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Creating Animated Characters in After Effects

Creating Animated Characters in After Effects

with George Maestri

 


Learn to create and animate highly controllable characters using After Effects. In this course, author George Maestri covers every step on the way, from designing the characters in Photoshop or Illustrator, or drawing them straight from After Effects; assembling characters with hierarchies; making realistic deformations with the Puppet tool; automating rigs with expressions; creating realistic head turns; and showing advanced techniques such as using null objects as bones. Finally, the course shows how to perform a basic animation with the character and ensure the rig works correctly.
Topics include:
  • Importing Illustrator or Photoshop files into After Effects
  • Animating shapes
  • Organizing scenes with null layers
  • Working with the Puppet tool
  • Creating replacement animation using time remapping
  • Automating head turns
  • Creating a master control node with Expression Controls effects
  • Setting up a scene for animation
  • Animating dialogue

show more

author
George Maestri
subject
3D + Animation, Character Animation
software
After Effects CS5
level
Intermediate
duration
3h 53m
released
Sep 08, 2011

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Introduction
Welcome
00:04Hi, I am George Maestri, and welcome to Creating Animated Characters in After Effects.
00:09In this course, we are going to show you how to build and rig characters for
00:14professional animation.
00:16So we are going to first start off with how to design characters; how to build them
00:19in Photoshop, Illustrator, as well as how to draw characters and character parts in After Effects.
00:26After that we are going to start tying the characters together using hierarchies.
00:30Then we are going to get into After Effects Puppet tool, which allows you to
00:34deform a character realistically.
00:37We are going to get into things like replacement animation for lip sync and
00:41blinks, and then we are going to get pretty deep into head turns.
00:45After that we are going to automate our rigs with expressions.
00:50We are going to learn how to move mouths with the head turn.
00:55We are also going to do same thing for blinks.
00:57We are also going to do this null objects combined with expressions to create a bone
01:01system that works with the Puppet tool, and finally we are going to do a little
01:05bit of animation just to make sure that our deluxe rig works.
01:10So I hope you enjoy this course, and let's get started with Creating Animated
01:14Characters in After Effects.
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Using the exercise files
00:00If you are a lynda.com Premium subscriber, I want you to go ahead and download
00:06the exercise files from the Web site, then go ahead and place that Exercise File
00:12folder on to your Desktop.
00:15Now if I double-click on this, you will see that I have got a number of chapters,
00:20and each chapter has the exercise files for that particular chapter.
00:26So once you have that on your Desktop, let's go ahead and move on to the
00:30actual course.
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1. Designing Characters
Creating characters in Illustrator
00:00When you create characters for use in animation, typically what you will do
00:05is do some conceptual drawings; either these will be pencil sketches or
00:10digital drawings, but eventually you'll refine down a look, or a design, for your character.
00:17Now, once you have a design for your character, you need to draw what's called a model, and
00:22that's your character in a neutral pose, and this is what we have here: just a
00:27basic sketch with the character, and his arms outstretched.
00:31Now, having this neutral pose will make it much easier to rig and set up the
00:36character for animation later.
00:38So just make sure that you have a design that is in a fairly neutral pose.
00:44Now once you do that, you need to bring it in to either Photoshop, Illustrator,
00:49or maybe even another drawing package, to actually draw your character and get
00:55him ready for animation.
00:57Now in this case, we're going to look at how to set a character up in Illustrator.
01:01Now basically what you need to do is get your sketch in, and then just
01:06start tracing over it.
01:08But as we trace over it, we need to make sure that we create layers that we can
01:13use in After Effects later.
01:15Now the first thing I want to do is I want to select the sketch and lock it,
01:18so I am just going to go Object > Lock > Selection, and make sure that I can't select this.
01:26So this makes it much easier to draw over. And then I am going to zoom in.
01:31So let's go ahead and start with the character's face, and one of the things I
01:34want to do is I want to make sure that I know how to use my layers palette,
01:38because as we start drawing we are going to want to take our outlines and put
01:44them on separate layers.
01:46So right now I am just going to do a new layer, let's just call this Head, and
01:51now I am going to draw the character's head.
01:53So I am going to go into my Pen tool here, make sure I have color set that I
01:59like, and then let's just start tracing. So I am going to go ahead and select
02:03this corner here, trace, and then just start tracing and drawing out what I want.
02:10In this particular character, each corner of his head is going to be basically a
02:15corner, so he is kind of got a squarish head with rounded off faces here.
02:21So once I have that, I can certainly tweak it, make it how I want, and then once I
02:27have that layer, I can start creating a new layer.
02:30So in this case, I am going to go ahead and toggle that layer off, and then
02:35create a New layer. And let's go ahead and go over to his eye, so we're going to
02:38create the right eye.
02:40Now as we do this, we want to make sure that we start creating a naming scheme that works.
02:47So you want to name the eyes, the head, hands; everything should have
02:53a descriptive name.
02:54That way, when you go into After Effects, it's much easier to see in the
02:58layers what you're doing.
03:00So in this case, the eye
03:01is not going to be a skin color;
03:04it's going to be white, so I am going to go ahead and change my colors here.
03:07Let's go ahead and change that to white with a black outline, and then all we need
03:12to do is just use the Ellipse tool, and go ahead and drag, and create that eye.
03:19Okay, so now this is just the outline of the eye.
03:23We want to make sure that we also have a pupil.
03:26So for the pupil, again, I just want to keep layering this, so I am going to
03:30create Right Pupil, and let's go ahead and change our color here.
03:38I want it to be -- go ahead and deselect this, and then I want to select black,
03:45and let's go ahead and draw the pupil.
03:48Now, I am actually going to draw the pupil on this side, because I can see it, and
03:52then just go ahead and move it over onto the other eye.
03:56So now, as I start drawing this, you can see how I'm starting to build my character.
04:02So if I want, I could take both of these layers, and then do a
04:06Duplicate Selection.
04:08So now I've got two more layers, and I can just move those over, and so on.
04:14Obviously, you will need to draw a lot of different parts for the character.
04:18Now, we're not going to go through that whole process, because it will take you
04:22about an hour or so.
04:23So let's go through and just show you what a complete version of the
04:27character looks like.
04:28Now this guy is a little bit different;
04:30I've modified him after I drew him from the sketch,
04:34but he's basically that same character.
04:36Now let's take a look at the layering here.
04:39He's got a lot of different layers.
04:41So we've got a lot of different parts for this character;
04:44we've got a torso right here,
04:48we've got each shoe is separate, we've got the neck is separate, the collar and the
04:53tie are separate, and so on.
04:56So what I'm trying to do here is get each individual part of the character that
05:02I want to animate separate.
05:05Now there are a couple of decisions you need to make.
05:07For example, do you want the arms to be part of the torso, do you want this to
05:11be one flat character that we animate with the Puppet tool, or do we want it to
05:16be separate parts that rotate?
05:19Now, some of this is going to depend on the look and style that you want
05:22for your character.
05:24If you have individual parts, you are going to get much tighter joint movement,
05:30but you won't get the fluidity that you'll have when using the Puppet tool.
05:35So just remember, as you design your characters in Illustrator, be sure to
05:40layer them as you draw.
05:42That will make it much easier to import them into After Effects later, and also
05:47use descriptive names for your layers as well.
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Creating characters in Photoshop
00:00Creating a character in Photoshop is similar to how you would do it in
00:05Illustrator, but of course we'll be using bitmap tools.
00:08Now, when we use a bitmap, we need to be cognizant of how big we want that
00:14bitmap to be. Unlike an Illustrator file, which can scale however you want
00:19because it's vectors, bitmap has to be at least big enough to fill the screen.
00:25So what we need to do is make sure that we understand how big our final output
00:30will be; if it's HD, standard def, Web, whatever, and then make sure that we have
00:36enough pixels in our basic character to fill that screen.
00:42So you need to think about, okay, what's the biggest close up we are going to
00:45do on our character.
00:46So, for example, are we going to do a close up of the character's head? Then
00:49we need to make sure that we scale the bitmap so that when the head fits in the
00:54screen we have enough pixels.
00:56So we can do this under Image > Image Size, and just make sure that we have a
01:01width and a height that works.
01:05Now, again, with Photoshop you can start with a sketch, and either paint over or
01:10draw over the sketch, or you can even just create it from scratch.
01:15Now I am not going to draw over the sketch here, because I've got another sketch
01:18that I've created and just done in Illustrator, and then imported into Photoshop,
01:23and modified it a little bit.
01:24But this is a bitmap image.
01:27So, when you start with a bitmap image, typically you'll just paint the whole
01:31character, or create the whole character, and then you'll start segmenting that
01:35character as needed.
01:37So let me show you a little bit about that process.
01:41So let's go ahead and start segmenting the parts of the character that we want here.
01:45I am going to go into the head, and let's go ahead and just start breaking this
01:51character apart into layers.
01:53Now, very similar to Illustrator, we want to separate this character out into
01:59layers so that we can animate it more efficiently.
02:02So if we take a look at this head, one of the things we can do is just use a
02:06Lasso tool. So, for example, the Magnetic Lasso should work pretty well for
02:10this, and I just want to select out his head, and then I'm going to just cut and
02:20paste that head back on.
02:21Now when I do that, you'll notice that there's a big gap where the neck used to be.
02:28I've got the head, but if I'm going to actually animate this head, I'll need
02:33more room on the character's neck.
02:35So I need to start drawing the overlap between the parts of the character,
02:42and this is probably one of the more important thing that we have when
02:45drawing in Photoshop.
02:47So here, for example, I could select my neck here, and just create an Elliptical
02:53Marquee or something that gives me the shape that I need for the top of that
02:58neck, and then just select my Paintbrush, and just fill that in.
03:03Okay, now what I'm looking for here is just a little bit more neck so that when
03:10this character's head starts animating, that I have something behind there. And
03:16then we are going to start doing this for the entire character.
03:19We're going to start doing it for the arms, the hands, and so on.
03:24Let's continue to focus a little bit on the face here.
03:27Let's go ahead and do the eyes.
03:32So I am going to go ahead and just select out these eyes here.
03:36In fact, I am just going to draw an outline around there.
03:38We're actually going to over-select them; make sure that this head layer is selected here.
03:43And then again, this time we're just going to copy and paste.
03:49So now I've got an eye; again I've got a little bit of a ring around that, but I
03:55can just use my Magic Wand tool here to select that ring, and delete it.
03:59Now I should have a pretty good eye here.
04:02Now, what happens, though, is that I still have this eye here;
04:10I still have the eye behind that.
04:11I need to fill in behind here.
04:14I am going to go ahead and select my Paintbrush, eyedropper this, make sure I'm
04:20on that Head layer, and then just paint this out.
04:24Now, once I have that painted out, I can go back to my eye layer, and just drop that back in.
04:35Now again, just like what we did with Illustrator, we need to make sure that we
04:39have descriptive names for all of our layers as we start creating them.
04:44So again, I am going to call this one Head, call this one the Left Eye.
04:50Now we're going to do another one for the pupil.
04:54So again, I am just going to Copy, Paste. And I've got another layer here;
04:58let's call that Left Pupil, and again I want to paint in behind there. So I've
05:07got this left eye, and it still has that old pupil in there.
05:10So again, select my Paintbrush, go to my Eye layer, paint that out, and then
05:19turn on my Pupil layer here.
05:21So now I've got a separate eye and a separate pupil.
05:25We can do the same for pretty much every part of the face, and then we can work
05:30our way down to other parts of the character that we may want to animate.
05:34So, for example, you probably would want to separate out the neck,
05:38you may want to separate out the tie, the hands should probably be separate,
05:42you may separate out the shoulders.
05:45So every part of this character, you want to separate out just depending on how
05:49you want to animate it.
05:51Now, I have a complete version of this character, so you can kind of get an idea
05:55as to how segmented we want it to be.
05:58Now, in addition to all of the parts on the face, and the hands, and everything,
06:05I've actually included several different arms, several different legs, as well as
06:10hands, mouths, and eyelids. And we're going to get into how to create some of
06:16these a little bit later, but just notice that we've got a very, very complete
06:21list of parts for my character.
06:23So if you go down here, for example, I've got a separate layer for the shoes.
06:28Each leg is a separate layer.
06:32I've got separate hand. If you look at the sleeve, I've got a separate sleeve.
06:36But I also have separate forearms and biceps.
06:40It just depends on how I want to animate the character.
06:44So, if I want to bend the arm using the Puppet tool, I can use this Sleeve
06:49character, or I can have separate parts for each part of the arm.
06:54So if you want, take a look at this file for reference, but the basic notion here
06:58is that we do want to layer our characters with descriptive names, and make sure
07:04that we have layers for everything that we want to animate in After Effects.
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Designing joints
00:00As you start layering your characters, you want to make sure that your joints
00:05have the proper overlap so that they animate well.
00:09Now, this is most important in the elbows, and the knees, but also the shoulders
00:14and hips can be important as well. But let's take a look at this character's
00:18elbows, and let's make sure that we have the right overlap so that this animates well.
00:24So I'm going to go ahead and zoom in a little bit here to his arm so that we can see it.
00:33Right now, it's all in one piece, but we want to cut out this forearm so that we
00:37can bend it at the elbow.
00:39Now imagine what an elbow does:
00:41it rotates, so a rotation is basically a movement around a circle.
00:47So we want these joints to overlap with a circular outline.
00:52So the easiest way to do this is to select our Elliptical Marquee tool, and if
00:57want, we can do a fixed ratio of 1:1, and that will force it to be a circle.
01:03So then what we can do is just draw a circle that's the width of the arm, and
01:08make sure that we position it right where we want the elbow to be.
01:12Now once we do that, we have the overlap; we have the outline,
01:18so all we need to do is just select the rest of the arm and go from there.
01:22So I'm just going to select my Polygonal Lasso tool, or Lasso tool, hold down the
01:26Shift key, and I just want to make sure I intersect right there at the tangent,
01:33and then just select the rest of my arm, and there we go.
01:38Now once I have this, all I have to do now is just do a Cut and a Paste, and now
01:47I've got this arm in the right place.
01:49Now notice how I've got kind of a divot here, but we can fix that later.
01:52So all I want to do is make sure that this fits, basically, into that little
01:56divot. And the reason we have a circular outline is because when we start to
02:02animate this, you want to make sure that that is rotating around that
02:08circular outline, and if we have that right, you'll see how it makes a much better animation.
02:17So once I have this, I can now basically fill in the difference there.
02:22So I'm just going to zoom in a little bit more so I can see, and again, just
02:26create a circular outline here.
02:28I use my Elliptical Marquee; make sure that fits.
02:35Let's do this, draw this one more time. There we go. And I'm just going to use my
02:39arrow keys to kind of fill in there.
02:41And once I have that, then all I have to do is make sure I'm on the proper layer,
02:47select my Paintbrush, and then -- or my Fill tool -- and I can just fill that in. Okay.
02:53So now that I have both of these, I can move this into place here, and I should
03:02have pretty good joint action.
03:05So now let's go ahead and just hit Transform, move my pivot point to the
03:10center of that elbow, and now when I rotate you'll see how I have a pretty good animation.
03:19So we can do this for all joints in the character, and again, this is very
03:23similar to what we did with the head and the neck.
03:26You want some pixels behind what you are animating so that we don't get any
03:29holes in the character.
03:32Now, this works the same for Illustrator. All you have to do is make sure that
03:35your shapes have a circular overlap as well.
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Drawing mouths
00:00If your character does any sort of lip sync, or mouth movement, you will
00:05probably want to draw separate mouths for your characters.
00:10Now, for lip sync, you need a number of different mouth shapes.
00:15It depends on the style of lip sync that you want to do, but here are some
00:18of the basic shapes.
00:20Now, in here I've got about 12 mouths, and these are just representative of some
00:25of the types of the mouths you want to do.
00:27So I have these numbered from Mouth 1 to Mouth 2, and all of these are on separate layers.
00:32So I am going to select Mouth 1 here, and just kind of move it over so that we
00:36can see all of the different mouth shapes that we want to create.
00:39In fact, I am going to go ahead and zoom in here.
00:43So the first one here is basically just the A, I, or E sound; it's basically
00:49just an open mouth.
00:51The next one is basically derived from that mouth. In fact, you can see it's
00:55almost a same shape, and I have just got a little bit of tongue in there, and that's
00:59just to provide some variety.
01:01We have a wider mouth with an open bottom, and that's for the short vowels, such
01:07as ah, or eh; that sort of vowel.
01:10We have the closed mouth with the teeth showing, and that's for consonants. And
01:15then I just have a couple of variations here of those mouths, in case you
01:19want to have a different change of emotion.
01:21Now these two are very important:
01:23these are the oh, or the uh, sound, and the ooh; the pursed lips shape.
01:29This one here has the tongue on the teeth, and that's for ones such as L, or T.
01:37This one has the bottom lip underneath the teeth, and that's for F, or V. And then
01:42we have just a couple of closed mouth shapes.
01:45Now, these are just some representative types of mouths. You can certainly create
01:51as many or as few mouths as your animation requires.
01:56But the most important thing is to have each mouth on a separate layer, and to
02:03name them descriptively.
02:04In this case, I've just named them 1 through 12.
02:07You may also want to name them with the type of phoneme that you want.
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Drawing hands and eyelids
00:00Other important character parts to focus on are hands, and eyelids.
00:05Let's take a look at hands.
00:07Now, there are several ways to animate hands.
00:09In this case, I have chosen to do replacement hands.
00:13We could also do hands with separate joints, but a lot of times replacement
00:17hands can be drawn much more fluidly than having a hand with separate joints.
00:23So in this case, I have 5 different hands, and I have a couple of hands facing
00:29the camera, so such as this one with a finger straight out, and this one
00:33little bit more relaxed. And then I have a few more with the back of the hand
00:37to the camera, which is basically this one, a fist, and then one with an index finger pointing.
00:44Now, when you draw hands, one of the most important things is to make sure that
00:49they have pretty good overlap, and this is true for anything that we're going to
00:53do with replacement animations. So, for example, if I select Right Hand O3, and
00:59lay it over, you can see how I've got it pretty much lined up along the back here.
01:07So I've got enough wrist, in this case, to tuck behind the cuff, and then I want
01:13to make sure that the back of the hand is pretty much the same shape. In terms of
01:18the hand with the back of the hand facing the camera,
01:21I want those to be pretty much the same, and then for the other hands where the
01:26front of the hand faces the camera, again, I want that to kind of match up.
01:31So just like with mouths, you can draw as many as you want.
01:34Now the other part that we want to use for replacement animation would be
01:39eyelids, and with eyelids you just want to make sure that we have enough eyelids
01:44to animate the expressions that you want.
01:47So, for example, here I have Left Lid 01, and that's the eyelid that
01:52completely covers the eye.
01:54Now, make sure that it does cover the eye, and that basically we can just lay this
02:00over to make the eye blink. So, for example, if I did visibility, we can kind of see
02:05how we can almost animate a blink just by popping it on and off.
02:11Now, in this case, I do have several other eyelids.
02:14I have one that's one-third closed, one that's two-thirds closed, and one that
02:19is completely closed.
02:21I can also add in lower lids if I want.
02:25And again, you can draw as many eyelids as you think you might need for animation.
02:30And again, just preparation; making sure you have what you need can be very
02:35important before you rig a character.
02:38So again, try and imagine all the different scenarios a character will be, and
02:42try and draw the body parts that will address those situations.
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Importing Illustrator files into After Effects
00:00Once you have your character drawn, either in Illustrator or Photoshop, you can
00:05then save it out, and bring it into After Effects.
00:09So let's take a look at the workflow for Illustrator first.
00:13Now, I have my file here, and before I do any exporting here, I want to make
00:17sure I go into Edit > Preferences, and go up to File Handling & Clipboard.
00:24Just make sure that Preserve Paths is turned on.
00:28This can help later on if we want to create paths that we can animate in After Effects.
00:35Then once you do that, you can go ahead and do a File > Save As.
00:39Now in this case, I am just going to save over my old file, which is called
00:44Gus_Complete, and hit Save;
00:48yes, I want to replace it.
00:50The reason I did this is I want to make sure I bring up this menu here for
00:53Illustrator Options.
00:54Obviously, we can save it in a number of different formats, which is a nice thing
00:59that Illustrator does,
01:00but I am going to leave this at CS5. And then we want to make sure that we have
01:04Create a PDF Compatible File checked.
01:08Once we do that, we hit OK, the file saves out, and we can go into After Effects.
01:14Now, we can import the file either through the File menu, File > Import, or we
01:19can just double-click on the Project menu.
01:23Again, our file is called Gus_Complete.
