TOONZ Animation Software
#31
RE: TOONZ Animation Software
More notes....



Toonz 4.6 - IRIX Release - 1997





My notes on running Toonz


A. setup file

default setup is /usr/Softimage/Toonz/config/tsetups/std_toonz.setup

to change to the tutorials setup (or any custome setup):

1. go to Toonzsetup module
2. click on Files -> Load
3. navigate to /usr/Softimage/Toonz/toonz_tutorials/tutorials.setup, hit ok

This file seems to save all the various configs - set as you desire,
save your own custom setup if as needed (per project, etc)



B. load up a tutorial file in Inknpaint

note on extenstions:

seems toonz understands these image files: .tif, .rgb

.plt = pallete file (colors used in the scene - can give them specific names, etc)
.tzu = toonz drawing file with no palette/colors applied
.tzp = toonz drawing with pallete/colors applied
.tzi = toonz ink? image? raw drawing thats imported? native toonz image format?
.xsh = xsheet file / exposure file
.casm = flash casm
.cln = cleanup setup file

you can view any of these types of files from toonzshell by clicking the "view" button
next to the DIR listing

1. Path in Toonzshell should +drawings/ (change to it if not)
2. Navigate to +drawings/ready_made/cleanup/color/
3. click on either piggy..tzu or piggy..tzp - click "view" to view contents of the file
4. click piggy..tzp, then click Inknpaint module - it will load the selected
file into the Inknpaint module

5. some keyboard shortcuts:
"a" will run start/stop the animation
"z" will zoom in picture
"x" will zoom out
mouse middle button is grab and pan/move

6. under Tools - fill, draw, brush, erase ink or paint or both
under Checks - onion skin (see previous frame overlayed), black background
7. Can delete colors, add new colors to palette
8. Can do a lot of cool stuff here, need to play around with all the options



C. load animation in Xsheet (exposure sheets)

1. Some of the tutorial files are in the wrong dirs
(i dunno - maybe the proper docs address this?)

cd /usr/Softimage/Toonz/toonz_tutorials
cp -i ready_made/bg/uranus.tif bg/
cp -i ready_made/inknpaint/* inknpaint/

2. click +drawings/ready_made/xsheet/uranus.xsh, click Xsheet
3. click Windows -> Filmstrip
4. click a frame in Filmstrip to populate that frame
5. click Windows -> Preview to load up entire animation in preivew window
(It will create the rest of the .rgb files for the scene)
6. from the preview window, Save -> Save Movie saves the animation as a .mov file
(works fine in mediaplayer)

o2:toonz 25 > file saved_movie_from_xsheet.mov
saved_movie_from_xsheet.mov: Apple QuickTime movie file (mdat)

7. on Xsheet Module - click Xsheet -> Export to Flash - click save & view


Current items of interest:
-how to create my own animation/drawing within toonz
or
-how to import an image I create into toonz





--------------------------------------------------

--------------------------------------------------

--------------------------------------------------





Modules within Toonz

/Toonz/bin



Toonzsetup - Configure options for the application

1 General Settings = Frame Rates, Video Settings/Format, VideoDDR Connectivity, Pallettes & Compression

2 General Directories = Default Folder Locations for the application

3 Vectorize Settings = Fine tune vectorizing for raster images


Menu Bar - Modules - Change Settings for the Toonz modules


--------------------------------------------------

Module Details -





Bgtitler - Stitch together images to be used as a background image for an animation


Lets you access commands to handle both the images to be tiled together and the images to be produced as a result of the tiling process.

--------------------------------------------------

xsheet -

/Toonz/bin/xsheet

Lets you access a set of commands for handling the exposure sheets (the files that have an .xsh extension). You can also print to file (create a .lis file), and enter general information and memos.



