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THE CRAFT

Cut a hinge, not two halves

⚯ Joint on the blade’s bar pins the smaller piece at the seam and stands it on the larger · an arm on a shoulder on a body, read in the layer list.

Cut a hinge, not two halves
Cut a hinge, not two halves

5 steps

  1. STEP 1 · TAKE THE BLADE, AND TELL IT TO LEAVE A HINGETake the Blade (K). Its bar shows two kinds of cut: ✂ Cut makes two free pieces, ⚯ Joint leaves a hinge. Press ⚯ Joint · the chip stays lit until you say otherwise, so a whole puppet is cut without re-arming the knife between limbs.
  2. STEP 2 · CUT ACROSS THE PIECEDrag right across the piece, where the joint should be. The smaller half becomes the one that moves: it is pinned at the middle of the cut, so it swings about the seam instead of about its own middle, and it is given a small tab that tucks under the larger half so the joint does not open a gap when it turns. Take the Move tool and drag its ⊕ mark to put the hinge somewhere else · ⇧ while you drag places it freely.
  3. STEP 3 · READ THE RIG, AND BUILD THE REST OF ITThe swinging piece sits set in under the one it stands on, wearing ⚯. Cut again for a forearm, again for a hand, and the list reads as the chain it is. To hang any two pieces together by hand, drag one row onto the MIDDLE of another · dropped between rows it still just reorders the stack. ⌥ on a row takes that piece and everything hanging off it, so a whole arm moves as one.
  4. STEP 4 · OR MARK A LIMB THAT IS ALREADY DRAWNA drawing usually arrives with the arm already drawn as an arm, so there is nothing to slice. Mark it instead · a lasso, a colour tap or ◉ Point cut · and press ⚯ Part on the bar. It is lifted as its own piece, the paper closes behind it where the healer is on your device, it stands on what it came off, and it is pinned at the SEAM: the run of its own edge that the piece underneath carries on past. A mark touching nothing is given no invented hinge · it lifts as a free piece and says so. One ⌘Z takes the whole act back.
  5. STEP 5 · AND PULL THE WHOLE ARM BY THE HANDOnce an arm is three pieces deep · hand on forearm on arm · take the Move tool, hold ⌘ and drag the hand. Both joints answer at once: the shoulder turns, the elbow lands where it has to, and the far end of the hand goes exactly where your pointer is. The elbow stays bent the way it already was rather than snapping through the arm, and a target past the arm’s length straightens it toward you rather than refusing. Let go of ⌘ and a drag is the plain move it has always been. With the record light on, the reel writes both angles down.

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