01:25Now, before we import it, we want to make sure that we import this as
01:29Composition-Retain layer Sizes.
01:32That will make sure that it shrinks the bounding boxes to the size of the layers,
01:37and that's kind of important.
01:39Once we do that, we hit Open, and it brings it into After Effects.
01:45So I can just double-click on the Gus_ Complete layer here, and you can see we
01:49have the character, and all the parts, and each part is a separate layer in the composition.
01:56This is why we want to make sure that our layers are named properly in
02:01Illustrator, because they flow through to After Effects.
02:04So if I have descriptive names here, it makes it much easier to animate once you
02:08get into After Effects.
02:10Now, if you are working with Illustrator files, typically you'll have vectors,
02:15and this is nice because this way they're kind of resolution independent.
02:20Now, for example, let's say I select this hand, and I scale it up.
02:28Typically, in After Effects, this will go ahead and scale evenly.
02:33The way we want to make sure that this happens is we want to make sure that we
02:36have this column turned on, which basically is called Continuous Rasterize.
02:42Now, typically what I do is I just go ahead and select all of my layers, and make
02:48sure I click Continuously Rasterize for all of them.
02:51Now, notice how when I click it off it gets kind of fuzzy, and that's because
02:56it's just using a low res version of the object.
03:01But once I do this, it rasterizes, so if I scale, or if I shrink or scale it, it
03:08will go ahead and rasterize it, so I always have smooth edges, and that's one of
03:12the nice things to do when you're using Illustrator files.
03:16Now, once you have all of your parts in place, you're pretty much ready to start
03:22assembling your character in After Effects.
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Importing Photoshop files into After Effects
00:00Importing a Photoshop-based character into After Effects is pretty much the same as Illustrator;
00:07in fact, it's a little bit simpler. So let's just take a look at how to do that.
00:10All you want to do is make sure that you have your character set up
00:13with all of the layers in the way that you want.
00:16Then just go ahead and just do a File > Save or Save As. In this case, I am going to save over my original file.
00:23And in terms options, you want to just use the default options. There's really nothing that we have to do special.
00:30And just go ahead and save it out.
00:33And then let's go into After Effects. Again, just double-click
00:38in the Project window,
00:40and we're going to select to our file; in this case it's going to be called Gus_Complete.
00:44And again, just like we did with Illustrator, you want to make sure that you
00:49retain layer sizes. So I'm going to select Composition- Retain Layer sizes, and that makes sure that the bounding boxes
00:56just snap to the outside of
00:59each layer, so we don't get giant layers. And then
01:03just go ahead and hit open.
01:06Now, when we import a Photoshop file, we're going to have one more dialog box,
01:11and that is, do we want to retain our Editable Layer Styles?
01:15A lot of times this can slow things down,
01:17but I don't have them in my original files, so this is not going to be a problem for me.
01:22I'm just going to go ahead and hit okay,
01:25and then I'm just going to double-click on Gus_Complete, and there's my file.
01:29Now, because is a bitmap file, it comes in a lot bigger than the Illustrator file.
01:35So I'm just going to go ahead and zoom to fit,
01:37and then maybe even just zoom in a little bit so I can see what I'm doing here. And
01:42this is basically the file. So again, notice how the layers all come in named properly. These layers are going to
01:51match the names of the layers in your Photoshop file.
01:54So if your Photoshop file is labeled properly,
01:59everything should flow through into After Effects.
02:03And once you have everything into After Effects.
02:07we're ready to begin rigging.
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2. Drawing Characters in After Effects
Drawing in After Effects
00:00If you want, you can also draw your character in After Effects directly.
00:06Now, this has some advantages in that it allows you to actually animate the
00:11shapes of your character's body parts; that sort of thing.
00:14There are some limitations in terms of layering, texturing; that sort of thing.
00:19You will get better results in Illustrator or Photoshop, but there are some places
00:24where drawing in After Effects can be advantageous.
00:29So let's just take a look at some of the process of drawing character parts in After Effects.
00:35So I have a file here, and one of the things I have is just a reference of my
00:39character, and we are going to use that to draw over.
00:43So I have a composition here called Comp 1, and I am just going to double-click
00:47on that to bring it up, and then select this file Gus_Reference.jpg, and then just
00:53drag it into my Timeline.
00:56And I want to make sure I lock this layer, because I am going to start drawing over it.
01:02So let's take a look at how to use the Shape tools in After Effects.
01:05I am going to zoom in, and in order to draw a shape we need to create a shape
01:12layer, so I am going to go into Layer > New > Shape layer.
01:16And that just creates an empty Shape layer.
01:20Then I am going to select my Pen tool, and make sure my Fill and Stroke are what
01:25I want, and I can start drawing.
01:27So let's say I want to draw this character's head.
01:30So again, I can just -- very similar to Illustrator --
01:32I can lay down, basically, points. So if I click and drag, I get a Bezier handle.
01:37If I just click once, I get a corner.
01:40So I am going to go ahead and click and drag, click once, click and drag, click
01:47once, click and drag, and then just click again to close.
01:52Now once I have done that, I am going to go ahead over to my Selection tool
01:55here, and you can see under Contents I have a shape.
02:00Now this shape can be used, basically, just like any other part of my character.
02:07So if I want, I can just use the shape as is, or I can animate that shape, which
02:13can be a very handy thing to do.
02:16So let's say I also wanted to draw some additional shapes.
02:19Let's say I wanted to draw the character's hair.
02:21So if I want, I can hide this shape, just like I did when drawing in Illustrator.
02:26And again, I am just going to create another Shape layer, and this time I am
02:31going to select the Pen tool, but my hair is black, so I am going to select my
02:35Fill as Black, and my Stroke as Black as well.
02:41And again, I am just going to go ahead and click for corner, click and drag, and so on.
02:48Click for corner, corner, click and drag, click and drag, and then maybe a
02:55corner here, and then close.
02:57So as you can see, I've got a very easy way to draw shapes, and these can
03:04certainly be used for character parts in After Effects.
03:09Now once you have a shape, you can also change its color.
03:15You can either do that by selecting the shape here, and just selecting the
03:19Fill color, so if I want to change that color I can certainly do that. Or I
03:24can go into my Shape layer here, into my Shape, and you can see we have some
03:28options here as well.
03:30So we have, for example, Stroke.
03:33We can actually have Layer Effects if we want, and we can also do that with Fill as well.
03:40We can also transform shapes individually, or we can use a master transform as well.
03:48So these are just some of the basics of how to draw shapes in After Effects to
03:53create characters directly in After Effects.
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Copying paths from Illustrator
00:00Another way to get shapes into After Effects is to cut and paste them from Illustrator.
00:07Now, if you've imported your character from Illustrator, all you're going to get
00:13is the rasterizing; you're not going to get the actual shapes themselves.
00:16For example, I have this file here where the character was imported from After Effects.
00:22So if I zoom into the character's hair and select it, you can see that while
00:27the hair is rasterizing, it understands the curves are there, but I can't get
00:32to the shapes themselves.
00:34Well, I can actually fix this by going into Illustrator, and actually cutting and
00:40pasting the shape itself.
00:42So I am going to go into Illustrator here, and we're going to select the
00:45character's hair, and then I'm just going to do an Edit > Copy, and go back
00:50into After Effects.
00:52Now, before I paste, I need to create a Shape layer to paste it into.
00:58So, for example, if I wanted to paste, I actually couldn't, because there's no
01:01place to paste a shape.
01:04So I need to do Layer > New > Shape layer, and then there is one more thing I need to do.
01:10I need to draw a dummy shape that I'm going to replace.
01:14If I pasted what I brought over from Illustrator right now, it would paste it as
01:19a mask, not a shape.
01:20So I'm just going to go ahead and select my Pen tool and draw a placeholder. So
01:26I'm just going to draw a big rectangle right here over the center of the screen.
01:31And now once I have that, I can go into Contents in my Shape layer, go into
01:36Shape 1, and select Path 1.
01:38Now once I do that, now I can do a paste, and when I do that, it pastes that over
01:46it, and it replaces it, and now I have my shape.
01:50So I just select my Shape layer, and let's go ahead and just bring it up
01:54towards the head here, and zoom in. And now that I have it, I can go ahead and
02:01start modifying it.
02:02So all I have to do is select Path 1, and I can actually reshape this, and I have
02:08total control over my shape.
02:11So this is just one more way to get shapes into After Effects, and that's
02:16bringing them in from Illustrator.
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Animating shapes
00:00Now, once you have a shape in After Effects, either drawn directly in After
00:04Effects, or brought over from Illustrator, there are some nice things you can do with it.
00:08One of the most important ones is that you can animate this.
00:12Now, this is kind of important for characters that need some sort of shape animation,
00:16so hairstyle that changes shape, hands that move back and forth, a belly that
00:22jiggles; that sort of thing.
00:24So let's take a look at this character's hair.
00:26I am going to go ahead and zoom in. So the very top layer in this is called Hair_Top, and
00:33this is that Shape layer that we created.
00:36So if I want, I can actually start animating the path of this character's hair.
00:41So all I have to do is just set a keyframe here by clicking the stopwatch, and
00:47then just moving my timeframe forward a few frames, and then all I have to do is
00:52use my Select tool to reshape the character's hair.
00:59Once I do that, it's actually animating.
01:02So if you want his hairstyle to grow, you can do that.
01:06If you want a belly to jiggle, you can do that.
01:09So it just sets keyframes for both of those, and now I'm animating both.
01:14This can come in very, very handy.
01:17We use it later in the course to actually change the shape of the character's
01:21hair as he does a head turn.
01:23You can also use this for the character's face, to change the shape of
01:26character's nose; many, many different ways to use this feature in animation, and
01:32in rigging a character.
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3. Assembling Characters Using Hierarchies
Understanding how layer hierarchies work
00:00Once you've imported your character in from Photoshop, or Illustrator, you need
00:05to tie all the parts together, and this is called hierarchies.
00:10Now, you may be familiar with them from your previous work in After Effects, but
00:14let's go over some of the basics as they apply to characters.
00:18Now, I have two compositions in this file: one is called Gus_00; the other one is Gus_01.
00:25So I am going to double-click on Gus_ 00, and this is pretty much how it would
00:30come in from Photoshop, or whatever.
00:34It comes in kind of as a flat file; nothing is connected together.
00:38So, for example, if I were to select the Torso and move it, nothing else would
00:44move with it. Or I could do the same for any other part.
00:47For example, the hair, or maybe more importantly, something like the face.
00:52You'd want all of the facial features to move along with that part.
00:57Now, we can do that by creating what are called hierarchies.
01:02If we double-click on Gus_01, that will bring up a composition that is tied together.
01:09So let's just take a look at how this works.
01:11If I select the Torso, and move it, everything moves along with it.
01:16If I were to select, for example, the Bicep of this character, and move it, you
01:21can see that just the arm moves together.
01:24Now, if I select the Rotate tool, and rotate that upper arm, you can see how the
01:30hand moves, and this actually gives more of a realistic look.
01:34You could even do the same for the head.
01:36Now, the way this works is by tying these together using hierarchies or parenting.
01:43So in the Composition window, each one of these parts is connected to another part.
01:49Let me show you how this works in Gus_00.
01:53So I am going to go ahead and double- click on this again, and you can see that
01:56if we scroll down, all of these Parents are listed as None.
02:02In other words, nothing is connected to anything else.
02:05There are no parents and children.
02:09So if we wanted to create something like this, we could do that very easily
02:13using some simple After Effects tools.
02:16So what I am going to do is select my Zoom tool, and let's just go ahead and
02:19connect up his arm, and see how that works.
02:22So I am going to go ahead and drag, and just kind of zoom in so we can take a
02:26closer look at it, and then I'm going to select the different parts.
02:32So, for example, let's say I wanted the forearm to move with the bicep.
02:38This is the left side of the character.
02:40So I scroll down until I find Left Forearm and Left Bicep.
02:45I want the Bicep to be the master, so I want the Forearm to be connected.
02:51So I can do this in one of two ways.
02:53I can select this little Pick Whip, and just go ahead and drag that to Bicep, and
02:59notice how this changes in this little pulldown menu.
03:03The other way is to simply just select it from the pulldown menu, which it already is.
03:09Now, once I have that selected, when I go ahead and rotate that Bicep, the
03:15Forearm is now connected to it.
03:17It's parented to the Bicep, and it all works together.
03:22We can do this for the rest of the parts.
03:24So, for example, if I select the Cuff, I could link the Cuff to the Forearm, and
03:31if I select the Hand, I can also link the Hand to the Cuff. And again, I'm just
03:36doing this using the pulldown menu;
03:38you can do it either way.
03:40Once I have this all together, I can move that part of the character all at once.
03:47So as you can see, parenting and hierarchies are very important.
03:51So let's go ahead and take a step back, and actually set this up from scratch
03:55starting in the next lesson.
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Understanding the importance of the pivot point
00:00When you start animating a character in After Effects, you want the body parts
00:04to move realistically, and part of this means that you need the joints to
00:09rotate realistically.
00:11In order to do this, we need to adjust the pivot points of all the joints in the character.
00:17So let me show you how this works.
00:19I've got a basic character here, and it's completely flat.
00:22There are no hierarchies, and this is pretty much how it would come in from
00:27Photoshop, or Illustrator.
00:29So I am just going to go ahead and zoom into the arm so we can take a look at this.
00:34If I select, say for example, the upper arm here, and rotate it, you will
00:39notice that, A. The hierarchies aren't there, but B. It's rotating around the wrong place.
00:45We really want it to rotate around the shoulder; not the middle of the arm.
00:50Now, we can change this pivot point just by using the Pan Behind tool; the
00:55keyboard shortcut is Y. So I am going to go ahead and select that, and you can
00:58see the pivot point here;
01:00We can just move that.
01:01So all I need to do is move that over to where the shoulder would be, and then
01:07that's basically it.
01:08So all I have to do now is, once I rotate it, now you can see it rotates a
01:12lot more realistically.
01:15So now that we have done the shoulder, let's go ahead and work our way down the arm.
01:19Now I can select the Left Forearm, and again, you can see how the pivot point is in the middle.
01:24Now, one of the things I like to do is when I have this selected, sometimes I
01:29like to see what the shape of this is.
01:31So I am going to go ahead and turn off the Left Bicep here in the layers, and
01:36now you can see exactly where that is. In fact, I can zoom in even a little bit closer here.
01:42You can see how this is kind of a semicircle.
01:46If I take this and position it in the center, or near the center, of that
01:51semicircle, I should get a good rotation.
01:56So I am going to go ahead and zoom out a little bit here, and turn on the Bicep,
02:01and then just select my Rotation tool here.
02:03And one of things we are looking for in this rotation is we want to make sure
02:07that this rotates evenly.
02:10So if this is off, for some reason, you'll see it will rotate kind of incorrectly.
02:14In fact, let's go ahead and do something like that.
02:16So, for example, if this was way over on the side, here, when I rotate this, you
02:22will see that I get this kind of bump here. And so what you need to do is make
02:27sure that the pivot point is kind of at the center of that rotation.
02:32Now we can work our way through the rest of the arm.
02:35For example, if I select this Cuff, well, the Cuff really doesn't rotate too much, so
02:39I don't have to worry about that.
02:40I can keep that centered.
02:42If I select the hand, again, you don't want the hand to rotate around the palm;
02:47you want it to rotate around the wrist.
02:48So I am going to go ahead, again, and select my Pan Behind tool, and then just move
02:53that over towards the bottom of the wrist here.
02:56So when we rotate this, we get a fairly smooth rotation.
03:02Now, we can do this for other parts of the body as well.
03:05So, for example, let's take a look at the head.
03:07If I select this, you'll see that, again, we don't want to rotate around
03:11the center of the eyes.
03:13The head usually rotates around the bottom where it connects to the neck.
03:17So I am going to go ahead and select this, and move that down.
03:20Now the parts of the body that are on the face actually don't really rotate all that much,
03:26so we can keep those centered.
03:28For example, the brows; they move and they rotate, but it's not really an
03:33anatomical joint where we need that to be exactly at the right place.
03:38Now, let's go ahead and move a little bit further down here.
03:40I am going to go ahead and just drag this, and let's select the Torso. And again,
03:45the torso has its center of gravity somewhere around here, which is basically
03:49the center of the object.
03:51But again, we want to move that pivot point lower.
03:53Remember, we can basically pivot around the hips is probably the best place to
03:57place a pivot point there.
04:00And then let's go ahead and just work our way through the legs and the shoes.
04:05So I am going to go ahead and take a look at this leg here.
04:09Now again, I want to see how this joint is shaped.
04:12So I am going to actually scroll down in my composition here, and I am going to
04:17find Torso layer, and I'm going to select that, and
04:22I am going to hide it, and so now you can see how the legs are shaped.
04:26So I'm going to, again, position this pivot point somewhere in the center of that
04:33circular shape there. And we can do the same for the shin.
04:37So I am going to go ahead and select the Shin, but again, I am going to turn off
04:40the Left Thigh so I can see where it is, and again, try and position that in the
04:46center of that object.
04:48And let's go ahead to the shoe. And again, the pivot point of the shoe, or the
04:52foot, is around the ankle,
04:54so I want to go ahead and put that right about there.
04:56So now, once I have those, I can go ahead and just turn on all the body parts, and
05:01let's do some test rotations here.
05:03So, for example, this rotates around the knee.
05:05Well actually, I could probably bring that down just a little bit.
05:09So let me go ahead and just nudge that down, and now let's see how that works.
05:13Okay, that works a little bit better.
05:16And we can do the leg around the hip.
05:18That looks pretty good.
05:20And let's take a look at the foot, and that works pretty good as well.
05:26So as you can see, I have worked on one side of the character.
05:28I have done the left arm, and the left leg.
05:30You can use the same techniques for the right side of the character as well.
05:35And just remember to try and position that pivot point so that the joint moves
05:40smoothly.
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Assembling the upper body
00:00So now let's go ahead and assemble our character into a hierarchy.
00:03We're going to do that using the parenting feature of After Effects.
00:07Now before we do this, we want to make sure that all of our joints have
00:11the right pivot points.
00:12If I select, for example, the upper arm here, the bicep goes ahead and rotates
00:17around the shoulder, and the forearm rotates around the elbow, and so on.
00:22Once we have those pivot points in place, we can stitch together the
00:27character into a hierarchy.
00:29Now this is done using the parenting feature, which is right along here.
00:34Now let's go ahead and start with the upper body.
00:37I'm going to go ahead and just zoom in to this left arm. And let's go ahead
00:44and pick the Left Bicep; in fact, I'm going to go ahead and scroll down, so we
00:48can see that layer. There it is.
00:49So now, once I have the Left Bicep selected, I want to make sure that I connect it
00:54to its parent, and in this case, that would be the Torso.
00:59So let's go ahead and connect those two together.
01:01We can do that in two ways.
01:03One is to use what's called a Pick Whip, and that just allows you to
01:07left-click, and drag to the layer that you want.
01:11So, for example, in this case we're going to do Torso, and when I do that you
01:16notice how it shows up in this pulldown menu.
01:19The other way to do it is just to use the pulldown menu. I can just select by
01:23name, and just select Torso, and there we go.
01:26Now notice how when I select the Torso, the Left Bicep actually moves along with it.
01:33So we can do the same for the other sides, so I can select the Right Bicep, and
01:38again, I can just click and drag it to the Torso.
01:42We can do the same for other parts of the character. So, for example, we have
01:46this Tie, we have the Neck, so let's go ahead and select both of those.
01:50I'm just going to Shift+Select those.
01:52And you can see we have Tie, and Neck selected, and I can just use this pulldown
01:55menu here, again, to select Torso.
01:59Once I've done that, now I've got all of this part of the character moving together.
02:06Now, of course, we have other parts of the character, and we don't want to connect
02:09everything to the Torso, because, for example, if I want to move this arm, I
02:13want the forearm to move along with it.
02:16So let's go ahead down to that Left Forearm and select it, and we want that
02:21connected to the bicep.
02:23So all we have to do, again, is just select this, connect it to the bicep, and it should work.
02:28So, for example, if I rotate this, now the forearm moves along with it. But we
02:34still have to do the Cuff, and the Hand.
02:37So let's go ahead and select the Hand, and we're going to link that to the Cuff,
02:41and I'm going to select the Cuff, and we're going to link that to the Forearm.
02:46So hopefully now everything should rotate together.
02:49So when I rotate the shoulder, the whole arm moves along.
02:53If I rotate it at the elbow, the hand, and the cuff move along.
02:57So let's go ahead and use that for the other side as well.
03:00Let's go ahead and select this forearm here; so Right Forearm to Right Bicep, Right Cuff
03:10to Right Forearm, Right Hand to Right Cuff.