--------------------------------------------------

scan -

/Toonz/bin/scan





Lets you choose whether you want to load a level from an exposure sheet file (.xsh) or to create a new level name in the dialogue box.
You can either scan in a new sequence of drawings or re-scan an already existing .tzi file. To scan in a new set of drawings, you only have to specify the destination directory and the level name into the PATH and NAME text boxes, then specify in the FIRST and LAST boxes the frame number.
You can also assign a STEP factor if you want to set a specific increment to your frames. Press OK, or APPLY, and the SCAN LIST is automatically updated, ready for starting the scanning process.
If you select, instead, XSHEET, you can directly select a .xsh file and specify the level you want to scan in from the exposure sheet, among those listed in the XSHEET LEVEL area.
You can change the .Tzi Path by entering the new path in the relevant file field.
Note that when selecting a level from an Xsheet, you cannot change the ordering number of the selected frames, as already specified into the xsheet module.



--------------------------------------------------

toonzmanager -

/Toonz/bin/toonzmanager



toonzmanager - Create Toonz directories with all the necessary folder structures to store, arrange and render your toon.

Files Menu - Create Directories for Toonz
Files Menu -> Scenes
Create a scene for tunes

--------------------------------------------------

utilities -

/Toonz/bin/utilities


utilities -

Run various companion utilities for Toonz


Lets you choose which utility you want to run;
there are certain text boxes and lists that are common to all the utilities in the Utilities module. Whenever you choose a specific utility, the following always appears:
LEVEL IN: When you choose a utility, the file you select to be worked on is automatically entered in the LEVEL IN text box.
LEVEL OUT: You must type the file name of the output image(s) in the LEVEL OUT text box.
START FRAME: The first frame to be converted. You must type the start frame number in this text box.
END FRAME:The last frame to be converted. You must type the end frame number in this text box.

--------------------------------------------------



Cleanup -

Lists only the .tzi files (.tif files for the color cleanup), among which you can select the previously scanned level you want to process. Upon selection, the cleanup list is automatically updated. The TZUPATH text box lets you set the proper location where the .tzu files for the selected level will be loaded. Note that if you complete the path to an existing .tzi file, using the PATH text box, the TZUPATH field will be automatically updated to the directory where the .tzu files will be saved by default. For example, if the tzi path is +input, the TZUPATH will be updated to the +drawings directory.
The OVERWRITE PLT button allows you to overwrite the existing palette, when saving a level. If a palette does not exist it will be created.
Note: If you have to cleanup again an already existing .tzu image, be sure to press the Overwrite Plt button. This to prevent the creation of a hybrid image that will be composed by the old palette (.plt) and the new image (.tzu), that may have a different option for the palette (32+128 or 256+256). This combination will not work properly.


Saves a Cleanup Setup file (.cln).
Note that when you select SAVE for the first time, a dialogue box appears listing all the .cln files of both the current directory and all of the sub-directories.
To overwrite a .cln file in the list, click on the selected name and click on SAVE to confirm your selection.


--------------------------------------------------



Pledit -

Pallette editor - create a set of colors that can be used for an animation. Can be saved and reused in other animations.

inkpaint 4.6 - drawing module within Toonz

Can read multiple image file fomats = .tzp


Lets you access a set of commands to handle the scenes and the levels you want to paint as models.

--------------------------------------------------

relocdb -


The reloc_db program is a quick tool which searches for all the '.casm' files
contained in the selected directory and in the contained subdirectories (re-
cursively) updating the old path with a new one.

For example:

reloc_db /usr/local/Toonz/tutorial /usr/local /usr/people

In this case, reloc_db scans the directory '/usr/local/Toonz/tutorial'
and its subdirectories and replaces all the occurrencies of the string
'/usr/local' within the '.casm' files with '/usr/people'.

Reloc_db warns if the source string is not found in a '.casm' file, else shows
the number of lines modified.

If you want to modify files other than those with an extension '.casm', you only
have to edit the reloc_db file, changing the 'casm' file extension with the
proper one, as required, on the line 71.

You may also copy the above mentioned file in the $TOONZROOT/scripts directory
and use it in the Batches module.


