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All animators must learn to walk before they can run. In 2D Character Animation, industry expert George Maestri teaches the basic principles every animator must know to build a foundation for more complex work. These principles are relevant regardless of software used or animation style. George explains how good animation depends on a firm knowledge of the laws of motion, which inform the principles of animation. He teaches the basics of creating characters, squash and stretch, pose-to-pose animation, walking and running, track reading, and dialogue animation. He also shows how to use After Effects and Flash to apply the tools learned in the course. Exercise files accompany this course.
So now we have the rough body animation blocked out and let's go ahead and see what that looks like. (Recording: I can't figure this out. I can't figure this out.) So now that we have the body animation done, let's go ahead and start animating the mouth shapes to the phonemes. So as we go through this track you'll see have "I can't." Let's go ahead and scrub through that. So it goes I and then it goes silent for the C. So let's go ahead and start with the A sound.
So the first thing I am going to do is go here to where this starts. In fact, I can just look at the track and see where the sound starts and I am going to go ahead and put it in my A mouth shape. Then I am going to scrub through to where we have the C, and then I am going to go ahead and put in my consonant sound. Now the one thing is I have got a lot of space between here and here. I have got about eight frames. So I really want to take and put in a middle frame here, somewhere around here, I want to actually put in an in-between.
So that way it kind of gives a little bit more of in-between between this and this. So now we have got... Okay so now we have got the word can't, and again, you can see, you can even just look at this timeline and see where the A starts. It starts right here, at frame 24. So I am going to put in my A sound, "I can't" and then the nt again. You can see right here that's where this A sound ends. So I am going to go ahead here and at this frame which is somewhere around frame 28, and again, put in my consonant sound, "I can't" and then.
So let's go ahead and scrub this. Here is the f for figure, so let's go ahead and put that in, so that would be this mouth shape. So this mouth shape is for f, figure. Now figure is actually f-eh. So it's more of an EH or an E sound. So I am going to go from this mouth shape to this mouth shape. So I am going to go "fig," and then it goes back into a consonant for figure. The G is a hard consonant, so I am going to go ahead and put this shape in.
Now the next one is UR. Now with UR, it's mostly round mouth sound. So I am going to actually start with an open O sound and then just bring it down to an Ooh half way through this phoneme. So now, I have got... "figure this." So here, we have got the th mouth shape, this. So again, I am going to hold this for two frames, then put in an e, this, and then we'll go back to our consonant sound for the S and then for "out," what I really want to do is I want to get a really good emphasis for this.
So I want to open the mouth up pretty wide. So for the word out, I am actually going to start with an A sound then go to an O. So we are going to from Aoo and then go into an Ooh. So that's pretty much it. So let's go ahead and take a look at the final version of this. (Recording: I can't figure this out. I can't figure this out.) So as you can see we now have the body and the phonemes animated together.
Now when you are putting in the phonemes, be sure to pay attention to where the head is at. But also pay attention to the rules of phoneme placement, which is two frames minimum per phonemes, and try and get contrast between your vowels and your consonants.
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