03:15Now if I select this, it should pretty much move in unison, and if I select the
03:20Torso, all of that moves together.
03:25So let's go ahead and move up to the head.
03:28I'm going to go ahead and select the Head node here, and the Head really needs
03:34to be connected to the Neck.
03:35So I'm going to go ahead and select the Neck.
03:39Now the Head is going to move with everything, but again, we still need that
03:43face to move along with it.
03:45So everything on the Face up to the Hair: we can just select all of that and,
03:50again, just drag those to the Head.
03:53So now all of those are connected to the Head. So when I move the Head,
03:57everything should move with it.
03:58Okay, I missed the mouth here.
04:01Let's go ahead and select the Mouth, and get that to the Head, so now everything
04:05should move with the Head.
04:07And the only thing left are the ears, so let's go ahead and get Left Ear and Right Ear,
04:12and connect those to the Head, and we should have everything working. Great!
04:17So now all of the facial features are connected to the Head,
04:20the Head is connected to the Neck, the Neck is connected to the Torso, and we
04:24should pretty much have our upper body in place.
04:28So now I should be able to move that upper body.
04:30Now, I'm going to skip the legs at this point, and we're going to do that in the
04:34next lesson, because there's different strategies we can use to help the
04:38character do things such as walk, and run, and those sorts of things, and those
04:42require different types of parenting.
04:44So let's get to that in the next lesson.
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Creating leg hierarchies for efficient walks
00:00Now let's take a look at the lower body, and how to set up the legs and feet in a hierarchy.
00:05Now, the legs and feet are a little bit different, because the character does
00:08need to keep his feet on the ground, and if we link everything together, that
00:13might not be so easy.
00:14Let me show you what I mean.
00:16Here we have our character, and we've got separate joints for the thigh,
00:20the shin, and the foot.
00:22Now let me go ahead and scroll down here so we can see these in the layers.
00:27So, for example, if I take my Left and Right Thigh, link them to the Torso, and
00:32take my Right Shin, link it to the Thigh, Right Shoe to the Shin, and do the
00:38same on the other side.
00:39Let's just take the Left Shin, link it to the Left Thigh, and take the Left
00:45Shoe, and parent it to the Left Shin.
00:49Now I have everything together, and the character moves together. But here's the
00:54problem is that if you want to move the body, then the feet will also move with
01:00it, so it's going to make it very hard for the character to keep his feet on the ground.
01:06Now, one easy way to get past this is to just select Left and Right thigh, and unlink
01:10them, so that way when I rotate the body, the legs stay still, and I can still
01:18rotate the legs and have those all together.
01:21Now, this is one way for keeping the feet on the ground, but the big problem with
01:26this is that when you go to actually animate that foot in a walk, you're going
01:32to be starting with the upper thigh.
01:34So in other words, the top of the hierarchy is going to be at the hip, and
01:39that's going to make it hard to keep the feet, which are at the other end of
01:42that chain, on the ground.
01:44So another way to do this is to -- let's go ahead and zoom in here, so we can
01:48see this a little bit better -- is to reverse the hierarchy.
01:51So right now I have this as the top of the chain; so the foot is connected to
01:58the shin, the shin is connected to the thigh.
02:01If we do this differently, we can actually reverse this, and that means making
02:05the foot the master, and then the shin and the thigh the children of the feet,
02:12and that allows you to keep the feet exactly where you want them.
02:17One way to do this is to basically flip everything on its head.
02:21If I want to, I can take the shin, and I would actually go ahead and move the
02:26pivot point down to the ankle.
02:29So I'm going to be pivoting this at the other side, and I'm going to do the
02:33same for the thigh.
02:36So I'm going to go ahead and just do this roughly here.
02:38I'm going to position this pivot point at the knee
02:41rather than at the hip.
02:44Then I'm going to go ahead and select the Left Thigh and parent it to the Shin.
02:52Now, it's not going to allow me to do that, because I've already got this
02:55parented, so you can't have a circular sort of parenting here.
02:58So now, once I have the pivot points arranged, I need to unlink everything.
03:02So I'm going to go to the Shin and select its parent as None, and go to the Shoe
03:08and do the same thing.
03:10So now everything is free, and I can recreate this hierarchy.
03:14So I'm going to take the Left Shin; drag it to the Left Shoe.
03:18So, now when I move the shoe, the shin moves with it.
03:22And we can do the same with the thigh.
03:25So I'm going to take that Left Thigh and link it to the Shin.
03:28So now, instead of going top-down, we're going to go bottom-up.
03:33So now I can move this and my feet will stay in place.
03:37When I go to animate this character -- I'm going to zoom out a little bit here --
03:44I can, for example, position the body;
03:47let's say I wanted to move the body down and bend the knees, then all I have to
03:52do here is select these, and just rotate them to match.
03:58Now, some of this is dependent upon how you design the character, but for this
04:02particular character, it's not bad, and in this case, the foot actually is
04:07staying on the ground.
04:09So it really depends on how you want to animate your scene, and what your
04:12requirements are for each individual scene,
04:15but just know that you don't have to stick with the top-down hierarchy. You
04:20can rearrange and recreate your hierarchies to make animation a little bit
04:25more efficient.
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Organizing scenes with null layers
00:00Another way to further organize your character is to use null objects.
00:05Now a null object is basically just an empty layer.
00:08It doesn't render, but you can use it as connect points; in other words, a way
00:12to parent different parts of your character together to an object that doesn't
00:17render, but you can still move around.
00:19So let's go ahead and use that on this character.
00:22Now, if you do the type of layer hierarchy where you have the legs separate,
00:26you're going to run into a problem.
00:28So, for example, if I move this foot, it doesn't move the entire character.
00:33If I move the upper body, again, the legs don't follow.
00:36Now, this is handy for when you're animating a walk, but it might not be well
00:41organized for when you want to move the entire character around, because you
00:45have to select three objects, but we can fix that by using a null.
00:49We can go into a layer > New > Null Object, and when you do, it creates a layer
00:55called Null, and also notice how you have an object in the scene.
01:00So I'm going to go ahead and zoom in here a little bit so we can see it.
01:03Now a null object has a number of points along the outside, but the most
01:08important point is the top left corner, and that is where the pivot point of that null is.
01:15And what we can do is we can actually move that null down between the feet, and
01:19we can use this as the master control node of the character.
01:23So all I have to do is select the Torso, and I can parent that to the Null.
01:29So now the Null will move the Torso.
01:32So when I move this Null around, the top of the body moves with it, and I can do
01:37the same for Left and Right Shoe.
01:40Now remember, these are the top of the hierarchy, not the hips.
01:44So when I do that, I can just select Null as the top of the hierarchy, and then
01:49when I select that object and move it, I'm moving my entire character.
01:55This acts great as a placement device for your character.
01:59Now you can use nulls and other places as well.
02:02Later in the course, we'll see how we can use nulls as a bone system for the
02:06Puppet tool, for example.
02:08So just be aware that nulls can be used as a way to organize your character a
02:12little bit more efficiently.
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4. Working with the Puppet Tool
Adding puppet pins to a character
00:00Now let's take a look at the Puppet tool, which is another way to manipulate your character.
00:06The Puppet tool kind of gives more of an organic manipulation;
00:09it allows you to have more flowing types of animation, and let me show you how this works.
00:15Now, the Puppet tool does not require that you break your character up
00:20into individual parts;
00:21you can use it that way, but for this example, we're going to use this entire character.
00:26Now what I did was I took the same character we had in Photoshop, and basically
00:29I just flattened him.
00:30So we have just one layer, and that layer has the entire character,
00:35so there are no individual parts.
00:37So I am going to go into After Effects, here, and into our project file where
00:42I've already loaded that Photoshop file into After Effects.
00:47Now as you can see, we have just one layer.
00:49It's called Gus_Solid, and it's basically the entire character.
00:54Now, if we want to deform him, we can use what's called the Puppet tool.
00:59So again, I am just going to use this on the upper arm first, and then we'll use
01:03it for the entire character.
01:04Now, you can find the Puppet tool up here along the toolbar, and its right here;
01:10it's called the Puppet Pin tool, the Puppet Overlap tool, and the Puppet Starch tool.
01:16Now in this lesson, we're going to be using mostly the Puppet Pin tool, which
01:19gives you the ability to deform the character.
01:22So I am just going to go ahead and select that tool.
01:25Now if I want, I can turn on Show Mesh, and what that does is it just shows me
01:30how this Puppet Pin works.
01:32So I am going to go ahead and click that on, and then I am going to click
01:35somewhere around the shoulder.
01:36Notice how we have a little Pin icon here for the cursor, and when I click on
01:41that, what it does is it shows, me by showing Mesh, it shows me exactly how it's
01:47breaking that character up.
01:49Now what this does is it actually creates a polygonal mesh.
01:53If anybody is familiar with 3D animation, such as Maya, you would understand
01:58how this is working.
01:59So what I am doing is I am laying down what are called Pins.
02:03Each pin gives me a place to deform that character.
02:08So I am going to lay one down at the shoulder, one down at the elbow, and the
02:12last one down at the wrist.
02:14In fact, I am going to turn off this Show Mesh, because we really don't need it.
02:18And once I have laid down a couple of puppet points, I am going to go back to my
02:22Selection tool, and I'll show you how this works.
02:25So if I select any one of these puppet pins, I can move them.
02:30You can see how I can actually deform that character very easily.
02:34Let me go ahead and undo this.
02:36So let's take a look at how this works.
02:38I am going to go down to my layer called Gus_Solid, which is my character, and
02:42you'll notice that when I created this puppet pin, it created a puppet effect on
02:48the character. And if I scroll down here so I can see this,
02:52you'll see that it's got a number of different options here, but the ones that I
02:56want to look at here are the ones under Mesh, and Deform.
03:01Every time you lay down one of these puppet pins, it creates an object here
03:07called Puppet Pin 1, 2, 3, and they are just numbered sequentially as you create them.
03:13So if I take any one of these, I can just manipulate them.
03:17Now, each one of these also has its own position;
03:23I can also animate them.
03:25So if I wanted to animate this, all I would have to do is select Puppet Pin 3,
03:30and then just move my Timeline somewhere, say, out to 10 seconds, and then just
03:36move him, and you can see how I can actually animate that.
03:41But I really don't want to do that right now, so I am going to go ahead and
03:43delete this keyframe.
03:44In fact, I am going to delete the entire effect.
03:46I am going to go into Gus_Solid, select the Puppet effect, and delete it, and
03:53then reselect Gus_Solid. And I am going to go ahead and fit him to my window
03:58here, so I can see what I am doing, and I am going to go ahead and add Puppet Pins
04:04for the entire character just to see how this works.
04:07So again, I am going to go to the Puppet Pin tool.
04:11I want to add one, say, around his hips, around his beltline; somewhere in that range.
04:16I am going to add another one somewhere around the neck, shoulder, elbow, wrist;
04:23on the left side, and again on the right side.
04:29And let's go ahead to the legs.
04:30We'll do hip, knee, and ankle, and let's go ahead again;
04:36hip, knee, ankle, and then let's do one here for the head.
04:43Now once I have all these, I can start manipulating my character.
04:48So all I have to do is go to my Selection tool, and grab one of these Puppet Pins,
04:52and I can start moving them.
04:54So you can see how I can start moving my character around, and I can actually
04:58start deforming him.
05:00Now one of the things I am noticing here is that when I move certain parts like,
05:05say, for example, his head, it's not very controllable.
05:10So what I can do is I can add additional puppet pins to give myself more control.
05:14Now we're going to do this for the feet and the head.
05:17So let me show you what I can do, first of all, with the head.
05:20So I am going to go ahead to Puppet Pin tool;
05:22I have one here, right around the neck, but I am going to add one towards the top of his head.
05:27Now what that does is it gives me kind of almost like an angle control, so if I
05:32move this left and right, I can have kind of like a rocking of his head. Or if I
05:39select both of them, if I can Shift+ select these, I can actually move the head
05:43around without too much distortion.
05:46I can do the same for the feet as well.
05:49So I have one at the ankle, but I can also add one at the toe.
05:54So I am going to add one at this toe, and at this toe, and now when I move my
06:00foot, if I select both of these, I can kind of control the angle of that foot.
06:06If I select this toe here, then I can kind of bend the foot as well.
06:11So those are some basic strategies for creating puppet pins.
06:15Now, there are additional things that we can do with the Puppet tool. One is
06:20called Starch, and that kind of stiffens up joints;
06:23another one allows you to overlap.
06:25So, for example, if I have this arm, and move it here, right now it passes in
06:32front of the character, but if I wanted it to pass behind, I would use the
06:35Overlap tool, and we're going to go through those in the following lessons.
06:39But before we do that, just remember, the Puppet Pin tool allows you to
06:43deform your character.
06:45Now, remember to place the pins towards the joints of your characters to get
06:50the best effect.
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Controlling mesh density
00:00When using the Puppet tool, there are times when you need to control the quality
00:05of the character's deformation,
00:07and we can do that by using the Mesh.
00:10So let me show you what I mean here.
00:12I'm going to go ahead and zoom in to this character, and let's go ahead and select him.
00:17You'll notice we have a number of different puppet pins.
00:20If I select the Puppet Effect, I can get to those.
00:23Let's go ahead and move his arm all the way down here, and when we do that
00:28you'll notice there's a bit of a stair- step kind of effect there, and that's
00:33because of how After Effects calculates the deformation.
00:38So if I go over here and just click on the Puppet tool, and make sure I have Show
00:44Mesh, what happens is you can see how it's triangulating this mesh, and how it's
00:51creating that stair-step effect.
00:55What we have, basically, is we have too few triangles.
00:59We need more detail in order to have less of that stair-step effect.
01:05So we can do that in one of two ways.
01:07One is when you initially create your Puppet Effect, you can actually type in
01:13the number of triangles, but because I've already applied that, I can change it
01:18down here in the Effect.
01:19So I'm going to go into my Puppet Effect here, open up Mesh 1, and you'll see we
01:25have number of triangles; right now it's 350.
01:28Let's go ahead and, say, make it 900. So I'm going to hit 900; hit Enter.
01:33It may take a little bit to recalculate, and once it does, it should show up again.
01:40If you increase this by a lot, and the character is deforming,
01:43it may take a little while for this to take effect, depending on the speed of your computer.
01:49Don't bail out; give it time to calculate, but once it's calculated, it should be fairly quick.
01:55So now, once I have this, you can see I've got a much smoother deformation.
02:01Once I move my character, you'll see my deformations move a lot more smoothly.
02:06When you create the Puppet Effect, or even afterwards, pay attention to your
02:11Mesh Density to get the best effect.
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Creating overlap pins
00:00When using the Puppet tool, there are times when you may want to have one part of
00:04the character move in front of, or behind, other parts of the character, and this
00:10is where the Overlap tool comes in handy.
00:14Now we've got our basic character, and I have the Puppet tool already assigned.
00:20Now before we actually get into the Overlap tool, let me just show you a little
00:23bit about how this is working here.
00:26So I'm going to go ahead and zoom in to the foot, because that's actually a
00:29really good place to demonstrate this.
00:31So I'm going to take my Selection tool, and I'm going to just go ahead and grab
00:37the Ankle, so I will Shift select, and grab the Toe as well.
00:40So I want these two Puppet pins selected, and then I'm just going to go
00:44ahead and move this.
00:46Notice how when it moves in front of this other leg, it actually is moving in front of it.
00:52Now, what if we wanted that foot to pass behind?
00:56We can do that by using the Overlap pin.
00:59We can find it here:
01:00we can see Puppet Pin tool, Puppet Overlap tool, and that's what we want.
01:06Now when you select this, a Puppet pin tool comes up with a little bit of extra,
01:11just to tell you it's the Overlap tool.
01:13Those are supposed to be layers.
01:15And so let's go ahead and just click on this foot to give it the pin.
01:20Now when you actually add the pin in, you'll notice that in the Puppet Effect, it
01:25actually adds in another category.
01:28So we have Deform, which are all the regular pins, but now we've also added in
01:34one called Overlap, and those are for the Overlap pins.
01:38So in this case we've created one Overlap pin called Overlap 1, and there are
01:42three variables that we can use.
01:45One is the actual position of the pin.
01:47The next one is whether it's in front or behind. So this is a
01:51percentage, basically.
01:53So 0 is kind of flat, and anything that is negative is behind, and anything that's
01:59positive is in front.
02:01Now, these are just relative numbers; just as long as one part of the character's
02:05value is in front or behind, it'll work.
02:08And the next one is very important: it's called the Extent. It's how much does
02:12this pin affect the mesh, and right now you can see that it's just this little
02:17white area is effected.
02:19So if we want, we actually want to probably get the entire shoe, so I'm going to
02:23go ahead and start expanding this to a much bigger number, and what I want to do
02:27is get the entire lower leg.
02:30The number that probably will work will be somewhere above 200; let's just go
02:34ahead and type in 250 just to be sure, and what that does is it gets the entire
02:39foot, and most of the lower leg.
02:43Once we have this, we can go to our Selection tool, and just select the actual
02:48Puppet pins to deform.
02:50Now these are actually Deform Puppet pins, here in this category here.
02:54So let's go ahead and move these so that this foot is over the opposite leg,
02:59and how we control whether it's in front of or behind is by using this In Front command.
03:04You can see as soon as soon as it gets below 0, it pops behind.
03:09That's because by default any pixel in the object is going to be at 0.
03:14Go ahead and just put this at a negative number, say -15.
03:18It's not really important what the number is;
03:21it just has to be less than the pixels in front of it.
03:25Now any time this moves
03:27it will move behind.
03:32If we want, we can also animate this. So, for example, if I wanted to, I could
03:36animate this foot so that it goes behind at this point, and then move that foot
03:44back out, and then if I wanted to I could move it again and make it go in front,
03:51but I need to animate the In Front variable.
03:55So what I want to do here is when it's behind, I want to make sure that I add a
04:00keyframe for In Front, and then maybe even move that out a little bit here, so
04:06that it's in front all the way to the point where it moves away from that foot.
04:11And then here I want to actually bring that variable forward.
04:17So just as long as it is in front, say here, just give it a number, say even
04:20positive 15 would be a good number.
04:23Now what we've got is it's moving behind, and now it's moving in front.
04:30You can do that for any part of your character's body, but the Puppet Overlap
04:36tool can be very handy, particularly when you're rigging a character using a lot
04:41of different Puppet pins.
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Creating starch pins
00:00When using the Puppet tool, there may be times when you'll need to control the
00:04shape of the character's body parts.
00:07Typically, when you move a Puppet pin, it will just in-between everything; a lot
00:12of times you will get very flowing shapes.
00:15Now, there are times when you want the character shapes to be a little bit more
00:18rigid, and that's where we can use the Starch tool.
00:23So let's take a look at this character here.
00:25I'm going to go ahead and select his layer, and go into that Puppet tool, and
00:30let's go ahead and take a look at the arm.
00:32So I am going to zoom in to the left arm.
00:34I am just going to select this Puppet pin at the left wrist, and go ahead and move it.
00:40When you move it, you notice how the in-between is very curvy.
00:45It's almost like rubber hose animation.
00:47It's not like a real joint, which bends very sharply at the elbow.
00:52Well, we can correct this using the Starch tool.
00:56So let's go ahead and undo this, and put that wrist back to normal.
01:01Let's go ahead and find the Starch tool here.
01:04So we've got Puppet Starch tool.
01:07Let's go ahead and select that, and it's kind of like a little spray can.
01:10So I am going to go ahead and add that Puppet pin somewhere towards the base of the hand.
01:17Now, once I have that, you'll notice how in the Mesh, we have our Deform pins,
01:22but we also now have a category for Stiffness.
01:26This is very similar to the Overlap pins that we have.
01:29So we have an additional Starch pin.
01:32Now, notice how that Starch pin is Red.
01:34The important thing about this is the Amount, and the Extent.
01:39Again, we can change the position of this, but we also can change the Amount,
01:44which is how much does this affect surrounding triangles, or surrounding parts of
01:50the character, and the Extent to which it works.
01:54The big number here is the Extent.
01:56So if I increase this -- let's go ahead and just type in 100 -- notice how now this
02:01Puppet pin is affecting this area.
02:04Well, we actually want it to affect almost to the elbow, so let's go ahead and
02:09type in a bigger number.
02:10Let's say type in, say, 250.
02:11Now, what this does is it covers the entire hand, and most of the forearm,
02:17but it leaves a little bit of area around the elbow, so that it can bend.
02:23Now once we have that, we can start working with it, so all I have to do is
02:28select this pin, and now when you move, notice how this is a much sharper joint.