---------------------------------------------------



toonzaudio

/Toonz/bin/toonzaudio






---------------------------------------------------


---------------------------------------------------



mattedit

/Toonz/bin/mattedit








---------------------------------------------------



tmessage

/Toonz/bin/tmessage

Message Box - console for Toonz

Check the message box for what's going on in the applications or if you get an error messages.








---------------------------------------------------



pledit

/Toonz/bin/pledit






---------------------------------------------------




misc directory

Toonz/misc



********* misc ********

The misc directory contains a set of unsupported utilities which may be useful; these utilities are:

add_user Allows you to add a user to the Toonz community.

advise For internal use only. Do not delete.

change_hpos Allows you to change the hpos of an image

changesetup Allows you to change the current setup. It may be used in a
task list in Batches

clean_xsheet Deletes shared memory which is not freed by xsheet or flip.

convert2tz42 Allows you to convert an old type tzu-tzp file (created in Toonz
version 4.0 or lower) into a new format tzu-tzp file (which can be
used in Toonz version 4.2 or higher).

create_movie Allows you to create a .movie file starting from a level or a .casm
file. Run cosmo_flip to see the file.movie created.
Create_movie does not require that you have a Cosmo Board to create
the .movie.

delshm Deletes shared memory

enlarge Allows you to enlarge the canvas size of a tz[up] level adding a
transparent white frame around the original one.

overlap Allows you to overlap two tzp levels into a new one.

premultiply Allows you to premultiply a full-color image. Premultiply may
be necessary if you encounter a problem in overlaying images with
casm. (e.g. white pixels around the border of the image).

reloc_db Allows you to change pathnames in .casm files located in a
specified directory and its subdirectories.

scantest Allows you to run a diagnostic test of the scanner; in addiction it
provides information about the features of the scanner and its hardware
configuration.

xsheet4.0 Allows you to convert .xsh files from Toonz 3.5 to .xsh files for
Toonz 4.0

xsheet4.1 Allows you to convert .xsh files from Toonz 4.0 to .xsh files for
Toonz 4.1

xsheet4.2 Allows you to convert .xsh files from Toonz 4.1 to .xsh files for
Toonz 4.2 or higher.

xdissolve Allows you to compute a cross-dissolve effect between
two levels. The two levels must be full-color and of the
same size.



------------------------------------------------------------------

udit -


Toonz/udit


Udit (which stands for User Defined Image Transformations) is a Toonz tool

that allows you to create your own image processing function in C language.

The functions must be written in files in the directory $TOONZROOT/udit.

To make the functions readable from casm, you have to compile them,

using the Makefile stored in the same directory (of course, you have to

add to the object filenames list in the Makefile your own functions filenames).

The compilation produces a shared library named udit.so.


The functions prototypes MUST be:

function_name(USR_IMAGE *raster_in, USR_IMAGE *raster_out,
int argc, char **argv);


in which:

- raster_in and raster_out are pointers to the input and the output image

structure that contain the images.

The definition of the structure is:



typedef struct
{
void *buffer;
enum img_type type;
int wrap, lx, ly;
struct
{
PIXEL *buffer;
int offset, size;
}cmap;
} USR_IMAGE;


where PIXEL is :


typedef struct PIXEL
{
unsigned char matte,blue,green,red;
} PIXEL;




Images can be both fullcolor and colormapped (but you can't have

a fullcolor image in and a colormapped image out).

If fullcolor (type=RGB), (void *)buffer has to be casted to (PIXEL *);

if colormapped (type=CMAPPED), to (unsigned char *). In this second

case the buffer into the cmap structure will contain the colormap, otherwise

it is equal to (void *)0.

To obtain the corrispondent color of a colormap index, you have to do:



color : (PIXEL)
raster : (* USR_IMAGE)

color.red =
(raster->cmap.buffer)
[(unsigned char *)(raster->buffer)-raster->offset].red;

ecc.




This structures are defined in the header file template.h, so you have to

include it in your own files.

xsize and ysize are the x and y dimensions for both the images;

wrap is the scanline length of the buffer.

