Hand v Machine
This article talks about the differences between hand-drawn lighting effects, and the automatic version you can do using Flash 8, Photoshop, After Effects and other image/paint and compositing software.
Hand-Drawn Light
In special effects animation, the shady area of an animated element such as a character's skin, is called the tone. So called because it's a darker tone, or shade of the skin colour.

Just two colours for each element: Base and tone
Technically a lighter equivalent should be called a tone as well, because it's a lighter tone... but in animation terminology a tone's light counterpart is generally called a rimlight. A good example of a rimlight is the silver lining on a cloud. It's created when the character/element is in front of the lightsource, even if only slightly. Here's the same image as above with the rimlight added to the character.

Now he's got tone and rim for each of his base colours (except the eye).
Yet another type of lighting effect is the highlight. This is a reflection of the lightsource, usually bouncing off high-gloss surfaces, like eyeballs, wet elements, shiny hair, etc. So here's the same image with all of those lighting effects put together.

Notice again how all of these lighting effects show the volume of the character.
In my work you'll usually see at least two colours for each element. For example, ever since the 'Prowlies' movie, Bitey's fur usually has at least two colours: base colour and tone. In LittleFoot however, I went nuts with his lighting effects and Bitey had four colours for each element:
Automatic Light
In the daily routine of a special effects animator, the task of animating tones and rimlights is probably the most common. It's one of the first things an effects animator learns to do, and so as your skills grow and you progress toward learning new and more interesting effects (smoke, explosions, magic, fire), the simple tone and rimlight effects are soon considered the most boring and tedious.
There are digital ways to create what's called an offset rimlight. It offers very little control over the lighting effect, but it can save a lot of time if used cleverly.
Offset Rims in Flash
If you use Photoshop, After Effects or any program other than Flash, then you might be able to work out how to achieve this effect on your own. Here's how I do it in Flash though.

Now, once the element is a movieclip symbol, you can select it on the stage and apply the following filters through the Filters tab (Window > Properties > Filters).
--- -- ----
Once again these digital effects should be used carefully because they have a very mechanical feel. Experiment with them though and you'll learn what you can get away with, to make your lighting effects animation easier.
Finally, you will eventually see the limitations of using a digital offset rim. The internal detail on Bitey's body (ribs, fur, horns) were created with hand-drawn lighting effects. These cannot be done with offset rims.
Likewise, if you wanted internal detail (billowing clouds) on the smoke column, you'd need to draw it. However, if you see fit you can combine the digital with the hand-drawn effects to get exactly what you want. Ah, the possibilities..
Hand-Drawn Light
In special effects animation, the shady area of an animated element such as a character's skin, is called the tone. So called because it's a darker tone, or shade of the skin colour.

Just two colours for each element: Base and tone
Technically a lighter equivalent should be called a tone as well, because it's a lighter tone... but in animation terminology a tone's light counterpart is generally called a rimlight. A good example of a rimlight is the silver lining on a cloud. It's created when the character/element is in front of the lightsource, even if only slightly. Here's the same image as above with the rimlight added to the character.

Now he's got tone and rim for each of his base colours (except the eye).
Yet another type of lighting effect is the highlight. This is a reflection of the lightsource, usually bouncing off high-gloss surfaces, like eyeballs, wet elements, shiny hair, etc. So here's the same image with all of those lighting effects put together.

Notice again how all of these lighting effects show the volume of the character.
In my work you'll usually see at least two colours for each element. For example, ever since the 'Prowlies' movie, Bitey's fur usually has at least two colours: base colour and tone. In LittleFoot however, I went nuts with his lighting effects and Bitey had four colours for each element:
- Skin: Base, tone, rimlight, underlight (sometimes highlight)
- Fur: Base, tone, rimlight, highlight (sometimes underlight)
- Horns/Hooves: Base, tone, highlight
- Teeth: Base, tone, highlight
- Tongue: Base, tone, various highlights
Automatic Light
In the daily routine of a special effects animator, the task of animating tones and rimlights is probably the most common. It's one of the first things an effects animator learns to do, and so as your skills grow and you progress toward learning new and more interesting effects (smoke, explosions, magic, fire), the simple tone and rimlight effects are soon considered the most boring and tedious.
There are digital ways to create what's called an offset rimlight. It offers very little control over the lighting effect, but it can save a lot of time if used cleverly.
Offset Rims in Flash
If you use Photoshop, After Effects or any program other than Flash, then you might be able to work out how to achieve this effect on your own. Here's how I do it in Flash though.
- First of all, the element must be a movieclip symbol, because we're using Flash 8's Filters (no, the following cannot be done in earlier versions of Flash).