02:34That's because all this upper part of the forearm is starched.
02:40In other words, it's very stiff.
02:42It doesn't bend, and it won't give you that rubber hose effect.
02:45So as you can see, the Starch tool is very good for making more realistic joints,
02:50particularly ones that are controlled by bones.
02:53So you'll probably be using these most in the arms and legs; also the head is a
02:58very good place to be using the Starch tool.
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Using the Puppet tool with hierarchies
00:01Now there may come a time when you'll want to mix and match animation methods.
00:05You'll want some parts of the character to be animated using the Puppet tool,
00:09and other parts to be animated using hierarchies, and separate objects; that sort of thing.
00:15So let's go ahead and take a look at how to mix and match hierarchies with the Puppet tool.
00:21In this case, I've got this character, and I'm going to replace his left leg
00:25with a puppeted leg.
00:27So I'm going to go ahead and zoom in so we can get little bit of a closer look here,
00:32and let's just take a look at what we have.
00:34I am going to scroll down to the bottom of my layers here, and you'll see that I
00:38have a Left Thigh, a Left Shin, and a Left Shoe.
00:43So those are the three objects that I normally have, but I'm going to replace
00:47the shin and the thigh with this one object, which is called Leg.
00:51First thing I want to do is just go ahead and move that leg into place, so
00:56kind of just match it up to where the old leg is, and then I'm going to take
01:00this Left Shin and Thigh, and let's just go ahead and hide those, so we don't see them.
01:05Now the only thing there is my Left Leg.
01:09Now this doesn't have any sort of hierarchy on it right now, but as you can see
01:14with the other leg, the right leg, I've got the shoe as the master.
01:19This is so that the feet can stay in place.
01:21So I'm going to do the same thing here.
01:24I'm going to select my Left Leg, and make the Left Shoe its parent.
01:30Now I can move the leg, but I can't bend the knee at all, because there is
01:35really no deformation.
01:36I'm going to actually have to add the Puppet tool to create that deformation.
01:41I'm going to select the Leg, hit the Puppet tool, place one pin at the hip, one
01:48pin at the knee, and then that last pin somewhere around the ankle.
01:53And once I do that, now I have the ability to puppet it.
02:01So all I have to do is go into my Puppet Effects, select the Puppet tool, and I can move that.
02:07This is kind of cool, because now I can move my foot all the way over here, and
02:12just using my Puppet pins, I can connect it in that way.
02:18One of the things, though, you have to be aware of is that when you start moving
02:23the character like this -- and actually let's go ahead and zoom out here, so you
02:27can kind of see this --
02:27so you can actually get kind of some nice posing by doing this sort of method.
02:32You get a nice squashy, stretchy type of animation.
02:35But when you start doing this, what happens is that you're actually starting
02:40to move the actual leg outside of the bounding box that creates the character,
02:46so you have to be very careful to kind of keep one point kind of anchored to the
02:53rest of the character.
02:54So, for example, if I were to move this, then I'm actually moving all of these
02:58Puppet points here, and so I could easily get this moved off of the original
03:05positioning that it was at.
03:07So this is just something that you need to be aware of: that these Puppet pins
03:11can actually move things off of the hierarchy.
03:14Another way you can do it is by using what's called a precomposition.
03:16So we're going to do this other leg very quickly using what's called a precomposition.
03:21I am going to select my Right Leg and Right Shin, and I want to do the same thing
03:28for this leg that I have for the other one.
03:30On this other one, I took a whole separate layer, and replaced the original shin and thigh.
03:37In this case, I'm just going to use what I have.
03:39I'm going to use the Right Thigh, and the Right Shin, and I'm just going to
03:42combine them into what's called the precomposition, and use that for the Puppet tool.
03:48I'm going to select both of them, go into Layer, and we're going to do what's
03:51called a Precompose.
03:53Now when I do that, what happens is it creates a separate composition.
03:58And in this case I'm just going to call that RIGHT LEG, and I use all caps just so
04:03that I mentally know that it's a precomposition.
04:07And what it does is it takes both of those layers, shuttles them off into
04:12another composition called RIGHT LEG, and so I have these two parts here, but in the
04:18main composition I've got just this one RIGHT LEG.
04:23Now I can still use the Puppet tool on that.
04:26I am going to just go ahead and select my Puppet Pin tool, and let's go ahead and
04:31put one at the hip, one at the knee, and another one at the ankle.
04:37And when I do that, I've got the exact same effect.
04:42And this is actually on two separate objects.
04:45When you are doing precompositions like this, it actually has this one leg, but
04:49notice how it precomps to the size of the original composition.
04:54So sometimes this can make selecting more difficult.
04:57So, for example, I want to select the torso, or the arm, or the leg,
05:02that's easy, but once I get into selecting down here, I'm selecting that whole composition.
05:09Now one way to get around this is by shrinking down the size of that
05:12original precomposition.
05:13If I want to -- you can see, when I Fit this, you've got all this white space --
05:17if I want to, I can scale down my composition, so that it just fits that. Or
05:23the other way is to just draw a new leg, which I think is a little bit more efficient.
05:28But in any event, this is a great way to use the Puppet tool along with a
05:33parented type of character.
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5. Replacement Animation
Replacement animation using time remapping
00:00Replacement animation is one of the more common ways to animate, and the way you
00:05do it is you basically take one image, and you swap it out for another.
00:09This is particularly useful for things like mouth, blinks, and in this case
00:14we're going to use it for hands.
00:16So let me show you some of the basic techniques of creating a simple and
00:20efficient method for doing replacement animation in After Effects.
00:25So we're going to first start with the left hand, and if you notice here I've
00:29got five hands, and all I need to do is Shift+Select those, and you can see we
00:34have them here in the Timeline here, Hand 1 through Hand 5.
00:40So with all of my hands selected, I just go Layer > Precompose.
00:46Once I do that, it gives me a menu here.
00:48It says, "what's the name of your new composition?"
00:51And in this case I am going to go LEFT HAND, and I like typing everything in
00:56caps so that way I know it's another composition, and then just click OK.
01:01It gives me a composition called LEFT HAND, and puts that into my main Timeline.
01:07If I double-click on this, you'll see that all of those layers are now in this
01:13subcomposition, so I have Hand 1 through Hand 5.
01:18Now, in order to animate the replacement, I do need to get these kind of aligned.
01:22So I am just going to select all of these and move them over the initial hand
01:27here, and then I am going to zoom in a little bit.
01:32And I want to do a real close fine-tuning.
01:36The easiest way to do that is just to turn off layers and select each one, one
01:41at a time, and make sure that everything is pretty much lined up, because what
01:45we are going to be doing is swapping from one to the other, so we don't want any jumps.
01:50So I want to get this as close as I can.
01:54Now, once I have them all aligned, I can now trim my composition to match.
01:59Now, the reason I trim my composition is, if I zoom all the way out you'll
02:03realize that I've got all of this blank space around here, and my hands are
02:07really just kind of occupying this small area.
02:10And more importantly is, when I go over to my main composition, you'll see that,
02:15because I have this kind of big layer, it consumes the entire workspace here in
02:22my actual composition.
02:23So if I am trying to select something, a lot of times I inadvertently select the
02:28hands, because it has that big of an area.
02:30So I kind of want to just tighten it up a bit.
02:32So if I go over to LEFT HAND -- and let me just go ahead and zoom in just a little bit here --
02:37I can go ahead and trim my composition using what's called region of interest.
02:42So all I need to do is select this button here, and then just draw a little
02:46box around my hands.
02:49And I can go ahead and adjust that box;
02:51in fact, I can zoom in here and get it really tight if I want to.
02:54I just want to make sure that every bit of those hands are within that box, so I
03:00am going to give it a little bit of space on the top and bottom, and so on.
03:03So now, once I have that region of interest set, I can do Composition > Crop
03:09Comp to Region of Interest, and all that does is it shrinks down my composition
03:14so that it matches the size of my hands.
03:17And now when I go over into my main composition,
03:21you can see now I've just got a little bit of selection here,
03:24so it's not taking up the whole screen.
03:27Now that we have everything arranged, let's go ahead and set up the actual
03:30animation that we are going to use to create replacement animation.
03:35So what I need to do is animate these hands one hand per frame, so just turn
03:41them on and off one frame at a time.
03:44I need to shrink down my Timeline so that it is only 5 frames long;
03:48I need to make my composition 5 frames.
03:51So let's go into Composition Settings.
03:54I have five hands, so I need 5 frames.
03:57So instead of 900 frames, I am going to do 5 frames.
03:59So now that I have that, all I need to do now is sequence them one hand per frame.
04:06So the easiest way to do that is to select them all, and then just grab the edge
04:10of them on the Timeline, and shrink each one down to one frame. So now I have
04:15them basically all on one frame, and then I can just sequence the layers.
04:19So all I have to do is right- click over this, Keyframe Assistant >
04:24Sequence layers, click OK.
04:29This is my first frame, second frame, third, fourth, fifth;
04:33so five frames, five hands.
04:35Now when I go into my main composition here -- let's go ahead and zoom in here
04:41so we can see this.
04:41I am going to zoom in on the Timeline as well.
04:46You'll see that I have got an animation where I have one per frame,
04:51but that's not really what I want, is I actually want to be able to control which
04:56hand turns on at any given frame.
04:59So I can do that by using a feature called time remapping.
05:03So all I do is select the layer, right-click over it, under Time > Enable Time Remapping.
05:11When you click on that, things change, and you get this little entry here that
05:15says Time Remap with a number and two keyframes.
05:19So if I slide over here, you notice that it's still animating between hands, but
05:23this number is increasing.
05:26And basically what it's telling us is that this number is telling which frame to display.
05:31So if I can delete these keyframes, at least delete this first keyframe,
05:35you can now use this number and just slide through and animate the hand.
05:41So if I wanted to have this hand on Frame 1, or Frame 0, this hand on Frame 3, I can do that.
05:50Now, the one problem with this is that it will continue in-between these.
05:55So when you animate these using time remapping, you do have to change the
05:59interpolation from Linear to Hold.
06:03So when you animate using Hold, notice how the shape of the keyframes change,
06:08and now it will hold this until it gets to the next frame.
06:12So all you have to do is animate with Hold, and you can just switch whatever one you want.
06:17So if I want to go over here and dial in a different hand, I can do that.
06:24So those are some of the basics for animating replacement objects.
06:28Now, I did this just for hands, but you can do it for a lot of other types of objects.
06:33You can do it for blinks, mouths;
06:35a lot of people use it for feet and shoes as well.
06:39Practice this on the other hand and get some familiarity with this process,
06:45because it's very important.
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Mouth replacement
00:00Now let's take a look at how to do replacement animation for mouths.
00:04Now, the actual process is almost identical to how we would work with hands, but
00:09let's take a look at how to align the mouths properly, and make sure that the
00:12animation flows smoothly.
00:15The hands are already done, and now I have all of the mouths brought into the Timeline.
00:21So I am going to go ahead and select this mouth that is on his face, and just
00:24kind of drag that in with all the rest.
00:27Just like with the hands, we need to select all of the mouths and do a precomp.
00:33I am just going to go ahead and select them here, and just select all the
00:36layers, Mouth 1 through 12, Layer > Precompose.
00:43Now we need to give it a name.
00:47I'll call it MOUTHS. Make sure this is checked,
00:50Hit OK, and now I have a subcomp called MOUTHS.
00:56So double-click on that, and here we are.
00:59Let's go ahead and get these things centered.
01:01I'm going to go ahead and select all of the mouths, and move them kind of towards
01:05the center here, and then just kind of zoom in.
01:09And now I am going to align them.
01:12So this is going to be my main mouth.
01:14This is the one I am going to use for reference.
01:17Let's go ahead and just start aligning the other mouth, so that they pretty much line up here.
01:23Now, the thing I'm looking for when I line up a mouth like this is I want to make
01:29sure that top tooth kind of overlaps.
01:37What I'm doing here is I am just flipping the visibility of the layers on and
01:41off, and I want to just make sure that I get a pretty seamless transition.
01:48Now the thing you want to make sure you connect is that top mouth, because the
01:52jaw and the lower part of the mouth is what's moving.
01:54The top of the mouth is connected to the head, and that's a lot more stable,
01:58so usually that's the part that moves the least.
02:01So let's go ahead and zoom out here, and I am going to select this mouth here,
02:06and again, I want to try and align it at the top. Same for this one.
02:12I am just going to start grabbing them at random here.
02:18Let's go ahead and do this one, because each one of these kind of has almost
02:21the same top shape.
02:22Now these are all a little bit different, so let's go ahead and just move
02:25these into place here.
02:27And let's get these aligned.
02:30The oh sound, again, I want to kind of get that top part lined up a little bit,
02:36and the ooh is actually going to be almost centered here. So again, I am just
02:41using the outline, these kind of grab points here, as kind of a reference. And
02:45then I need to select these smiles, and this is a little too far away for me to
02:51see here, so I am going to zoom in.
02:55Again, you want to try and bias it a little bit towards the top. And with a smile
03:00like this, again, think about where the teeth are, and center the smile around
03:06the bottom of the top teeth.
03:08Now with the mouth like this, again, I'm just going to use the top teeth as kind
03:13of the reference, and the same for this one here.
03:16So now that I have all of these in place, I can go through my process to
03:20actually get these to do replacement animation.
03:23So some of this will be refresher, but let's go through it again so that we can
03:27get it down really well.
03:28First thing we want to do is we want to crop the region of interest.
03:32So let's go ahead and select Region of Interest, and I want to make sure that
03:35I get to all of the mouths within that region of interest, and I can go ahead
03:40and just tweak this.
03:41I want to make sure that I get this fairly tight.
03:46Once I do that, Composition > Crop.
03:50Now I need to create my actual animation.
03:54In this case I have 12 mouths, so I want to create an animation with 12 frames.
03:59So I'll go Composition > Comp Settings, type in the number 12, hit OK.
04:04So now I have got 12 frames, and let's go ahead and select all of the layers.
04:12And again, I am just going to grab the edge there, drag it down
04:14so it's one frame long, and then right- click, Keyframe Assistant > Sequence layers.
04:22That's fine, hit OK.
04:25Now I should be able see what my animation looks like.
04:30Now at this point, if there is a jump, or you don't like the way the mouths are
04:34positioned, you can go ahead and change them if you want.
04:38In this case, I'm actually just going to go over to my main composition, and
04:41let's go ahead and position the mouths.
04:44So I am going to zoom in here, and then just grab those mouths and put them over.
04:48I'll go ahead and zoom in a little bit on the Timeline, and so you can see how
04:54it works on his face.
04:55Well, maybe I need to drop that down just a little bit.
04:57I am just using my arrow keys to kind of nudge this into place. Here we go.
05:06So that smile mouth right there is a little low, so I am actually going to go
05:09back over to mouths, find that smile mouth, and raise it up.
05:15So if raise it up in my composition, it raises up here.
05:20So now that feels a little bit better.
05:23Okay, so now that I have this in place, all I need to do is add my time
05:27remapping, and I am ready to go for replacement animation.
05:31So all I have to do is highlight this layer, MOUTHS, right-click Time > Enable
05:37Time Remapping, switch this to keyframes, delete the last keyframe, and I am set.
05:43So now I can just dial in whichever mouth I want here, just by running this slider here.
05:51Now, when you animate mouths, make sure that you have good mouths to start with,
05:55so be sure you draw good mouth shapes.
05:58And once you do, make sure that those shapes align pretty much along the top
06:02teeth, because that's the part of the mouth that doesn't really move.
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Creating blinks
00:00Blinks are another place where replacement animation comes in handy,
00:04so let me show you some of the techniques for animating blinks.
00:08Now, when you animate blinks, you need to decide whether you're going to do them
00:12one eye at a time, or both eyes at a time.
00:14So do you want a separate slider for the left and the right side, or do you want
00:18just one slider that blinks both eyes?
00:20Since both eyes are a little more complex, let's go ahead and do that.
00:25So we're going to actually animate this so that one slider controls both eyes.
00:29And you can apply the same process for left and right if you want to do it that way.
00:34The big thing with doing blinks on the left and right side is that you need to
00:40make sure that the blinks line up.
00:44So I have closed, two-thirds open, one-third open, and so on.
00:49So I'm going to take each of these, and I'm going to go ahead and lay it over the
00:54eye; make sure that I have that completely over, because really what you
00:58want to do is you need to match that spacing of the eye here.
01:03And in fact, I may zoom in a little bit more here, just to make sure; yeah, that's fine.
01:10And then I'm going to make sure I have everything lined up here as well.
01:15I'm actually going to go ahead and turn off the Lid 1s, which are the
01:21completely closed shapes.
01:22So I'm going to go here in Left Lid 1, Right Lid 1, and
01:24I'm just going to turn those off,
01:26so that way I have better room to adjust these.
01:30So what I'm doing here is I'm actually adjusting the positioning before I go
01:35into the precomp, which is a little bit different than how we did it with
01:38these other techniques.
01:40So I'm going to go ahead and take the two-thirds eye close, and make sure that I
01:44have each one of these aligned pretty closely here.
01:49And then I'm going to turn off my Lid 2s, and then grab each of my Lid 3s, which
01:57are the one-third open, and make sure I have those in place as well.
02:05So if I use my visibility here, I can turn them on and off.
02:08You can actually almost animate the blink here.
02:10And so, for each one of these, I'm making sure that it's aligned perfectly.
02:20Now once it is, I can select all six of these, and then create my precomp.
02:25So I'm going to go into layer > Pre-compose.
02:29Let's call this BLINKS, hit OK.
02:34And then we have the composition here;
02:37double-click on it to go into it, and these are my blinks.
02:40Now, they're already aligned correctly, so I don't need to change the positioning.
02:46All I need to do in this case is just crop down, and create the animation.
02:52So I'm going to crop it down by using region of interest, and again, just draw a
02:56little box around each of these; Composition > Crop Comp to Region of Interest.
03:02In this case, I don't have six shapes;
03:04I actually have three.
03:06So it's basically, we're going to have two lids on each frame.
03:10For my composition length, I'm going to do Composition Settings,
03:14I'm going to do 3, plus 1 for no eye at all, so I'm going to actually do 4 frames.
03:21Then select all of these and scale them down.
03:27Now when I sequence layers, I have to sequence them three at a time for this.
03:32So I'm going to go ahead and select Lid 1 through Lid 3, right-click over these,
03:37Keyframe Assistant > Sequence layers. Hit OK.
03:40Now what this does is it creates the open eye shape, and then it creates a blank one.
03:47And then I'm going to do the same for the right side.
03:50So again, right-click, Keyframe Assistant > Sequence layers, hit OK.
03:54We have closed, two-thirds, one-third, completely open.
03:59Now if I want, I can flop that around.
04:03Sometimes you want it to be open first, and then close.
04:06In that case, we can just manually arrange these.
04:09I'm going to Control+Select Left Lid 01 and Right Lid 01, and move those to the back; to Frame 3.
04:18Then select Lid 01, Control+Select 02, or Alt+Select 02; move those back.
04:25And the same for 03, and
04:26I'm actually going to move those forward.
04:28So what I did was I just reversed the order.
04:30So we're going to start off with the blank eye, and then blank.
04:34So that might make more sense in terms of how you want to order those.
04:39But regardless, when I go back over here and I zoom out, you can see that I've
04:44got my blinks right here.
04:47Now all I have to do is just move those into position and zoom in.
04:52Let's make sure I get that closed blink in position here.
04:56Now I'm just moving my Timeline here, and let's make sure I get my blink there.
05:00I'm just kind of moving my time slider just to make sure I get those closed
05:04eyes, and those are all in position. That's great!
05:07Now all I have to do in order to actually animate this is to right-click, Time >
05:13Enable Time Remapping.
05:15And then all I have to do is delete this frame here, and now I have blinks.
05:21This is actually kind of sensitive, but all you have to do is type in the number
05:25and you have your blink.
05:26Now with this, I've pretty much rigged this character in a very basic way.
05:31Now I have the ability to move and rotate the arms.
05:37I have the head all aligned.
05:39Now the one thing that we don't have is we don't have the MOUTHS and the BLINKS
05:43linked to the head, but that's easy.
05:45All we have to do is select both of these, and then just select the Head here.
05:49So now I've got my head ready to go, and the character is pretty much ready to animate.
05:57We can go a lot deeper and a lot more customized with rigging, but if all you did
06:03was go this far, you could pretty much animate most characters.
06:08But we are going to go into a lot more advanced techniques in the next
06:12few chapters.
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6. Automating Head Turns
Creating a head turn: Head shape
00:00One of the ways you can add more life to your character is to create a more
00:05realistic head turn.