Notice that the buffer_in and buffer_out files must have the same dimensions,

so you can't create geometrical transformations on images.

You don't have to allocate and free memory for the in, out and palette buffers,

it is done by casm.

If the output image is colormapped, his palette is set equal to the

palette of the input image before using the udit function.

This palette can be changed in the user function.

- argv contains a list of parameters for the function ; one of

these can be set in the trasformations' column in xsheet

that can be set in the transformation

column in xsheet.


After the compilation of the library, you can use your functions in xsheet,

defining them using the USERDEF tool, and giving to the transformation a name

equal to the function name in the shared library.

The sintax for the definition of the transformations as a USR DEF in the xsheet module,

is like this:

@function_name(arg1,. argn)

where function_name is a string that specifies the UDIT name and the type

of his arguments, that is:

function_name = udit_name -> the function accept a fullcolor bufferin
and a fullcolor bufferout;

function_name = c.udit_name -> the function accept a cmapped bufferin
and a fullcolor bufferout;

function_name = cc.udit_name -> the function accept a cmapped bufferin
and a cmapped bufferout;


The arguments can be numbers , strings, or the keyword $arg.

If $arg is used, it indicates the values specified in the transformation

column in the xsheet.



For instance, if you have written a function named my_function that

takes a colormapped input image and returns a full_color image and accept

a constant value 3.5, and a variable value, you have to write:

@c.my_function(3.5, $arg)

into the USRDEF popup.

[Image: screenshot-16.jpg]

(This post was last modified: 02-20-2021, 10:12 PM by indigofan.)
indigofan
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02-20-2021, 09:28 PM
#32
RE: TOONZ Animation Software
Thank You guys, it's truly a miracle. I searched for a patch many years ago for IRIX, and now it is here.

I installed it, patched and fired up with some old project files. Wonderful memories from the past. I worked with this software at the end of the nineties in several animation studios, it was a very special period in my life.


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[Image: o2.png]
blaiserulez
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04-30-2021, 07:55 PM
#33
RE: TOONZ Animation Software
(04-30-2021, 07:55 PM)blaiserulez Wrote:  Thank You guys, it's truly a miracle. I searched for a patch many years ago for IRIX, and now it is here.

I installed it, patched and fired up with some old project files. Wonderful memories from the past. I worked with this software at the end of the nineties in several animation studios, it was a very special period in my life.
Glad that you got it all up and running, if you can share any videos of what you have done that would be great. What's more, that manual... Any chance of getting it scanned? The help files that are built into the application are very slim.
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05-01-2021, 01:33 PM
#34
RE: TOONZ Animation Software
After a few hours of playing with old archive disks I managed to do some screenshots and a little video. I hope You will enjoy it, fellow sgi fans.
In the past I worked on several TV series, commercials (a cartload of english and scandinavian productions), and on animated feature films.
Indigofan: oh, man... that manual is more than 500 pages and I have only a mobile phone to grab pictures nowadays. I don't promise anytime soon, but I will try it in the future somehow.
If You have any specific question about the software, feel free to ask - I will try to answer it.
           


[Image: o2.png]
(This post was last modified: 05-05-2021, 06:16 PM by blaiserulez.)
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05-02-2021, 06:08 PM
#35
RE: TOONZ Animation Software
(05-02-2021, 06:08 PM)blaiserulez Wrote:  After a few hours of playing with old archive disks I managed to do some screenshots and a little video. I hope You will enjoy it, fellow sgi fans.
In the past I worked on several TV series, commercials (a cartload of english and scandinavian productions), and on animated feature films.
Indigofan: oh, man... that manual is more than 500 pages and I have only a mobile phone to grab pictures nowadays. I don't promise anytime soon, but I will try it in the future somehow.
If You have any specific question about the software, feel free to ask - I will try to answer it.

