Toon Boom Harmony scripts

Toonboom Harmony is the industry standard for 2D animation production. To speed up my creative process of the software, I programmed a series of scripts that replaced repetitive tasks. I used ToonBoom Harmony’s scripting language: JavaScript.

Name Composite after Peg

Name all the composites in a rig in under two minutes by using this script. Use the peg hierarchy to grab names and paste them onto mirroring composites. There are also options to edit the added and removed naming syntax, as well as automatic indexing.

Select the composite you wish to rename, and the peg you want to reference. Run the script to make the name changes. Selecting too many, or the wrong type of nodes makes the script fail. Syntax specifications are edited inside the script.

Reset Selected Deformer Groups

This script's purpose is to quickly reset a whole deformer group, instead of manually selecting each curve in the camera view, group selecting in the node view, or copying a keyframe in the timeline. This is most useful for animating, and can help with rigging as well.

To use the script, you need to select at least one of the curves in the camera view. The script will find the deformer group and perform the reset action on every node inside. The script will also work for multiple deformer groups, as long as a curve from each one is selected.

Bone and articulation deformers will not work with this script.

Change All Composites in Scene To Passthrough

Toggles all composites to passthrough. Script finds all composites in the scene and changes their attribute, no selection involved. It can also be edited easily to find different nodes and their attributes.

Align Nodes on Y or X axis

Aligns all selected nodes onto the same Y or X axis. This is useful when organizing the node view whilst rigging. The script will always align with the oldest node within the selection (Toon Boom sorts it's nodes by order of creation, not by type or order of selection).

Toggle Cutters Inverted Attribute

Toggle either a single, or mass amount of cutter nodes' inverted attribute. Useful when setting up rigs with a lot of cutters involved.