00:06So in this chapter, I am going to show you how to create a dimensional head turn
00:10where the features of the character's face actually move across the face and
00:15give you the impression that the character has more volume.
00:18Let me show you this head turn that we are going to do in this chapter, so that
00:21way we have a little bit of reference.
00:23So I've just basically added this head turn.
00:27So now you can see the eyes, the nose, the mouth all move across the face, and
00:31the face itself actually changes shape.
00:34So now that we understand where we're going, let's go ahead and get started.
00:38So I am going to go ahead and just open a project, and in this case we are going
00:43to open the first one in this chapter, which is 06_01. And this is basically the
00:49same character we had before with a few changes;
00:52I deleted the blinks and the mouths, and we are going to add those in just a
00:57little bit later, because when you do a head turn like this, the standard
01:01replacement mouths don't quite work, so we are going to have to do another method
01:05if we are going to use this sort of head turn.
01:07But let's go ahead and start.
01:09Now the easiest way to do it is to use time remapping, and we can use time
01:13remapping for things other than replacement animation.
01:17So in this case, we can use it to smoothly animate between a left, a center, and a right head turn.
01:26So let's go through and select everything that we have on the head.
01:30So here, I have Mouth 01, and I scroll down, and basically the head goes all the
01:35way down to Left and Right Ear.
01:38So basically all of these top layers, from Left and Right Ear, through Head, all
01:43the way up to the Mouth, and this selects everything on the head.
01:46Now, just like when we do replacement animation, we're going to create a precomp.
01:51I am going to go into Layer > Precompose, and let's just call this HEAD; hit OK.
02:00So now I have a composition called HEAD.
02:03We can double-click on i, and you can see if I Fit to this,
02:07we've got a lot of extra space around it.
02:09So let's go ahead and trim this down.
02:11We are going to use Region of Interest, and just draw a box around the character,
02:17and maybe zoom in here, and let's go ahead and fine tune this box.
02:20I want to make sure I have enough room, not just for the character, but also
02:24for the head turn. So maybe give him a little bit of room on the sides, but not
02:29too much; just enough.
02:31So that should be good, and once I have that all blocked out, all I have to do
02:36is Composition > Crop Comp to Region of Interest.
02:39So now I am going to create the head turn within this.
02:42Now, the first thing we need to do is decide how many frames are we going to
02:46create this head turn over. In other words, how many steps are we going to give
02:51the animator in this head turn.
02:53I think a good value is somewhere around 20, and so let's go ahead and do that.
02:58So I am going to go into my Composition Settings, and I am going to make my
03:02Duration not 20, but 21, and let me show you why: because what that does is it makes
03:09that last frame that we can scroll to 20, then we have 21 at the end there.
03:14So now that I have the proper number of frames, let's go ahead and just animate
03:20the shape of the head.
03:22So the first thing I want to do is select all of my parts, and hide them.
03:26So I am just going to go and hide all of these layers, and I also want to hide
03:30the Left and Right Ear.
03:32So I just want to keep the Head, and we're just going to animate the shape of the head.
03:37So we can do that by just using a simple distortion.
03:40We can actually put an effect on the head;
03:42we are going to go Effect > Distort, and I think Bezier Warp is actually a really
03:48good one to use for this, because all it does is just put a little box around it
03:52that we can reshape and kind of morph the head.
03:55So the first thing I want to do is make sure that I have a position for the center.
04:01So I am going to go to Frame 10, which is the center of my animation, and under
04:04Bezier Warp, I am going to select all of the controls here, and then just set a
04:12keyframe for everything.
04:13So now I've got this locked down in a center position.
04:17Now all I need to do is create my left and right head shape.
04:22So I am going to go all the way down to Frame 0, and let's go ahead into our
04:25Bezier Warp, and we are just going to alter the shape.
04:29So I am going to take this corner here, and if you think about it, when the head
04:32turns, the chin kind of moves from one side to the other.
04:37So I am going to bring the chin out a little bit here, and again, this is just
04:42the shape of the head.
04:43We're going to worry about facial features later.
04:46So when you take a look at this, you can see how now it's going from the jaw
04:51straight at you, to maybe the jaw over here.
04:55And let's do the same for the other side.
04:57I am going to select that Bezier Warp again, and again I am going to push it in
05:01here to kind of round out where that jaw was, and then just pull out the jaw a
05:07little bit on this side here.
05:09And again, I want to make this pretty symmetrical.
05:12So now I've got this.
05:14Now this is just a very smooth shape transition, but if I go into my master
05:21composition -- let's go ahead and fit this here -- you'll see that my head
05:26shape is already there, and I can take this, and just like with replacement
05:33animation, I can do right-click over it, Time > Enable Time Remapping. And when I
05:39do that, all I have to do, again, is just delete that last key, and now what I can
05:44do is I can go from Frame 0 to Frame 20, and you can see how it changes shape.
05:53So I am getting a smooth in-between.
05:56Now one of the things I am noticing here is that when I get to the very last
05:59frame, it disappears. And we can fix that, because what happens here is when we
06:05shrink it down to 21 frames, this is the 21st frame, and there's no bitmap over it.
06:11So all I have to do is right-click and drag this over, and we go here;
06:17now that last frame won't disappear.
06:21In fact, I need to do this for everything in the composition, so in fact, I
06:24should probably select everything and then just make sure that it's one frame
06:29over that end, and that way we won't run into this problem later.
06:33So now we have the basic head shape, but now let's go ahead and go through the
06:40rest of the head, and start adding in the other components of the head turn.
Collapse this transcript
Creating a head turn: Ears
00:00At this point in the process we have the shape of the head animating, but nothing else.
00:06So let's go ahead and move on to some other parts of the head.
00:09In this case, we're going to do the ears.
00:11So I'm going to go over to my Head composition, and make sure I select my Left Ear
00:16and Right Ear, and make sure I turn them on; okay.
00:20So now, when I have this, you'll see how the head is changing in terms of shape,
00:26but the ears aren't following along.
00:28Now when the head turns, what's going to happen is one ear is going to come
00:32in front of the head, in other words, towards the viewer, and the other one
00:37is going to go behind.
00:39So what we need to do is animate these, so that they basically look like they're
00:43coming in front of and behind the head.
00:45Now right now I have these on layers that are behind the head, and that's
00:51because when I drew this, it was just face forward, but let's go ahead and
00:56actually move these layers up.
00:58So I'm going to move these above Head, so now that they're on top.
01:03And then we'll use masking to make them appear like they're moving in front of
01:08and behind the head.
01:10So the first thing I want to do is go to Frame 10, which is my center position.
01:15And let's go ahead and start with the Left Ear, and I want to make sure that I have
01:21keyframes for that on Frame 10.
01:24So I want to select Position, Scale, Rotation, and make sure I have a keyframe for that.
01:30Now I need to animate, going in front of and behind the head.
01:36So let's go ahead and start right here at the middle, because at this point it's
01:40supposed to be slightly behind the head.
01:43So I'm going to zoom in a little bit here, and in this case in order to do
01:48this I want to select the ear, and then select my Pen tool, and we're going to draw a mask.
01:54So I'm just going to click once here, and that sets a corner, click and drag to
02:00set a Bezier handle, click again just once to set a corner, corner, corner, and
02:07then I'm going to close that mask.
02:12Now, when I drew this mask, it's actually in the opposite position that I want,
02:16so I'm going to go ahead and go into this mask, and instead of Add, I'm going to
02:20make it a Subtract mask.
02:23And when I do that, you can see how now it makes the ear look like it's behind the head.
02:28In fact, let's compare this to the other ear.
02:31Now with the mask, it looks like, you know, basically the head is in front of that, and
02:36that's simply because we've masked it out.
02:37So let's go back in and let's adjust that mask a little bit.
02:42I'm going to go ahead and adjust my Mask Shape.
02:45In fact, right now the best thing to do is to add a keyframe at this point,
02:50because we do want to animate the shape of this mask, but I want to make sure
02:54I get it right, so I'm just going to go ahead and adjust it just a little bit here.
02:59And now I need to animate this mask.
03:03So the first thing we want to do is probably animate it as the ear comes
03:06in front of the head.
03:09Now when that happens, the ear itself is going to move, but right now let's just
03:14worry about the mask.
03:15So I'm going to select my Mask and I'm just going to move it away from the ear.
03:22So right now it's just revealing the ear.
03:24So right now it looks like it's doing this; okay.
03:28But if we look at the whole head -- I'm going to hit Fit here --
03:32you'll see that well, this ear actually needs to be somewhere around here.
03:36It needs to kind of move a little bit more to the left.
03:39So we can do that just by basically selecting that ear and moving it, and we can
03:45also rotate it maybe a little bit, and because it's coming towards the viewer,
03:49we could scale up a little bit.
03:51I'm going to scale it up to about 108, maybe 110; somewhere in that range.
03:55Now it looks like it's going behind the head.
03:59So as the head turns, the ear looks like it's going behind the head.
04:04Now the next thing we need to do is to make it kind of rotate back the other
04:08way; in other words, we need to make it kind of disappear.
04:11So the first thing I want to do is let's just worry about the position of this ear.
04:16So I'm going to select the ear and let's just move this back so it's just behind
04:26that cheek, or whatever that's supposed to be, and then shrink it down just a
04:29little bit, maybe shrink it down to about 90; somewhere around there.
04:33So now what's happening is the ear is coming around, and then it's going the
04:38other way, but when it does that, again, it's in front of the head, so we
04:43need to mask this out. So that's easy.
04:46We can just go to our Mask Path, zoom in here a little bit, and let's go ahead
04:50and just tweak this path.
04:52So I'm going to select these Bezier handles, and just set that so it's right on
05:00the edge of the face.
05:02So now as he moves around, okay, we may have to tweak this just a little bit here.
05:07Go ahead and bring this a little bit back. There we go.
05:13Okay, so now I've got it looking like the ear is moving behind the head.
05:17So let's go ahead and take a look at this.
05:19So now this ear looks like it makes the head actually turn, if you look at
05:25just that one side.
05:26So let's go ahead and do the same thing for the other ear.
05:30I'm going to go to the Right Ear, select it.
05:35Let's go to the middle frame, Frame 10.
05:37Position, Scale, Rotation; we just want to lock down some keyframes here.
05:41And in this case, it's going the opposite direction, so it will be closest to
05:46the viewer at Frame 20.
05:49So again, I'm going to scale it up to about 108.
05:52I think that's what I did before.
05:55So now, you can even see how this is giving more of the illusion of his head
06:00turning, and now what we need to do is add in that mask.
06:05So let's go -- keep this selected, zoom in.
06:11Select the Pen tool, and again, I'm just going to set a corner here, a
06:15Bezier handle here.
06:18Another corner, corner, corner, and I'm going to close the path.
06:23And again, just like we had before, this just defaults to Add, so we're going to
06:26change it to Subtract, and then I need to tweak these handles here.
06:30So let's go ahead and get this aligned with the side of his face.
06:34It should be pretty close. There we go.
06:39And now let's do some animation.
06:40So the first thing I want to do is make sure I set a key for the Mask Path,
06:45and then as it goes to Frame 20, this is going to move away.
06:49So I'll move this away.
06:50So now the first part is done, and now what we need to do again is shrink down
06:58that ear a little bit.
06:59I'm going to shrink it down to 90, and then move it over so it's just behind the head.
07:11Now we need to adjust the mask to fit.
07:13So I'm going to back up to the Mask, select it, and move it so it's right at the
07:20edge of the face there.
07:22We need to expand this a little bit, make it a little bit bigger, and that looks pretty good.
07:28Okay, this is close enough.
07:30We could tweak this a little bit more, but let's just, for the sake of time, just
07:34see what we've got here.
07:36So now we've got this.
07:39So that looks pretty good.
07:40That looks like his head is turning.
07:42Those ears really do add in a lot, and if we go to our main composition, this
07:47just flows through naturally.
07:48So I've got my composition going through just like that.
07:53So now, anything I add to this will just naturally flow through to my main character.
08:00So now we've got the ears, and let's go ahead and move on to the other facial
08:04features in the next lesson.
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Creating a head turn: Facial features
00:00At this point, we have the head turning with, basically, the shape of the face and the ears.
00:06So let's add in the other facial features.
00:10So I am going to go to my Head subcomposition, and let's start working on
00:14these one at a time.
00:15First one I want to start with is the nose.
00:17So I am going to select the Nose layer, and make sure I turn it on so it's visible.
00:22Then I am going to go to Frame 10 and make sure that everything is centered.
00:26Then I am going to expand this and set a key for Position, Scale, and Rotation.
00:31Now, as the head turns, the nose is going to move sideways and a little bit up actually.
00:39So I am just going to go ahead and move this, and position this nose where it
00:43needs to be, and also as it moves, it's going to rotate just a bit.
00:48So I think a good number here is somewhere around 9 or 10 degrees.
00:51So let's go ahead and make this 9 degrees, and now, you can see how this just
00:57kind of gives it a little bit more sense of life.
01:02In fact, we can probably put this over just a little bit more. So there we go!
01:06So now it looks pretty good.
01:09Okay, so now we have to do the same on the other side.
01:12So I am going to go ahead and move this over, select this Nose, and again, I am
01:18just going to see if I can make this about the same distance, and then I am
01:22going to rotate again.
01:23In this case, I rotated at 9 the other time; this is -9.
01:26So let's see how this works.
01:29You know, I really need that nose to come up a little bit on each side,
01:36so I am going to go ahead and move it up
01:38so that way it moves a little bit more on an arc.
01:42Now remember, when heads turn, they tend to turn a little bit on an arc, so this
01:47will kind of help sell that.
01:48Maybe even bring it down just a little bit here.
01:52So now, once I have this nose, I am going to use this as the reference.
01:58I spent a lot of time on this because I wanted to make sure that this is right,
02:02because now I have a center line with which to align everything else.
02:07Now, let's go ahead and move on to the Mouth, which is the top layer here. And
02:11again, I am just going to turn this on, and let's go ahead and open this up,
02:14and make sure I am at Frame 10, and have a keyframe for Position, Rotation, and Scale.
02:20In fact, if I want, I can align this a little bit.
02:24Again, we're going to do same thing here.
02:26We are going to just keep it centered under the nose, maybe have to rotate it,
02:30maybe scale it just a little bit.
02:32But again, that nose is my guide.
02:35So in fact, I can even use this little dot here, and kind of center that to the
02:39nose, and then rotate this, so that it kind of rotates with my character. And
02:45maybe even scale it down just a little bit, because as the character turns, the
02:49mouth is going to move away from the camera just a little bit.
02:53So now that looks pretty good.
02:56So let's do that on the other side.
02:58So I am going to go ahead and move this over, make sure that I've got that
03:03centered under the nose,
03:04then rotate it in the other direction.
03:10Let's go ahead and scale this down just a little bit.
03:13So now, okay, so this one is a little bit off;
03:17you can see it's touching the side of the face,
03:18so let's not do it so much.
03:21So now that looks pretty good.
03:25So again, this gives it a lot more dimension.
03:30So let's go ahead and move on to the rest of the face.
03:33Let's go ahead to the brows, the eyes, and everything else.
03:36So I am going to go ahead and select all of these, except for the hair, and turn them all on.
03:42So let's go ahead and set keyframes for all of these at 10.
03:44So I am just going to open up one of them and we are going to set
03:48Position, Rotation, and Scale.
03:53So now we have that locked down.
03:55Let's go ahead and, again, we are going to use the nose as the guide.
03:59So first thing I want to do is just make sure I have all of these selected, and
04:05let's go to the beginning, Frame 0, and move these over.
04:10Now, one of the things you are going to realize is that as the character
04:14turns, one eye is actually going to come closer to the camera, the other eye
04:18is going to move away.
04:19So we're going to have a little bit of a scale issue that we are going to work with.
04:23So first thing I am going to do is work on the eyes on the far side, which in
04:27this case is the right one;
04:29so Right Brow, Right Pupil, Right Eye.
04:32I'm going to go ahead and scale those down to about 90%.
04:40And Again, I want to use the edge of the nose as my guide for where these are located.
04:46So I need to move that out just a little bit.
04:53That's okay if this brow goes a little bit beyond the side of the head, because
04:57it's kind of a cartoony character.
04:59So I want to make sure that this distance between here and here looks like it's
05:03not changing too much as it goes from here to here.
05:06So now, let's go ahead and work on the other eye, the Left Eye.
05:10So I am going to select the pupil, the eye, and the brow, and again, let's go
05:16ahead and set keyframes here for Position, Rotation, and Scale, and let's go
05:23ahead and move those down.
05:25In this case, this one is coming closer to the camera, so I am going to make it bigger.
05:31In this case I am going to bring it up to about 108%.
05:33Again, I want to make sure that we've got the same distance between these as
05:40the character goes.
05:41So his eyes are a little closer together here.
05:43That looks pretty good.
05:49Then we can do the same on the opposite side.
05:52So again, I am going to move these over, and before I scaled those down to 90, so
05:57let's just type that in, and again, let's get that arranged. And then let's
06:02select the other eye.
06:03Let's go ahead and do that, and again, let's bring those up.
06:08I think I brought that up to 108%,
06:10so let's copy that. And again, I'm aligning these to the nose, and also maybe
06:16even the edge of the mouth.
06:21So that's pretty good.
06:23So again, so now we've got all of our facial features animating.
06:27So all I have to do is turn the slider, and I can turn this character's head, and
06:30it looks a lot more realistic as it turns.
06:34So now we pretty much have this head turning except for the hair, and we'll do
06:39that in the next lesson.
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Creating a head turn: Hair shape
00:00At this point, we have the head pretty much turning, with the exception of the
00:05hair, so we are going to do that in this lesson.
00:07So if we take a look at this, you can see that this head is working pretty well,
00:12but we still need to add in the hair.
00:14So let's go ahead over to our Head composition here, and you can see we've got
00:19the nice head turn, and now let's go ahead and turn on the Hair.
00:23Now you will notice here that, well you know, it kind of fits, but it doesn't really
00:29turn, so we want this kind of duck tail that he has here to go from this side
00:36over to this side as he turns his head.
00:40Now the easiest way to do that is to create a whole new set of hair using a
00:43shape, and so we're actually going to draw a new hair object, and just
00:48animate this shape.
00:49So the first thing we want to do is go ahead and position this over Frame 20, which
00:53is really where this is going to start. And now we have the Hair object, which is just a bitmap,
00:59and I need to go ahead and set Position, Scale, and Rotation keys here, and now we are
01:05going to flip the hair over on the other extreme.
01:09So that means I am going to have to unlock my scale, and type in -100, and what
01:16that does is it just mirrors that, or it flops it around. And then I'm going to
01:21position this where it needs to go.
01:24In fact, I need to maybe rotate that little bit. And I just want to make sure
01:28this is positioned fairly well, because what I am going to do is just use
01:31this as a template.
01:33This is not really going to be the hair that's going to be final;
01:36it's just a template.
01:37I just want to make sure I have this pose, and this pose; everything in between
01:41doesn't really matter.
01:42So let's go ahead to Frame 20, and we are going to create a Shape layer. So at
01:48this point I am going to lock my Hair layer, and make sure everything is
01:54deselected, and then I am going to select my Pen tool.
01:57Now at this point, it's going to tell me what my fill and my stroke is.
02:01Even though I have my Fill set at Black, which is the same color as the hair, I
02:05am going to set it to a different color. In fact, I am going to set it to red,
02:09that way I know exactly where my new hair is versus the hair that I am using as the template.
02:15We can always change this color later, but I am going to draw it in red, so I
02:19can see it very clearly.
02:20So I am going to go ahead and lay down a single point here, then I am going to
02:25click and drag. Again, I am trying to follow the curve of this; click and drag again, and
02:34this time, I am going to lay down a single point, a single point here. Then I am
02:39going to go ahead and click and drag to create that duck tail, another click and drag
02:45here, and then another single point here, and then I want to make sure I close this.
02:50And so that's pretty close, and we can always modify that. In fact, if I want, I
02:56can go in to my Shape layer here, which is new, and go into my Contents, into my
03:01Shape, and I can change and affect my Path.
03:04The easiest way to do this is to go into Transform, and drop down the Opacity
03:09just a bit, so what I can do now is I can see where I am overlapping and where I am not.
03:14And that's going to help me draw my shape accurately to the original.
03:19So let's go back up here and click on Shape > Path 1 here, and then I am just
03:26going to arrange this so that it's pretty close to this hair do here.
03:31So again, I just want to make sure that I get a reasonably close shape here. And
03:37as I do that, you can see how
03:39if I go way too far over, the Opacity is going to tell me where I am over
03:44and where I am under.
