peg: We can direct computer aided
animation using
keyframes but we need a way to connect an element to many different types of keyed
frame values as well as a way to specify the length of our connecting segments between each beginning and ending keyed
frame pair. We also need a place to tie a
velocity function curve to each connecting segment. In Toon Boom Studio we have a container for keyed
frame values and inbetweening instructions and that container is called a peg. Looking back to the origin of the registration peg, we can see that pegs and peg bars were originally created as registration devices, and we are still using them in that way in our virtual version too. We are registering
animation attribute values and instructions to art work
elements for specified
frame sequences.
In Toon Boom Studio beginning with version 3.5, we can have pegs in two forms. We can have them as independent element tracks in our timeline or we can have them as integrated parts of other element tracks where the peg is included inside of a drawing or image element track. The important point here is that any usage of pegs for containing information and instructional registration is a part of compositing and planning and therefore only useful in the timeline directly associating the pegs with
Camera View for scene planning. Pegs have no real meaning with respect to the
exposure sheet which is primarily used to manage drawing organization and
Drawing View.

A peg, whether an independent element or integrated into a drawing or image element, can contain multiple different types of attributes of keyed
frame values at each individual
frame in a scene (location, scale, rotation, or skew values). TBS provides specific visual indicators on a timeline track display for each type of keyed value present at each single
frame. Conceptually a peg element is a collection of pegs, each of which is a multi-valued container. Each
frame position of a peg element is a peg container. For simplification we just refer to the peg element and its individual peg containers as a peg. So just like the term keyframe can be singular or plural depending on the context of our use, the same thing is true for the term peg. And a peg element can contain many connecting segments as defined by each occurrence of a starting and ending key framed value for the same type of attribute.

This means that even though three segments, one for scale and one for rotation and one for location, might all start at the same
frame they don’t have to be the same length, they can each end on different frames. Each segment does not have to have the same type of inbetweening method either, some could be constant and the others non-constant, and each
non-constant segment has its own unique
velocity function curve that controls the in between image
spacing. That’s a lot of flexibility for us as animators to be able to direct.

So to extend what we have learned so far, pegs are used to keyframe animate objects across time. You can
attach one or more
elements to a peg and you can attach pegs to other pegs to create complex
hierarchies of control. Pegs are used to facilitate computer rendered inbetweening. So when you have
elements attached to a peg, you can set
keyframes and TBS interpolates inbetween those
keyframes based on the values of those
keyframes and the type of connecting segment used. And you can use
velocity function curves to adjust the way the inbetweening is applied which is often called “custom
easing” or "cushioning". Basically the curve specifies the rate of change between the images, their
spacing.
Additionally, pegs can be controlled by motion paths which are 3D and those motion paths can have adjustable
keyframes and they also can have
frame independent motion control points. That allows you to have some motion control that has to happen at a specific point in time and other motion controls that are
3D space dependent and not time dependent. At this point, you should begin to see that TBS has some very sophisticated functionality that can provide a lot of flexibility for us as animators once we master the skills of directing this method of communicating instructions to the render engine. There is a new way to use pegs in v3.5 as each image or drawing element now includes a peg as part of that image or drawing element. This means that keyframing does not require attaching
elements to separate peg
elements as was the case in previous TBS versions. Of course the power and flexibility of separate peg
elements still exists and so this new creation of integrated peg
elements is not just a simplification but is also an enhancement.

On top of the many uses pegs have in the
animation process, they can also serve as organizational devices, or folders of sorts, which can hold assets in your libraries and maintain them in a very orderly manner. For example, if you have a cut-out character, and want to save it in your
global library, you could drag each individual element into the
library, where each would become a template. However, this can easily cause a lot of clutter in your
library, but we can use pegs as containers or folders to store all those
elements and make them much easier to access later on. To do this all you need to do is take your cut-out character, and create a parent peg at the top of your timeline. Attach all of your
elements to this parent peg, name it whatever you like, collapse it and drag that peg into your
library. It will bring all attached
elements with it, and they will keep their hierarchical relationships and any key
frame values as well. This is a great way to store characters as well as groups of background
elements or just about anything else you want to organize. When you need the assets again, simply drag your peg "folder" into your timeline, expand it, and you will have all the
elements right at your fingertips in a new project.
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