Toonz is one of the massive 'enterprise' animation software suites, and it used to have a price to match. But frame-by-frame cel animation - which involves weeks, months, years of tedious drawing - has been comprehensively disrupted by upstarts like Anime Studio ( http://my.smithmicro.com/anime-studio-pro.html ), which uses bones and inverse kinematics to produce quality animations quickly and easily. Then there was…
> But frame-by-frame cel animation - which involves weeks, months, years of tedious drawing - has been comprehensively disrupted by upstarts like Anime Studio ( http://my.smithmicro.com/anime-studio-pro.html ), which uses bones and inverse kinematics to produce quality animations quickly and easily. I'd hardly say Anime Studio disrupted anything It's more like 3D suites replaced high end FBF animation, and Flash + To…