03:45So looks like I am pretty close, and so there we go.
03:49So now for this path here, I want to make sure I open this up and set a keyframe
03:54at the last frame, which was Frame 20 here.
03:57So now I am going to go over to Frame 0, and we are going to redraw that.
04:02So I am just going to select each point here, and just reshape it. And again, this
04:09Opacity and the red layer really helps me see what I'm doing, and I am really
04:14just doing this as a guide.
04:16So I want to go ahead and lengthen that out little bit here, and again we are
04:20just trying to make this work pretty well, and there we go.
04:27Okay, so now I have this; you can see I have two keyframes, one for each side,
04:32and this will now automatically in-between.
04:35So let's see this a little bit better.
04:38I am going to hide my original Hair layer, and now I am going to take my Shape
04:42layer, and you notice how I still have that color here. I am going to go ahead
04:46and turn my color to black, and then open this up, and scroll down, and turn off
04:53all my Opacity; make sure it's at 100%. And now you can see how the hair is
04:58actually following the head.
04:59So now I have the hair and everything else turning.
05:03When I go back over to my main Composition, you can see how I've got a good head
05:09turn. If you notice -- I go to the very end here, I will go to Frame 21,
05:12you'll notice how it disappears. And so what I'm going to do here is go back over
05:18here, and we have that same problem we had before:
05:22this ends at 20, but my slider is going up to 21.
05:25So I just need to grab the end of this, and bring it up by one frame, and we are there.
05:30So now I've got a good head turn. So there we go.
05:37So what we did here was we traced over the original hair with an After
05:42Effects shape, and because we can animate shapes, we can animate the shape of
05:47the character's hair.
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7. Automating Character Rigs with Expressions
The basics of expressions: Controlling the wrist
00:00The next step in automating your character rig is to use expressions.
00:04Now, expressions are basically a way to program After Effects.
00:08It uses JavaScript, and let's just get our feet wet in expression, so I can show
00:13you how to create them, and how to do some basic tasks.
00:17In this case, we're going to animate the cuff of the character.
00:21Let me show you what I mean here.
00:23So I'm going to go ahead and zoom into his hand, and I'm just going to select
00:27my Rotate tool here.
00:29You notice when I rotate this hand, right here, once it hits the cuff, it kind
00:34of gets it to a condition where it doesn't look quite right.
00:37The cuff is basically cutting into the hand, both on this side and on that side.
00:42Now in the real world, that cuff would kind of flex;
00:46it would tend to move along with the wrist.
00:49Now we can do that easily just by animating the hand, and then grabbing the
00:54wrist and animating that.
00:56Basically, what you want to do is rotate the wrist here, then rotate the hand,
01:01and as you can see, it gets very, very, very complicated, and it's not an
01:05easy way to animate.
01:07So the better way to do this is to automate the cuff so it matches the
01:11rotation of the hand.
01:12That way you don't have to animate two things, and it's automated.
01:16So the first thing we want to do is create what's called an expression.
01:20So I'm going to go ahead and select my Left Cuff and open that up, and you'll
01:25notice we have a Rotation field here.
01:28And what I want to do is insert what's called an expression.
01:31So I'm going to highlight Rotation, and then under Animation > Add Expression.
01:38What this does is it creates an Expression for Rotation.
01:44And we have a couple of buttons here;
01:45one is to enable or disable the expression; obviously we want to enable it.
01:50We can also show a graph.
01:52This here is basically a Pick Whip, it's very similar to the Pick Whip you use with
01:56hierarchies, and we actually are going to be using this.
01:59And then over here, we actually have an expression.
02:02So the expression is basically text, and we'll get into syntax a little bit, but
02:08let's just do a very, very simple expression at first.
02:12What I want to do is tie the rotation of this, the Cuff, to the rotation of the Hand.
02:17So let's go ahead and open up the Hand here, and you'll see that we have a Rotation field.
02:23I am going to go ahead and give myself a little more room here.
02:26So you'll see that the rotation here on the Cuff is controlled by an expression,
02:30and the rotation on the Hand is actually animated, or controlled by the animator.
02:36So what I'm going to do is select the Pick Whip on the Cuff, and you can see I
02:40can drag that to any value, but I want to drag it to the Hand Rotation value.
02:45And watch what happens when I do that;
02:48this value changes.
02:50So let me read you what this says, and I'll give you a little bit of insight into
02:53what's going on here.
02:54First of all, it says thisComp, which is this composition, so we're using Gus_All,
03:01and then the layer called LEFT HAND, which is this layer, and then we want to look
03:06at transform.rotation, which means Rotation.
03:08So basically, I'm taking rotation from the Hand layer in this composition, and
03:14using that to create this rotation.
03:17So if I go into the rotation of this Hand, you'll see that now what happens
03:24is this follows along.
03:27So if I rotate the Hand, say, 10 degrees, you'll notice here Rotation in the
03:33Cuff is also at 10 degrees.
03:35You notice how it's also in red, and that just tells you that it's being
03:38driven by something else.
03:40As you can see, I can rotate my wrist up or down without the cuff cutting into
03:45the hand, and this can be very, very handy.
03:48Now another thing we can do is we can take this value here, and we can change it.
03:53So right now, I have this working at a 1:1 ratio.
03:57If I rotate this 10 degrees, or 11 degrees, the cuff will also rotate at 11
04:03degrees, but maybe I don't want it to rotate exactly with the hand;
04:07maybe I only want it to rotate half as fast.
04:11So I can change that simply by taking this expression and adding a
04:16mathematical term to that.
04:18Now don't get scared;
04:19all I'm going to do is divide by 2.
04:21So I'm just going to hit the slash and 2.
04:25So basically the value that we have here is going to be this value over 2; in
04:30other words, half of whatever the hand is giving it.
04:33If I rotate the Hand to 10 degrees, let's just type in the number 10 here,
04:38you'll see that the rotation of the cuff is only 5 degrees.
04:43So now it's rotating a little bit less, so that's actually just a gentle rotation.
04:49So I'm basically kind of reducing the effect of the hand rotation.
04:53If I want, I can divide by a larger number to get less of an effect, or I can go
04:58the opposite way, and multiply.
05:01So if I multiply by 2, it will rotate twice as fast as the hand is moving.
05:06These are some of the basics of just setting up an expression, and you can start
05:10to see how this can be very valuable.
05:13Once you really get into it, it can really help to automate, and make your
05:17characters much easier to animate.
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Moving hands from front to back with expressions
00:00There are many times when you will want one part of your character to pass in front
00:03of, or behind, another part of your character.
00:07A good example of this is the hands.
00:10A lot of times you'll want your hands in front of your torso, or behind, and so what
00:14we're going to do is use expressions to allow you to switch between hands in
00:19front, and hands in back.
00:21So let's take a look at the character that we have right now.
00:24If I select this Left Bicep, and rotate it, you can see that right now this arm
00:30and the hand is passing in front of the body, and the reason it's doing that is
00:35because, well, it's just a layering issue.
00:38The Left Hand, and the Forearm, and the Bicep are all in front of the Torso.
00:44So if we want this hand to be behind the torso, we need to make a copy of it
00:49and place it behind.
00:50So I am going to go ahead and select my Left Hand, and then I'm going to do an
00:56Edit > Copy, and Edit > Paste.
00:57So, basically I've just duplicated that hand, and you will see that that layer
01:02comes in right on top of the first one. And the reason it's different; you can
01:06see that this one is not linked to anything.
01:09But let's go ahead and just right-click over this, and Rename that Left Hand to LEFT HAND 2.
01:14Now, once we've renamed it, let's go ahead and link this hand to the original.
01:20So I want to make sure that LEFT HAND 2 follows along with the original Left Hand.
01:26And then I am going to grab this layer and just drop it right to the bottom of the stack.
01:33So now what I have is I have one hand in front, and one hand behind.
01:37So if I rotate that bicep and bring that hand in front of the body, you can see
01:43that right now it's in front, but if I turn off this Left Hand layer, it reveals
01:48the layer behind, and it looks like it's behind.
01:51But we really can't just be turning layers on and off.
01:55That's something we really can't animate, but we can animate opacity.
01:59So all I have to do is drop the Opacity to 0, and it reveals that hand, but if
02:05we zoom in really close, you will see that, well, it only changes this part.
02:10We still have three other parts of this arm that need to be placed behind.
02:15So we have the Cuff, the Forearm, and the Bicep, and all of those need to go
02:19behind the body when we do this switch.
02:22So let's create some additional copies so we can do the same thing with these
02:27other parts of the arm.
02:28So I am going to go to my Bicep, and I am just going to change my Rotation back
02:32to 0, and get it back to my neutral position.
02:36So let's go ahead and do some copies.
02:37So I am going to go ahead and select my Bicep, do Edit > Copy, Edit > Paste.
02:43It's renamed it to Bicep 2, so I am just going to go ahead and do the link.
02:47Now I am going to do the Left Forearm, and this time I am just going to use Control+C
02:51or Command+C, Control+V or Command +V, and then link it in again.
02:56So I have got Bicep 2, Forearm 2, Copy, Paste, Cuff 2, and again, just link it.
03:02So now that I have all of these, select each one of these; Cuff, Forearm, and
03:08Bicep, and again, just drag those to the bottom of the stack.
03:12I want to make sure that Left HAND 2 is at the very bottom.
03:16So now that I have this, I can go ahead and select my Left Bicep and rotate it, and
03:25now we can start working with the opacity.
03:27So if I want to take the Opacity of my Left Hand down, I can.
03:33I can also do the same with my Left Cuff.
03:36But if you notice, now I have got four opacities to manage, and that's starting
03:40to get a little bit complex.
03:42So what we can do is we can use expressions to help tie it all together.
03:46Easiest thing to do is to just add an expression to opacity.
03:50So I am going to start with the Left Cuff, select Opacity, and we are going to add an expression.
03:55So we are going to do Animation > Add Expression, and then I am just going to
03:59use this Pick Whip here to drag it over the Opacity of he Left Hand.
04:05Here we have the Opacity of the Cuff is equal to the Opacity of the Left Hand.
04:10So now when I take the Opacity of that Left Hand and bring it down, you will see
04:14that the Cuff follows along; very nice!
04:18So let's do the same thing for the Left Forearm and the Bicep.
04:22So I am going to go ahead into Transform > Opacity > Add Expression, Pick Whip
04:30to the Opacity of the Left Hand, and do the exact same thing for the Left Bicep.
04:38Add Expression, and then just connect it all together. There it is.
04:44Okay.
04:44So now when I take this Opacity of the Left Hand down, the whole arm goes behind.
04:54That's wonderful!
04:55But we can actually make this a little bit easier, because we can get stuck at
04:59a point where it's at halfway between front and back, and we really don't want that.
05:04So let's go ahead and make it so it's either one or the other, and we can do
05:09that by adding in what's called an expression control.
05:13So I am going to select my Left Hand, and under Effect go to Expression Controls,
05:18and here we have a bunch of controls that we can use.
05:22In this case, we want to use what's called the Checkbox Control, and basically
05:26all that does is it adds an effect here.
05:30If we open that up, you will see we have Checkbox Control, and there's really only
05:34two values for this check box: On, and Off.
05:38Okay, so before we actually do anything, let's go ahead and rename this.
05:41I am going to right-click over Checkbox Control, hit Rename, and I am just going
05:46to call it Front/Back, and that gives me an idea as to what it does.
05:52And then all we have to do is connect the Opacity of my Left Hand to this checkbox.
05:58So again, I'm going to select my Left Hand Opacity, Add an Expression, and then
06:05use my Pick Whip to bring it up to the checkbox.
06:10When I do, that you will see that when it's off, the hand is behind, but when I
06:15turn it on, it seems like nothing happens.
06:18That's because we have a little bit of a disparity here;
06:20the checkbox gives you a value of 1 or 0.
06:24Opacity goes between 0 and 100.
06:27So if you take a look at this checkbox, when it's On, my Opacity is at 1%.
06:33When it's Off, it's at 0%.
06:35So it's working, but we need to multiply it in order to get it to bring
06:39the Opacity up to 100.
06:41So in order to get 1 up to 100, you have to multiply it by 100.
06:44So I am going to go into the Expression here, under Opacity, and just go to the
06:49very end of that, and hit the asterisk, which means times 100.
06:54So everything there, times 100, and then just click off of that, and it should work.
07:00So now we have got it on, and off.
07:03So now when this checkbox is On, that means the hand is in front;
07:07when it's Off, the hand is in back.
07:10But we still have one more problem, and that's which hand we are using.
07:14You can see that this Left Hand has a time remap on it.
07:17So when I change it, the hand behind doesn't change along with it.
07:24We still need to use one more expression to connect the second hand to the original.
07:29So I am going down to the very bottom of the stack, go into LEFT HAND 2, and you
07:33will see we have the Time Remap; it's just not connected.
07:38So I am going to select my Time Remap, add an Expression, and again, just use
07:43this Pick Whip and drag it up.
07:47Find the Left Hand Time Remap, and just click there.
07:51So now LEFT HAND 2 is following the original Left Hand.
07:55So when I do my hand, it all follows along, and then when I go behind and in
08:02front, I have the exact same hand.
08:05So now all I need to do is to lock my copies, because they are aligned exactly
08:11with my original layers, and I don't want to mess that up.
08:13So I am going to go down and select Cuff 2, Forearm, Bicep, and LEFT HAND 2,
08:18and make sure that those are locked, and now I should have an arm that
08:22rotates fairly well.
08:24So I can go in front of the body, and if I turn this off, I can go behind the body as well.
08:36So as you can see, we've used expressions to create a hand that goes in front of,
08:40and behind, the body.
08:42The way that we did this was we made copies of the hand, put them behind the
08:46body, and then used expressions to tie together the opacity, as well as the
08:51time remap on the hands.
08:53So you can start to see how even with simple expressions like this we can get a
08:58lot more functionality to our characters.
Collapse this transcript
Using expressions to control pupils
00:00Now let's take a look at how to use expressions to animate things like the
00:04pupils of a character.
00:06Now, in this case, I have this character here, and we set him up in the previous
00:11chapter with a head turn. In fact, let me go ahead and zoom in, so we can see his
00:15head. And let's go ahead and select his head, and you'll see there's a layer here
00:19in the Gus_All composition.
00:22And if we open up that layer, you will see we have a time remap.
00:26So if we dial this left and right, you will see we have a very nice head turn.
00:31But let's say we wanted to change his eye direction and move his pupils.
00:35Well, we can't do that, because there are no pupils in this composition.
00:41The pupils we have here are actually in the other composition; the head
00:45composition. And this is what we used with the time remap to create the head turn.
00:51So if I select this pupil, you will see that it's already animated.
00:55It's animating along that arc, and it's moving along with the head, and that's
01:00all fine and dandy, but because it's already animated, we can't really do much with it.
01:05So let me show you a way to take that pupil, and actually bring it into
01:09composition so that we can move it around.
01:12So first thing we want to do is we want to take this composition called HEAD, and
01:16just do Edit > Copy, Edit > Paste, and that should give me a HEAD 2 composition.
01:23So I am going to double-click on that, and go into it.
01:26You'll see that, well, it's exactly the same as the other composition, because we copied it.
01:31But what we can do is we can actually lift out this pupil, and use it in
01:37our master composition.
01:38The way we do it is just by deleting everything else.
01:41So we're going to start with the Left Pupil, and I am going to select
01:44everything above it, hit the Delete key, select everything below it, and again,
01:49hit the Delete key.
01:50So all I have in here is the Left Pupil, and if I move my Timeline, you'll see
01:56that it's still animating along with the head turn.
01:59It's animating exactly the same that this pupil is animating, except there's
02:04nothing else behind it.
02:06So let's go to our HEAD composition here, and let's go ahead and turn off this pupil;
02:10let's take that out of the equation. And then go into our master composition,
02:14Gus All, and you'll see that he is now missing his eye, but we can bring that
02:19back in, because we have it here in the HEAD 2 composition.
02:23In fact, let's go head and rename that to something more descriptive.
02:27I am going to right-click over here, hit Rename, and let's just call this LEFT
02:31PUPIL, and now left-click and drag that in to the layer right above HEAD.
02:37So now that we have that -- we have to zoom out here to see where it is. There it is.
02:42So I am going to go ahead and bring this up, and you can see that right now it's animating.
02:48But what we want to do is to time remap it, just the same way we did with the head.
02:53So all we have to do is select LEFT PUPIL, right-click, Time > Enable Time
02:58Remapping, and now this gives me a little slider that I can use to animate this.
03:04But -- hang on just a second. There we go!
03:07But what I really want to do is take this Time Remap of the LEFT PUPIL, and tie
03:12it to the HEAD Time Remap, so that way I only have to animate one thing.
03:17For example, when this HEAD Time Remap is 10, I want to make sure that my PUPIL
03:23Time Remap is also at 10 --
03:25Let me go ahead and just center this -- and the way that we do that is by using an expression.
03:32So I am going to go ahead and select Time Remap, go into Animation > Add
03:37Expression, and then go ahead and click on here so we can see what we're doing,
03:42and you'll see that now we have an expression in the Time Remap of the LEFT PUPIL.
03:47So all we have to do is select the Pick Whip, drag it to the HEAD Time Remap,
03:52and you can see it
03:54lays it in right here, and now they should just sync up.
03:57So now I've got a left and right head turn.
04:02So this is really great.
04:03So let's go through this again for the Right Pupil, and just go through the
04:08process one more time.
04:09I am going to select my HEAD composition and do the same thing;
04:12Copy, Paste, double-click on the second composition, and in this case, we're
04:17going to delete everything, but the Right Pupil. So there it is.
04:27Let's go into the HEAD composition, take out the Right Pupil, go into Gus All,
04:33which is our master composition, and again, let's go ahead and rename HEAD 2;
04:38make it more descriptive.
04:39So let's just call it RIGHT PUPIL, and then again, just drag that in above the
04:44HEAD, and again right-click, Time > Time Remapping, select the Time Remap,
04:53Animation > Add Expression, Pick Whip, and there we go.
05:00So now I still need to move this into place.
05:03So let's go ahead and find that RIGHT PUPIL.
05:07You can see that it's all working;
05:09it's just that the pupil is in the wrong place.
05:11So let's go ahead and move that into place, and there we go.
05:17So now I've got a head turn with pupils that I can select and move.
05:23So if I wanted to, I could select, for example, LEFT and RIGHT PUPIL, and then I
05:28can move them to give myself some eye direction.
05:31So I am going to go ahead and center this, put this to 10, and let's make sure
05:35I've got both of these eye;
05:37I am going to use my arrow keys a little bit here,
05:39and let's just make sure that we have the left and right pupil centered.
05:43Now, one of the things that may be problematic is going into the HEAD
05:49and selecting these,
05:51so one of the things I like to do is create an external control to select those pupils.
05:56It makes it easier when you actually go to animate, and you can do this for a
06:00number of different variables.
06:01Now, I already have part of this set up in my composition.
06:05So if we go to the very top of our layers, you'll see I have four layers here;
06:09Eye Control, Left and Right, Pupil Control, again, Left and Right.
06:13So let's go ahead and just turn those on, and what they are is really just a
06:16symbolic representation of the eyes.
06:20And so all we have to do is basically just do some parenting.
06:24So I am going to select my LEFT PUPIL, the one I just created, and then just
06:28parent that to the Left Pupil Control.
06:30I am going to do the same for my RIGHT PUPIL; select the Pick Whip, drag to the Right Pupil Control.
06:36Now, if I zoom in, all you have to do to animate these is just select these and move them.
06:44So now I have control over my eyes in an external way, and if I go down to my
06:52head here, I can also Time Remap, and that eye direction will stay the same.
07:01So this is a very nice way to animate character's eyes.
07:05You start setting up these external controls, and that way you don't have to
07:09really go into the HEAD composition.
07:12You can also start to lock off, and make shy, all of these layers that we're not
07:17using, and that will clean up the actual composition and what we're seeing on the screen.
07:22So let's just refresh what we've done here.
07:24We've created separate compositions for both the left and right pupil that have
07:29animation in them, and using time remapping and an expression,
07:33we've timed these to the master control on the head.
07:37Then we used an external eye control just to control the positioning of
07:42those pupils.
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Creating a master control node with Expression Controls
00:00As you start adding more and more expressions, and more and more controls to
00:04your character, you are going to need to consolidate those to make it easy to animate.
00:10So in this case, for example, if I wanted to animate the head, I have to dig
00:13through a lot of layers, find the head, open that up, find the time remap, and
00:19then that just animates the head turn.
00:21If I want to go to blink, I may have to go some place else.
