But because of this approach, Artist's who have long used other digital animation programs (notably 3D animators,) may view parts of the workflow as a step backwards. I could be wrong about that but, as I said earlier, this is only my personal impression so far. Here's an example: if you're using any of the advanced deformer modules for rigging (bones, curves, etc.,) there is no IK available, only FK. This makes animating walks and other motions where I need to 'pin' something, more of a manual process than I'm used to. #Toon boom studio harmony 14 perpetual license manual To animate a character walking, I've had to detach the legs and rig the each limb from the ground up, and to animate the walk, I need to visually align the end of the thigh to the hips, more or less on a frame-by-frame basis. (Thank goodness for onion skinning!) This system works well enough once you get into the flow of things, but it's also a bit more labor intensive than a straightforward IK with Goal Constraints, like we have in ASP. Maybe you can fake it with a motion path? Might have to try that.) That said, I wish ASP had a Curve deformer like the one in Harmony-it really is pretty cool. To be clear, I don't really want to criticize either program because 1.) I'm using both fairly regularly these days, and 2.) I think each has its own strengths and weaknesses that can make it more or less suitable for given task than the other. In general, I think ASP is stronger for cut-out animations and Harmony is stronger for FBF, and there's obviously some overlap in features. #Toon boom studio harmony 14 perpetual license full.
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