Wow this is amazing!  I double the query for that manual!  But here is a question I've been trying to figure out - is it possiblw to create the inital drawing on the o2 using whatever drawing app and import that drawing into toonz?  That's sort of where I've been stuck.  (Or even a drawing on a windows system or andriod/iphone via sketchpad software)
(This post was last modified: 05-06-2021, 01:47 PM by gijoe77.)
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05-06-2021, 06:37 AM
#36
RE: TOONZ Animation Software
As far as the manual goes, you could get in contact with Al Kossow over at Bitsavers; I understand he has either access to high-volume scanning equipment or contacts with people who do.

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05-06-2021, 02:16 PM
#37
RE: TOONZ Animation Software
(05-06-2021, 06:37 AM)gijoe77 Wrote:  
(05-02-2021, 06:08 PM)blaiserulez Wrote:  After a few hours of playing with old archive disks I managed to do some screenshots and a little video. I hope You will enjoy it, fellow sgi fans.
In the past I worked on several TV series, commercials (a cartload of english and scandinavian productions), and on animated feature films.
Indigofan: oh, man... that manual is more than 500 pages and I have only a mobile phone to grab pictures nowadays. I don't promise anytime soon, but I will try it in the future somehow.
If You have any specific question about the software, feel free to ask - I will try to answer it.

Wow this is amazing!  I double the query for that manual!  But here is a question I've been trying to figure out - is it possiblw to create the inital drawing on the o2 using whatever drawing app and import that drawing into toonz?  That's sort of where I've been stuck.  (Or even a drawing on a windows system or andriod/iphone via sketchpad software)
You can draw with a drawing app on your workstation, import raster image files or you can scan them with toonz (toonz has inbuilt scanner drivers for a few scanners - but they are mostly large format document scanners). When you just want to use it as a background image for example, or as an overlay image you can import directly the files to xsheet. It will accept almost every popular image formats. If you are panning to do an cel animation layer (lineart), you have to convert your images to .tzi format (utilities/convert2tzi).
After that, you have to process them with the cleanup module and create the .tzu and .plt files. The .tzu files goes to the inknpaint module and you can paint them.
The .tzp files are the painted ones, you can import them to xsheet as animation layers.
It is possible to draw on paper, grab the image with your cell phone and process it with toonz and create a movie Wink
It is an extremely powerful and well optimized system, a few days ago I successfully rendered UHD resolution (3840x2160) uncompressed .tga files from toonz with my o2... and this is a more than 20 year old computer.

[Image: o2.png]
blaiserulez
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05-06-2021, 07:44 PM
#38
RE: TOONZ Animation Software
I'm really glad this is getting some attention. With regards to getting images drawn, I'm working on some stuff for IRIX, so please stay tuned. Don't wanna say too much, but expect some great things.

I'm the system admin of this site. Private security technician, licensed locksmith, hack of a c developer and vintage computer enthusiast. 

https://contrib.irixnet.org/raion/ -- contributions and pieces that I'm working on currently. 

https://codeberg.org/SolusRaion -- Code repos I control

Technical problems should be sent my way.
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05-06-2021, 07:46 PM
#39
RE: TOONZ Animation Software
(05-02-2021, 06:08 PM)blaiserulez Wrote:  After a few hours of playing with old archive disks I managed to do some screenshots and a little video. I hope You will enjoy it, fellow sgi fans.
In the past I worked on several TV series, commercials (a cartload of english and scandinavian productions), and on animated feature films.
Indigofan: oh, man... that manual is more than 500 pages and I have only a mobile phone to grab pictures nowadays. I don't promise anytime soon, but I will try it in the future somehow.
If You have any specific question about the software, feel free to ask - I will try to answer it.



Amazing to see Toonz in action from someone who worked with it back in the day! This is very relevant to me as I'm both a cartoon artist and a old computer nerd Smile
Would love to see more!

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05-06-2021, 09:36 PM
#40
RE: TOONZ Animation Software
Great stuff. That's a very nice demo.

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05-07-2021, 12:44 AM


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