00:24So let's go ahead and create something that we can position, say at the top of
00:28the layers stack, that contains all of that.
00:31So in fact, let's go up to the top of our layer stack, and add in a null
00:35object that we can use.
00:37So I am going to go into Layer, create a Null Object, make sure that it's at the
00:42top of the stack, and then let's go ahead and right-click that, and type Rename.
00:46I am going to rename it HEAD CONTROL, and in this I am going to put a lot
00:53of different controls.
00:55So into this, we are going to put a lot of different controls.
00:57The first one we are going to put is a control for head turn.
01:01So if we go all the way down to HEAD, you'll see that we have Time Remap here.
01:06First off, let's go ahead and make some shy layers here.
01:08I am going to take everything between that Head Control and HEAD, I am going to
01:13make those shy, and just hit my Shy layer so that they collapse, and they are
01:17right next to each other.
01:18It will make it easier to see what I am doing.
01:21So the first thing that I am going to do is to put what's called a slider
01:26into my HEAD CONTROL layer.
01:27Now this is actually an effect.
01:31So if I select my HEAD CONTROL layer, go up to Effect, you'll notice we have these
01:34things called Expression Controls, and these are just different types of
01:38controls we can add so that we can tie expressions to them.
01:42So we have one that will give you an angle, one that will give you checkbox,
01:47color RGB, layers, point control: that's X, Y. We just want one dimension, because
01:53we are just dealing with one number, the time remap number, so we are going to
01:57put in what's called Slider Control.
01:59Now when you put that in, if you open up your Effects panel, you'll see we
02:03have something called slider Control, and under that is actually what's called a slider.
02:08And that slider is just an empty container;
02:10it just contains a number, and we can tie something to that to have it control something.
02:17So the first thing we want to do is let's give this a more descriptive name.
02:20So I am going to go ahead and select Slider Control, right-click over it, hit
02:24Rename, and let's just call this HEAD TURN.
02:29So now I have HEAD TURN with a slider underneath it.
02:31Now the first thing you would think logically is, let's go ahead and just tie
02:35Time Remap to this slider, and that way this number will go into here.
02:40Well, that actually won't work.
02:43Let me just show you what it'll do.
02:44Let's go ahead and Add Expression, and if I use my Pick Whip and just drag it
02:49over to that slider, his head immediately turns all the way to zero.
02:54If I start moving this, though, you'll see that it's just snapping.
02:59It's not going from 1 through 20;
03:02it's just snapping left and right.
03:04I don't have any discrete control over his head turn, and that's because of a
03:12little known secret to the way the time remap works.
03:15Even though this number is a frame number, it is actually measured internally in
03:22After Effects as time; in other words, it's measured in seconds.
03:26So we have to do frames to seconds in order to get this to work. In other words,
03:32we need to do a number conversion, and we can do this by just adding a little
03:37bit to our expression.
03:39So if I click on this line right below the expression here, you can see I can
03:44drag that up so we have a little more room to type, and we are going to actually
03:48type a little more into this expression.
03:50First thing I am going to do is I am going to create a variable.
03:52I am just going to type the letter a, and then the Equals sign. And what this does is it creates a
03:58variable called a, and it's equal to HEAD CONTROL, HEAD TURN, Slider.
04:05So it's equal to this; whatever is coming out of that slider.
04:09So now I have that stored in a variable called a, but I want to type
04:13another command after that.
04:15So what I have to do -- and this is just a standard JavaScript syntax -- I have to
04:20add a semicolon at the end of the line, and then just hit the Enter key so I can
04:24get into a new line.
04:26Then all I have to do is type my conversion function, and that's
04:31called framesToTime;
04:36lowercase f frames, uppercase T, To, uppercase, T, Time, and then a parenthesis,
04:44and that variable, a, that we created.
04:48So, a= the value of that slider, and then we are just going to do a
04:53framesToTime(a), and that's all I need to do.
04:56Just click outside of this, and it should work.
05:01So now if I take my slider and I slide it, you'll see that pretty much a 1:1 ratio here.
05:08So it goes from 0 to 20, and there we go.
05:14So now all I have to do is set that slider to the number I want of my time
05:18remap, and I am all set.
05:20So now I have this HEAD CONTROL, and I am going to start adding more and
05:24more sliders to it.
05:25But I want it in a place where I can get to it fairly easily.
05:29So the next thing I am going to do is take that HEAD CONTROL and just drag it
05:33underneath the chin of the character,
05:35so that way I can also use it to move the character's head.
05:39So in other words, I am going to select the HEAD layer here, and I am going to
05:44link it to HEAD CONTROL.
05:47So now when I select HEAD CONTROL, I can move that head up and down, and so on.
05:53So now I have got not only positional control of the head, but also
05:57character's head turn.
06:00Now I just have to take this and then link it to my character's neck, so that way
06:05it's linked into the character's body as well.
06:08So let's go ahead and refresh what we've done here.
06:10We've created a null object, added a slider to it, and then tied the head
06:16control's time remap to that slider, but we had to use a little bit of a time
06:20conversion in order to make it work.
06:23And now that we have this, we have a great container into which to
06:27put additional sliders.
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Creating blinks that move with a head turn
00:00Now we are going to create some blinks that not only blink, but also move
00:05along with the head turn.
00:07Now, this is going to be a two step process.
00:09The first step, and this is what we are going to do here, is just to get the
00:13blinks moving with the head turn.
00:15The second step is to use expressions to tie the opacity of those blinks to a slider.
00:21So, setting up the blinks to move along with the head turn is very similar to how
00:26we animated the pupils.
00:29So let's take a look at how we are going to do this.
00:31I am actually going to zoom in here, so we can see what we are doing, and then in
00:36our Gus All layer here, we have our HEAD layer, and that's what we are going to
00:40be using as our master.
00:42So if we go over here, and just make sure we get into our HEAD subcomposition
00:47here, and let's make sure that this is in the middle.
00:50I want to make sure this is on Frame 10, and then we are going to start
00:54positioning our eyelids.
00:56Now if we go into Gus All layers, you will see we have a bunch of different
01:03layers here, but some of these are actually lids.
01:06So, for example, we have Right Lid 03, which is a third closed, Right Lid 02, which is
01:13two-thirds closed, Right Lid 01, which is completely closed. And the same for the left side;
01:20we have a Left Lid 03, 02, and 01.
01:23So let's go ahead and position these on the character, and then we will go ahead
01:27and I get them to move.
01:29So let's go ahead and start with Right Lid 03.
01:31This is the one-third open eyelid, and I am going to start with this, because
01:35once we lay the other ones over it, they will obscure it.
01:38So I just want to make sure I get this positioned over the right eye, and then
01:42once I have that, I'm going to actually turn off Visibility for that layer, so
01:47that way I can position the second one, which is Left Lid 02.
01:51Let's make sure we get that positioned properly.
01:55Turn that off, Left Lid 01, which is the completely closed, and maybe even use my
02:01arrow keys just a little bit to get that all aligned.
02:05So now, once I have those all aligned, I want to make sure that I get them all
02:09visible, and then just select them all, and we are going to link these
02:15hierarchically to the right eye, because the right eye is already animating.
02:21So if I do that you will notice that they all move with that head turn.
02:25So I don't even have to animate them, because each eye is already animating.
02:30So let's do the same for the left side.
02:32So again, position my cursor at 10, in the middle; 03, position that,
02:42looks good; turn it off.
02:44Select 02, position it, looks good, turn it off.
02:5101, position it, and this one does need to be fine-tuned since it covers the
02:59whole eye, and that should be good.
03:01Turn them all on; link them to the left eye.
03:07So now I have both of these animating.
03:10So now, all we have to do is a very similar process to what we did with the pupils before.
03:15I'm going to select my HEAD layer, copy and paste it, and then just delete what I don't want.
03:21So I am going to go ahead and do an Edit > Copy, Edit > Paste, and this should
03:26give me a HEAD 2 layer.
03:29So if I double-click on this, you will see it comes up here, and you see I have
03:33all of my lids right here.
03:35Well, I want to keep those;
03:37I also want to keep my Left and Right Eye, because those are the ones that are
03:42actually controlling the animation.
03:44So let's go below the Right Eye, select everything below that, delete it. Select the
03:50Pupil that's right above the Right Eye, and select the Pupil that's above
03:55the Left Eye, and just everything between that and the Lids.
04:00So now all I should have are the Lids and the Eyes.
04:05So if I turn off Visibility on all of this, you can see I have the Eyes as well as the Lids.
04:11Now that I have this, I can rename it.
04:13So I am going to go ahead and select HEAD 2 in my project window, and just do a
04:18Rename, and let's call these LIDS_01.
04:23And let's go ahead and make sure that LID 01 on all of these is turned on.
04:28So I am just going to go ahead and turn off everything but the LID 01 layer.
04:35So I am only going to keep two layers on: Left Lid 01, and Right Lid 1, and there we go.
04:41So now that have this, I can just copy and paste it.
04:44Again, I am just going to use keyboard shortcuts: Command+C or Control+C, Control+V or
04:46Command+V. And then now that I have this LIDS 02, I am going to turn off LID 01,
04:56turn on LID 02, both right and left, and again, they are animating just fine.
05:03And let's go ahead and do this again.
05:06Copy, Paste with keyboard shortcuts, double-click on it.
05:11We have got LIDS 03.
05:13So again, I am just going to go ahead and turn off LIDS 02 and keep LIDS 03.
05:19So now I have three compositions: LIDS 01 has the close lids, two-thirds
05:24closed, one-third closed; Great!
05:27Now all we have to do is go into our master composition, Gus All, and drag them in.
05:33So I am going to go ahead and select LIDS 01, 02, and 03, and just drag them below
05:40that HEAD CONTROL, and above the Pupils, because we do want these to actually be on
05:46top of the Pupils. And then let's go ahead and zoom out here a little bit.
05:52And we need to go ahead and just position these.
05:55But if you notice, here in HEAD I still have all of these old ones that I had
06:01originally dragged on there.
06:02So let's go ahead into the HEAD subcomposition, select those lids, delete them,
06:08then go back into my Gus All, and there we go!
06:11Now I can position my lids.
06:12So again, I am going to zoom in here, and just get those positioned right over that head.
06:19So let's see if I got this right.
06:23Okay, so that should get them pretty much positioned.
06:26So if we want, we can turn them all off, then we can see if we have everything on.
06:32Great!
06:33Now, we still need to connect the motion.
06:37If I actually take my HEAD CONTROL here, and I turn my head, you will see that the
06:44lids aren't animating yet.
06:46So we still need to create a time remap and tie it all together.
06:52So I am actually going to take this time remap --
06:54it's kind of the easiest actually just to tie it to the original HEAD Time Remap.
06:59So let's go ahead and actually hide everything between here and the HEAD so we
07:05can see what we are doing a little bit more.
07:06I am going to unlock these layers here, and select all the layers between the
07:10LIDS, and the HEAD, and shy them.
07:14So now I have got HEAD, LIDS, LIDS, and so on.
07:18So let's go ahead and start with LIDS 01, and I'm going to open up LIDS 01 in
07:25HEAD, and under LIDS 01, I am just going to right-click -- we have done this
07:29before -- Enable Time Remapping, then select the Time Remap, Add Expression, Pick
07:38Whip that to the Time Remap of the HEAD.
07:42Click on this, and if we go up to my HEAD CONTROL here, you can see now that my
07:50closed eyes are turning, but I am getting a little bit of an opening at the end here.
07:54And let's go over to LIDS 01 here, and you will see that it's happening because
08:00I've got a space here in that composition.
08:02So let's go ahead and fix that for LIDS 01.
08:05Select all of these, and again, grab the end, and just pull it beyond the end of that.
08:10That's where I am getting that one to disappear there.
08:13Okay, pull it beyond the end of that.
08:16So now, when I get my HEAD TURN, those eyes work. Great!
08:21Okay, I'm going to put my HEAD TURN back to the middle, to 10, and let's do the same for
08:26LIDS 02, and LIDS 03.
08:29So LIDS 02, select it, right-click, Time > Enable Time Remapping, select the Time
08:37Remapping > Add Expression, and Pick Whip that down to the HEAD Time Remap.
08:45Now, another way to do this is just to copy the expression, because we are linking
08:48all of them to the HEAD Time Remap.
08:50I can just select this expression, and copy and paste it, instead of using the Pick Whip.
08:55So I just right-click, Copy, go to LIDS 03, right-click, Enable Time Remapping,
09:03select the Time Remap, Add Expression, and now just make sure this is selected,
09:10and then just hit Paste, and that should work as well.
09:13So now all of these should move with the head. Great!
09:19Now that we've got everything moving with the head, we still need to get the
09:23character blinking, so we are going to do that in the next video.
Collapse this transcript
Controlling blinks using opacity
00:00Let's go ahead and finish our blinks.
00:03At this point, we have the blinks moving with the head turn.
00:08So I have three sets of lids here.
00:11Let's go ahead and zoom in, and see where we are at.
00:14I have got three sets of lids.
00:16So let's turn these all off.
00:17I have LIDS 03, which is one-third closed; LIDS 02, two-thirds closed;
00:25LIDS 01, completely closed.
00:28Now, I want to control these with a slider, so that they turn on and off.
00:33For now, let's just work with LIDS 03, and then we will come back to these.
00:37So I am going to go ahead and turn these off, and let's just play with this lid.
00:41Now, the easiest way to turn these on and off is to play with opacity.
00:46If I open up the LIDS 03 layer, you'll see I have an Opacity control.
00:51Now, if I turn that completely off, it disappears;
00:54turn it completely on, it's there.
00:57So let's go ahead and tie this value to a slider.
00:59I am going to scroll up here to my HEAD CONTROL layer, and let's add in that slider.
01:04So I am going to go Effect > Expression Controls > Slider Control, and it adds a
01:11new slider under our HEAD TURN slider.
01:13So just go ahead and right-click, rename this, and we are going to call it BLINK.
01:18You'll see we have a slider for that.
01:20Now if I scroll down here, we also need to add an expression to Opacity.
01:26So I am going to select Opacity on LIDS 03, Add Expression.
01:32Now, what is this expression?
01:36Well, we need to set a range on this BLINK slider for the opacity to turn on and off.
01:42So what I am going to do here is that when this BLINK slider is at 0, everything is off.
01:48The eyes are wide open.
01:50When the slider is anywhere from 1 to 10, the first lid is on.
01:56When it's anywhere from 11 to 20, the second lid is on, and so on.
02:00So every 10 units, a successive lid turns on. So we can do this --
02:07first thing we need to do is we need to get the value of that slider into
02:10our Opacity channel.
02:11So I am just going to use my Pick Whip, drag up to the top here, and just
02:15highlight my BLINK slider.
02:18When I do that, it just adds that slider in.
02:21If I run the slider, you can see I can actually use that as an Opacity control.
02:25But that's not really what I want to do.
02:27We'll make sure this is at 0 here, and let's go ahead and add in the rest of
02:33expression to make this conditional.
02:35So I am going to go ahead and open up this window, so I have room to type, click in there.
02:41So first thing we need to do is we need to place the value of that slider into a variable.
02:45I am just going to use the letter a for my variable.
02:48You can use any variable name you want.
02:51So a is going to equal the value of that slider, which is really what all of this means.
02:56Then at the end of that, I am going to put a semicolon, which again just says
03:00this is the end of a command, and we have a new command coming.
03:04At this point I need to enter the test.
03:07In other words, I need to test what a is equal to in order to determine whether
03:12or not I want to turn on my opacity, or keep it off.
03:16So I am going to use what's called an if Statement.
03:20So I am going to type "if", and then I need to add in a condition.
03:24Well, what is the condition?
03:25Well, I want a to be greater than 0, because 0 is off, and a to be less than or equal to 10.
03:34So I have two conditions that need to be met.
03:36So I'm going to add in two parentheses, because I am going to have a double
03:41condition here, so I need two parentheses.
03:43The first one is, is a greater than 0?
03:47So, if a is greater than 0, and, so two ampersands, another parenthesis, a is
03:55less than or equal to 10, and then close all of my parentheses, so that would
03:59be two parentheses.
04:01So if a is greater than 0 and a is less than 10, then the value is 100. Anything else, type in the word
04:08else, 0.
04:11So let's go through this one more time.
04:13If a is greater than 0, and a is less than or equal to 10, then opacity is 100.
04:19If not, opacity is 0.
04:22So click outside of this, hopefully you won't get an error, and now we should
04:26have a slider that turns it on and off.
04:28So if I turn this above 1, there we go! It turns on.
04:32Once it goes above 10, it turns off again.
04:35So now we have the magic expression that we can use for all the other lids.
04:42
04:43So I am going to go ahead and turn on LIDS 02, and instead of doing all of this
04:47typing, let's go ahead and select this expression, right-click, Copy, and then
04:52I'm going to open up LIDS 02, open up Transform > Opacity, make sure Opacity is
04:59selected, Add Expression, and then all you have to do is right-click and Paste.
05:05Now, if I open this up you will see it's added in the exact same expression.
05:09But this is the second one in the sequence, so I don't want it to go from 0 to 10;
05:14I want it to go from 10 to 20.
05:16So all I have to do is just type in a is greater than 10 and less than or equal to 20 and that should work.
05:25Let's try this. Scroll up to my BLINK slider. There we go!
05:31Off between 1 and 10, 10 to 20; perfect!
05:35We can do the same thing for the last one.
05:38Scroll down to LIDS 01;
05:40make sure that's visible, go down to Opacity, add in the expression,
05:48right-click, Paste. Okay, for this one -- last one was 10 to 20.
05:55This one would be 20 to 30.
05:58Now, you can use this for lids, but you can use this for almost any sort of
06:04replacement animation.
06:06So now I've got a slider that blinks my eyes, and eyes that can turn with the
06:13head while blinking.
06:15Really all we have done is just animated the opacity, and just did a test on that
06:20slider using an if statement.
06:22So you can use this for anything.
06:25You can also use this for mouths.
06:26You would have more expressions, but it would work pretty much the same for any
06:32sort of replacement animation.
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Attaching mouth shapes to a slider
00:00Now we're going to set up the mouths so that they not only animate, and do
00:05replacement animation, but they also move with the head turn.
00:09Now, we're going to kind of do this the opposite way that we did the blinks.
00:12With the blinks, what we did was we animated the shape of the blink, and put
00:18that on a time remap, and then animated the replacement animation using if-then statement.
00:23In this case, we're going to animate the replacement animation with the time
00:28remap, and use the expression to keep the mouth locked with the head, so this way
00:34you'll get a taste of both methods.
00:37The first thing we need to do is to place some mouths into the scene, and get them
00:42attached to a slider.
00:44So I already have some mouths set up, and this is pretty much the way that we set
00:48them up back in Chapter 5.
00:50So I'm going to take this MOUTHS composition, and let's just go ahead and drag it
00:56right underneath the HEAD CONTROL here.
00:59Let's just take a look at this to refresh.
01:01What this is is one mouth per frame over the course of 12 frames.
01:07So when I put that in, you'll see it's only a 12-frame long animation here, but
01:12we can put on a time remap, so if I right-click over this Time > Enable Time
01:17Remapping, then I can go ahead and just stretch this, so that it's length of our
01:22composition, and delete this last keyframe here.
01:25Now you'll see that the MOUTHS are right here, and just by scrolling through here
01:30I can animate through the MOUTHS.
01:31But I want to attach this to a slider,
01:35so I need to go into my HEAD CONTROL, which is where I'm going to keep all my
01:39sliders, and we're just going to add another one in.
01:42So in this case, I already have my HEAD TURN slider, my BLINK slider, I am going
01:46to add one more for the MOUTHS, so we're going to keep a HEAD CONTROL selected,
01:51Effect > Expression Controls > Slider Control, and it just drops another one down
01:56in there. So we right-click over this, rename it, let's just rename it MOUTH, and
02:01now we need to attach our time remap to this slider here under the MOUTH.
02:07So let's go ahead and do that by adding an expression: Animation > Add
02:11Expression, and then we can Pick Whip this to the slider. But just like what
02:17happened with the HEAD TURN, this isn't going to work, because we still need to
02:22convert the time back to frames.
02:26So if you don't remember what we did here, if you look at the HEAD slider here,
02:30we could see in this expression here what we did was we created a variable
02:34called a, and then after that we just converted frames to time, so that the time remap works.
02:42What we can do is we just copy out the last part of this expression, and
02:46just paste that in.
02:47So I'm going back up to my MOUTHS, Expression, and we're going basically
02:52input that same equation.
02:54So what we can do here is we can say, a equals HEAD CONTROL, MOUTH, Slider,
03:00semicolon, and then let's type in that expression, or just paste it in, framesToTime
03:05of a. So what we're going to do is we're going to set a equal to the value
03:09of the slider, and then change that into time.
