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The main new features in version 2

This page and the next are for existing Limber users who want to get started with v2 as quickly as possible. I still recommend reading the Full User Guide - we'll only skim the surface here.

Raster rigging

Limber v1 pioneered the idea of embedding vector artwork inside a single shape layer. Now, version 2 will embed all your bitmap artwork inside a Precomp limb. Your layers will move, rotate and scale as you animate in the parent comp. They do this through Essential Properties, so your precomp limb can be re-used, duplicated, copied and pasted just like any other Limber limb.

You can make a Precomp limb by selecting two artwork layers and an Indicator, and clicking the New button.

Limber 2 can embed raster layers into limbs just as easily as shape layers.

Artwork by Troy Brown

Puppet Pin rigging

Puppet limbs are easy: just select any layer with three Puppet Pins and click the New and OK buttons - Limber will do the rest.

FreeK

We have a new animation mode that’s completely unique to Limber. FreeK is like IK, except you can move the middle joint around however you like. To get FreeK working you'll need to add a FreeK Controller by clicking the + / - FreeK button, which will also turn up Free Blending. Keyframe it down to zero to revert to IK or FK when you need to, just like you're used to with FK.

Remove FreeK Controllers by Option / Alt clicking on the same + / - FreeK button.

Central Limb Library

The Limb Library is now part of the main tool, and it's much larger and more useful. The limbs are stored centrally, on a server, so that we can update them continually without needing to update Limber. You can browse through previews and descriptions of all the available limbs and then download and generate them on-demand.

Indicators

If you used v1’s Path to Bone or Rig & Pose buttons, you've used either a path or three circles to indicate where you wanted your limb to go. These indicator layers are now fully integrated into the standard limb creation process: you can use them to indicate almost any type of limb. In some cases they are required - so Limber knows where to place the pivot points.

Some combinations of indicator and limb type allow more attributes to be copied in to the limb: you’d probably use a Path indicator for a Path limb, and let Limber apply the Stroke properties from the static path into the new limb’s Stroke. Limber will also now adopt Curvature from the tangents on the middle point of a Path Indicator.

Improved UI

We considered making v2 a CEP extension, but we were able to build a dynamic, graphics-rich ScriptUI Panel without needing to, which is lighter on your system's resources. It'll adapt between a one- and two-column layout, and everything re-sizes to max the area available. You can drag it into a thin vertical bar to max screen real estate once you’re familiar with the icons. The bigger dialog panels give you text feedback and graphic previews of the choices you’re making.

Improved scaling

Scaling has been overhauled for v2 so that now, you mostly won't ever have to think about it, thanks to Auto-scale. We've also given you easier controls for making limbs longer or wider.

Auto-flop

Select a limber layer, click the +/- Auto-flop button, and you’ll get a new effect with properties that control the Clockwise direction of the limb, based on which side of the start controller it is.

Autoflop demo using Nothing Up My Sleeve from the Limb Library.

Flippability

You can now duplicate a limb and then enable the Flip Art checkbox on the Limber End Controller pseudo effect. This will flip the limb's artwork left-to-right so that you have a symmetrical opposite for the other side of your character. It's also useful if you flip an entire character to -100% in the X scale, and need artwork in your limbs to flip along with the body layers.