Now, once the element is a movieclip symbol, you can select it on the stage and apply the following filters through the Filters tab (Window > Properties > Filters).
- Click the blue 'Add Filter' icon, then choose 'Drop Shadow'.
A default black shadow appears below and behind your smoke column.
We want this drop shadow to appear INSIDE the smoke.. not behind it. To create a convincing rimlight, we also want it to be a lighter colour. - Check the 'Inside Shadow' box and the shadow will now be inside the smoke column.
- Change the colour of the Drop Shadow (which you could now call a tone, or rimlight). In the image below, the colour I chose for my rimlight was a lighter version of the sky. This makes a more realistic ambient rimlight effect.

- Experiment with the other values in the Filters panel. Increase the blur to get the ambient effect, rotate the angle and watch how it affects the whole thing. You can also add more drop shadows for multiple lighting effects. In the example below, I've added a firelit offset rim.

--- -- ----
Once again these digital effects should be used carefully because they have a very mechanical feel. Experiment with them though and you'll learn what you can get away with, to make your lighting effects animation easier.
Finally, you will eventually see the limitations of using a digital offset rim. The internal detail on Bitey's body (ribs, fur, horns) were created with hand-drawn lighting effects. These cannot be done with offset rims.
Likewise, if you wanted internal detail (billowing clouds) on the smoke column, you'd need to draw it. However, if you see fit you can combine the digital with the hand-drawn effects to get exactly what you want. Ah, the possibilities..
Labels: highlight, light, lighting effects, offset rims, rimlight, tone


9 Comments:
I really wish I had something useful to say other that, "Adam! You're the man!" Unfortunately, however, it's early, I've only had one cup of coffee and the only other way of expressing myself is through guttural vowel sounds. My coworkers avoid my office until well after 10am.
Seriously, though, Adam, I want to let you know of my appreciation for sharing your tips of the trade. It is a statement to your love of animation that you are willing, through no remuneration other than satisfaction (well, hopefully a Brackenwood movie deal, too), to share your secrets with all of us.
Thank you, Adam!
Very interesting, although I already had rimlights and highlights explained to me a while ago, this is cirtainly an informative breakdown. Is that bitey drawing from the extened Yu-Yu? =D
also WAIT WHAT? I GOT AN ACCOUNT?
very cool. thanks sooo much for all your tips!!
Interesting way of explaining it. I've never really been a big fan of the flash 8 filters though... They were neat and all at first, but I think some people just got carried away.
why is this blog so educational? thanks :)
well, it's not like I have a day job to go to :O
rubberross I mentioned in this article that it must be used cleverly. I think when you're talking about people getting carried away, you mean they're carried away by a particular effect.. and so it becomes overused and boring.
However the technique is bigger than any one effect, and this article is about techniques for lighting effects. The idea is to arm yourself with the ability to use a very common technique and use it wisely to achieve a particularly special effect.
Thanks everyone for your comments so far.. much appreciated!
Bravo! Adam once again you quickened the cementing of your craft into the foundations of flash artistry...ahem.
I'm interested in the hand drawn toning and "rimlighting" that you do. When you add shadow or highlights do you convert the tones to objects first? Do you use lowered alpha grays for shading? I'd like to see how you actually do the hand applied stuff too...or perhaps you've mentioned this already somewhere? Fantastic stuff!
lovely tutorial
I have added it to the coldhardflash forum. Thanks
ref: http://www.coldhardflash.com/phpbb/viewtopic.php?p=1751#1751
extremely helpful tutorial
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