03:13Once we do that, we should have this working, so now my slider should step
03:17through all the mouths. There we go.
03:20Okay, so now we have the mouths animating, but the next step is to get those
03:25mouths to move with the head turn itself. So as this head turn goes left and right,
03:32I want these mouths to kind of stick to the face, and move left and right as well,
03:36and we're going to do that in the next lesson.
Collapse this transcript
Creating mouths that move with a head turn
00:00So now, at this point we have the mouth connected to a slider, and everything
00:04attached to the head.
00:05So let's go ahead and add in the expressions that are going to allow those
00:08mouths to move with the head turn.
00:11So the first thing I want to do is create an animation.
00:13I'm going to go ahead and zoom in to my head here so we can see what we're
00:16doing, and I want to create an animation of my head turning.
00:21And I'm going to match my new mouths to the old mouths of that head,
00:25and that way I'll have some numbers that I can work with to actually create the expressions.
00:31The first thing I'm going to do is go ahead and zoom in on my Timeline, make
00:34sure I'm at 0 here, and I want to zoom in enough so I can get to Frame 10 and
00:39Frame 20 pretty easily.
00:41So now we're going to animate a HEAD TURN of this HEAD
00:44So I'm going to set my slider to 0, move to Frame 0, and set a keyframe.
00:50Go to Frame 10, set that slider to 10, set another keyframe.
00:56And we're going to do same for Frame 20.
00:58So now you can see what we've done here;
01:00we've just created --
01:01it moves one increment per frame.
01:03So let's go ahead and move down to Frame 10, and we're going to start matching
01:09the animation of mouths to this underlying guide.
01:14So I'm going to take my new MOUTHS, make sure I've it selected.
01:18Select the key for Position, Scale, Rotation.
01:21Then I'm going to move to the extreme at Frame 0, and let's go ahead and move this over.
01:29Now remember, in the original animation we scaled this down and rotated it.
01:35So to make things easier I'm just going to type in the numbers here.
01:38I remember I scaled it down to 90% and I rotated it by 8 degrees.
01:42So let's go ahead and fine-tune that positioning here; and there we go.
01:47So now we've got the first half.
01:50So let's go ahead and do the second half, and again, let's just start
01:54with Rotation and Scale.
01:55So we rotat it the opposite direction, -8, and 90% again, and then let's just go
02:02ahead and position this. There we go.
02:04So now I should have a pretty good animation.
02:09Now I want to use this as reference, okay.
02:12So the only reason I animated that was to get some numbers.
02:16Now let's just start from the bottom here;
02:18rotation goes from 8, through 0, to -8.
02:24Scale goes from 90, up to 100, and then back down to 90.
02:30So remember these numbers here.
02:32Now the other one is Position. We have two values;
02:36one for X, and one for Y. X is left to right, so from left to right it's
02:43moving from -119 to 169.
02:48On the Y side, it's moving from 46 down to 58 --
02:53now remember in Y, higher numbers are lower on the screen -- and then back up to 46 again.
03:01So let's go ahead and use these numbers to do some animation.
03:05Now I want to start with the X position.
03:08Now, because this just moves linearly, you can just figure out what each
03:14increment is, and it makes it pretty simple.
03:17So here at Frame 10, you can see I've it at 40, and at Frame 11 it's at 53.
03:23So it's moving somewhere around 13 units per frame.
03:28So let's go ahead and add in the expression.
03:31So the first thing I want to do is just delete the animation, because we're
03:33going to replace it with expressions.
03:36So the first thing we need to do is separate out X and Y, because we're going to
03:40be using different expressions for each.
03:42So I'm going to select Position, right- click over it, and do Separate Dimensions.
03:47And what that does is it separates out each X and Y,
03:51so now I can put separate expressions on each.
03:54So I'm going to select my X Position, Animation > Add Expression.
04:00What I need to do is figure out which changing variable I'll use to create my X Position.
04:08In this case, I want to use the frame number of my HEAD, so I'm going to use
04:12my Time Remap number.
04:15So I'm going to start by taking my Pick Whip, and going Time Remap.
04:19With just that open, you can see that not much is happening, because this
04:23is just going from 0 all the way up to 0.7. And that's because, even though
04:29I'm displaying frames, it's actually spitting out seconds, so we need to do
04:32some conversions here.
04:33So the first thing I'm going to do is say, a Equals, and then just that same
04:37expression: thisComp, layer, HEAD, timeRemap, semicolon, and then I want to add in a
04:44function called timeToFrames of a.
04:50When I do that, notice how this is now going from 0 to 20.
04:54And also notice how the mouth is actually moving left and right just a
04:58little bit; not too bad.
05:00But now I need to multiply that by how much the old mouth was moving on each
05:05frame, and in this case I remembered, from my numbers, I could actually calculate that,
05:10that it was a little bit over 13 units per frame.
05:15So what I can do is create another variable, b is equal to that frame number, or
05:20timeToFrames, and then we can say the actual output is going to be b times, and
05:26then the number I had was actually 13.5.
05:28And when I do that, you'll see that it pretty much moves along with the head, at
05:35least in the horizontal direction, but I'm a little bit off.
05:40But that's easy to fix.
05:41This is why I added in this additional Null layer here.
05:45So what I can do is I can take this Null layer, and just use this to position
05:50that mouth at the right place.
05:52So now once I do that, this is kind of like my offset control.
05:58Let's go ahead and make sure that that's right there.
06:01Okay, so now once I have that, you can see that my left and right motion is pretty
06:06much dead on, but I still need to add in all the other motions.
06:10I need to add in Y, as well as Scale, and Rotation.
06:13Now at this point, let's go ahead and add in the expression for Rotation.
06:19I'm going to skip Y Position, and Scale, because those require slightly more
06:23complex expressions, and we'll get to those in the next video.
06:27But let's go ahead and add in an expression for Rotation, and the
06:31expression that we use is going to be almost identical to the one that we
06:34used for X Position.
06:37I'm going to open up the expression for X Position, select everything in it,
06:41Copy, scroll down to Rotation and then just Paste that in.
06:48Now the Rotation is not going to be the number of frames times 13, obviously;
06:53it's going to be slightly different.
06:55So let's just go ahead and see what happens when we put in just that frame number.
06:59So what we've got is is we've got it starting to rotate, but it's starting from
07:04a positive position.
07:05So what we need to do is to bring it positive at the beginning, and negative at the end.
07:11So what I'm going to do is I'm going to type in 10 Minus b, and let's see how this works.
07:20It actually gets it pretty close.
07:21You see we're kind of rotating along the right axis at least.
07:25Let's just go through this.
07:27So at Frame 0, b is 0, because that's what my slider is here, because I've
07:34animated that slider.
07:35So when my Time Remap is 0, b is 0, and so 10 Minus 0 is 10.
07:42When I go up to 20, my Time Remap is 20, so 10 Minus 20 is -10.
07:51So what this does is it gives me pretty close, but what I need to do is
07:55instead of going from 10 to -10, I need to go from 8 to -8, but that's pretty easy.
08:00All I have to do is multiply this,
08:03so times 0.8, and that should do it.
08:07So now I've got my MOUTHS rotating the proper way, and moving along the X the proper way.
08:16So to refresh, what we've done is we've tied the X Position, and Rotation, to the
08:22value of the Time Remap, and as that increases or decreases, the MOUTHS will move
08:28along with the HEAD.
Collapse this transcript
Working with absolute values
00:00Now let's go ahead and finish off the expressions for our MOUTHS by adding in
00:05expressions for the Y position, as well as Scale.
00:09Let's go ahead and start with Scale, because it's a little more straightforward.
00:13So what we have with Scale is we want it to be at 90, here at 0, then at 100,
00:21and then back down to 90.
00:23Now, we already have something that's pretty close to this.
00:27If you look at the numbers for Rotation, you'll see that it goes from 8 to 0, and then to -8.
00:36Well, we can certainly adapt that by adding in what's called an absolute value.
00:41Now, what the absolute value does is it basically just forces whatever number you
00:45have to be positive.
00:47So we could use an equation very similar to this, and then just on the top end,
00:51if we're using absolute value, it'll just force it to be positive again.
00:55So let's go ahead and copy this, and then we're going to add in an
01:00expression for Scale.
01:02Animation > Add Expression, and then I'm just going to Paste.
01:07Now, we've got a few things we need to fix,
01:09so let's go through this.
01:10The first lines are fine.
01:13We're just taking the value of the Time Remap slider of the HEAD, sticking it in
01:19a, and then we're converting that to frame numbers and sticking that in b.
01:25Now we have this equation here.
01:27Now I'm actually going to create one more variable; we're going to create c Equals 10 Minus b.
01:30Okay, so remember, when the Time Remap is at 0, 10 Minus 0 is 10.
01:40When it's at 10, it's 0;
01:42when it's at 20, 10 Minus 20 is -10.
01:46So all we have to do to make it positive the whole way through is do what's
01:50called an absolute value.
01:52So we type in capital M, Math.abs, for absolute value, 10 Minus b.
02:00So what that does is it spits out 10, 0, and 10.
02:05So what we really want is 90, 100, and 90.
02:11So we can do that by saying c Equals 100 Minus that.
02:15So now once we have that, we need to stick those values into Scale.
02:19Here is a little tidbit here:
02:22everything we've worked with so far has been single numbers.
02:26Here we have what's called an array;
02:27we have two numbers.
02:29We have 100% and 100%, so we have 100% in X, 100% in Y. The expression needs to
02:36come up with a final result that is an array, but that's pretty easy.
02:40All we have to do is just hit a bracket, the number c, which is, again, going from
02:4590 to 100, back to 90, and then c, because we're having equal scale on both sides.
02:53So when we do that, we should have 90, and 90, and 100 in the middle.
03:01We've got that, and then we have a very similar situation for the Y position.
03:07The numbers I had for Y -- in fact, let's go ahead and just bring this up here so
03:11we can see that calculated --
03:13In the middle, it was 58, and then on either side, it was 46.
03:18So I'm going to minus that from 46; so it moves 12 units down, and then 12 units
03:25back up over the course of 10 frames.
03:30Remember, it's 10 frames down, 10 frames up.
03:33So it's going to be 12 over 10, which is, of course, 1.2.
03:38So that's going to be my multiplier.
03:41So let's go ahead and add in that expression.
03:44So I'm going to go Animation > Add Expression.
03:46Now, this expression is going to be very similar to the expression that I have here.
03:51So I'm going to go ahead and select just the top three lines, copy, and paste.
03:59Now, this last line is the one I need to work with.
04:02Now, first thing I'm going to do is going to get rid of this c Equals, because
04:06that's not what I want.
04:07I'm also going to get rid of the 100.
04:10And actually what I want is I just want the absolute value of this number, 10 Minus b.
04:16This is going to be going from 10, to 0, to 10,
04:21and then we're just going to go ahead and multiply that times 1.2.
04:27And that should snap that into place.
04:29So now it goes there, and it goes there.
04:32But if you notice what's happening is it's actually going up.
04:37So actually, I'm going to change this.
04:38I'm going to make this a negative Math absolute of that,
04:44but it's in slightly the wrong position, but we can fix that by just altering
04:49our Null 3 position here.
04:51I'm just going to go ahead and drop that down, and that should work; pretty close.
04:58Okay, so now I'm going to go over to my HEAD composition, turn off Mouth 01, and
05:04now we should have everything in place.
05:07Now that goes down, up, looks pretty good.
05:11In fact, I'm going to go ahead and hide my Null 3, and we should have a pretty
05:17close automatic head turn.
05:19So now I've got everything pretty much in position here.
05:24Let's go ahead and take off the keyframes here.
05:26So now I've got a HEAD slider that can go left and right, and I can change the
05:33NOUTHS to whatever I want, and they will all move with my sliders.
05:39So that was a little bit intense, a little bit complex, but hopefully, if you
05:43followed through, you kind of get the idea of what we're doing here.
05:47So what we're doing here is we're basically creating an animation, and
05:51replacing them with expressions that use those same numbers that we created in the animation.
05:58And this is kind of a hard-coded way of animating this sort of thing, but it does work.
06:03So it is going to be specific to each character.
06:06So you need to kind of know how to figure out the numbers, but once you get it,
06:09it should work pretty flawlessly.
Collapse this transcript
8. Advanced Puppet Tool Rigging
Setting up null objects as bones
00:00Now let's take a look at how to set up a bone system where you can use objects
00:05in your scene to deform parts of your character.
00:08In this case, we're going to use puppet pins combined with null objects.
00:13We're working with the same character that we worked with before, just one little difference:
00:18I took the legs, and I just made a subcomposition of them.
00:21So I basically just took all of the leg parts, put it into a precomp, and we're
00:24going to use that to deform with the puppet pins.
00:28So I have just this separate set of legs here.
00:33So the process starts with adding in some puppet pins.
00:36Now in this case, we're going to add puppet pins to the legs, and then we're going
00:40to add in some null objects.
00:41So let's go ahead and zoom in to the legs here. In fact, I'm going to go ahead
00:45and turn off the Torso so we can see a little bit easier.
00:50And then just select the LEGS, and we're going to go ahead and set up our puppet pins.
00:55So I'm going to go to my Puppet Pin tool here, and then just position those. So I
01:00want one here at the top of leg where the hips are, one at the knee, one at the
01:08ankle, and then another one down here at the tip of the toe.
01:12Now when we do this, when I look at the Puppet Effect, you'll see that we already
01:16have Mesh 1, and if I open up Deform, I should have those four puppet pins.
01:22Now we've just done the right leg, but one of the key things about the Puppet
01:26Pin tool is that it only works for mesh areas that are connected.
01:31So we have a lot of white space between the two legs.
01:35So moving one puppet pin here does not affect this leg at all, and that's
01:41kind of the default mode of how the puppet pin works, but we can use this to our advantage.
01:45So let's go ahead and select our LEGS, and set up the puppet pin for the left
01:49side, and notice now when I hover over this leg, it highlights,
01:55and that means I'm working on this separate mesh.
01:57So let's do the same thing again.
01:59I'm going to go ahead and do one for the hips, one for the knee, ankle, and tip of the toe.
02:07So now I should have puppet pins that work pretty much for the whole character.
02:12And if you go down here, notice how we've actually got two meshes here:
02:16we've got Mesh 1, which is our right leg, and if you select each of these puppet
02:21pins, you can see which ones they are, but we both also have Mesh 2, which
02:26is our left leg, and again, four puppet pins on that.
02:31Even though it's a same Puppet Effect, these are kind of viewed slightly
02:34separately within After Effects,
02:37so just so that you are a little bit aware of that.
02:41So now what we need to do is find a way to control these legs, and the easiest
02:46thing to do is put some objects in the scene that we can grab easily.
02:50Now, you can use shape layers, or really anything you want, but I like to use null
02:55objects, because they are very easy to get to. They kind of stand out in the scene,
02:59they don't render, so let's go ahead and do those.
03:02So I'm going to do Layer > New > Null Object.
03:06Now when you bring a null object into the scene -- let's go up here -- it usually
03:12comes in at the center. And also notice that the pivot point of a null object is
03:17the top left corner,
03:20so that's my pivot point right there.
03:22Now what I need to do is position the pivot point of this null object right
03:28where that puppet pin is.
03:29So I can kind of eyeball it here;
03:32it's kind of the center of that circle. Somewhere around there.
03:36And I have one here;
03:36it's called Null 4.
03:38So before I do anything else, let me go ahead and rename this.
03:41This is going to be RIGHT HIP.
03:44And I'm going to re-layer this. I'm going to drag this down towards the bottom of
03:48the stack here, and position it just above the LEGS, so that way it's just easy
03:53for me to work with.
03:55So I'm going to go ahead and select the LEGS, and go down to Mesh 1, and just
03:59select Puppet Pin 1, and see how that RIGHT HIP control is oriented.
04:06It's a little bit down, so I can just select that, and then just hit my arrow
04:10keys; move it up a few bumps here, and that looks pretty good.
04:13Now this doesn't have to be exactly accurate; we can do close enough for this.
04:17So I'm going to go ahead and select my RIGHT HIP, and then I'm just going to do a copy and paste.
04:22I'm going to use the menu here.
04:25And let's just go ahead and, again, right- click, rename this, and this one is going
04:29to be called RIGHT KNEE.
04:31So I'm going to go ahead and select that, and drag it down, and get it towards
04:37that knee. And again, let's see; Puppet Pin 2, yeah, pretty close.
04:42Again, I'm a little low, so I can just bump that up just a bit; close enough. And
04:49again, just copy and paste the RIGHT KNEE, rename it RIGHT ANKLE,
04:56and again, I'm just going to drag that down to the ankle. And one more time;
05:03I'm going to copy and paste this, move it to the toe, and let's rename this RIGHT TOE.
05:14Okay, let's go ahead and turn on my Torso here, and let's fit this.
05:22So what I have is I have one null per puppet pin, and right now I'm just
05:27focusing on the right leg.
05:29So the next step is to connect those puppet pins to the null objects, and for
05:35that we're going to need some expressions.
05:37We're going to do that in the next lesson.
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Attaching puppet pins to bones
00:00Now let's go ahead and finish up the process.
00:02We are going to attach the puppet pins to the null objects.
00:06So as a quick refresh here, I've got several null objects here, and then I also
00:11have a layer called LEG, and that layer has puppet pins attached, and those match
00:16up with my null objects.
00:19So let's go ahead, and we'll start with the Toe and work our way up.
00:22So I am going to go ahead and zoom in, so we can see what we are doing here.
00:26So the toe is at Puppet Pin 4, and here is my TOE object here.
00:33Let me go ahead and expand that.
00:36Now, the first thing you would think would be, oh!
00:38It would be very easy.
00:40All I have to do is create an expression that links the position of this puppet
00:44pin to the position of the null object.
00:47Well, it's not as simple as that.
00:50If you notice here, Puppet Pin 4 has a value of 41 Comma 922, and the right toe has
01:02a position of 841 Comma 2334. They're completely different numbers on completely different scales.
01:09That's because the position of the puppet pins is determined relative to the layer.
01:14So if we look at that LEG layer, you'll see it's a lot smaller than our
01:18master composition, and that means that those numbers are going to be
01:21completely different.
01:23So the puppet pins are working in layer space, the nulls are working in what is
01:29called composition space, so it's relative to the entire composition.
01:33So, all that means is that we need to do a little bit of translation.
01:38First thing we do need to do is still add in an expression.
01:42So I am going to go into my Mesh 1 Puppet Pin 4, and add in an expression.
01:48Now, this expression that we have here isn't going to work, so we need to replace that.
01:53The expression is a little complicated, so I just wrote it into Notepad, so
01:56we can see it a little bit larger, and I also saved this into the project
01:59file, so you'll have this.
02:00So basically, the generic expression is we have a variable called BONE, and this
02:05is where you insert the name of the bone layer.
02:08So in other words, that's where I will put RIGHT TOE. And then we will just
02:11create a variable called A, and basically it's just going to be equal to the layer
02:16of that -- name of that bone layer.
02:18Now, this is where we do the conversion.
02:20We're going to do what's called a toComp and a fromComp.
02:21Now these are called layer Space transform methods, and Adobe has these fairly
02:28well documented if you want to go a little bit deeper.
02:30But just for the sake of this, basically what toComp does is it just converts
02:35from layer space to composition space, and fromComp converts from composition
02:40space to layer space.
02:41So this combination here gives us the translation that we need.
02:46So in this case, I'm just going to go ahead and copy this, go down to my Puppet
02:50Pin 4 expression, and paste.
02:53Now, the only thing I need to do here is just change this to the name of that
02:57bone layer and we are working with the right toe, so I know it's called RIGHT TOE.
03:03Now once I do that, I should be able to click off of that, and it should work.
03:06So I select my RIGHT TOE, move it, and the puppet pin follows wonderfully.
03:13So now that I have this expression, I can just copy it and paste it to all
03:18the other puppet pins.
03:19So I am going to go to Puppet Pin 3, which is my ankle.
03:24Again, Add Expression, paste, and then I just need to change the name from
03:30RIGHT TOE to RIGHT ANKLE.
03:36Let's see how that works; works wonderfully!
03:39Okay.
03:40Let's just work our way down.
03:43So once we know the magic expression, everything falls into place.
03:49Again, I am just going to go ahead and paste: RIGHT TOE, no, this is RIGHT KNEE. See if that works;
03:56here we go!
03:58And one more, so add in our expression, paste, and instead of RIGHT TOE, this is RIGHT HIP.
04:10So now that we have all of our puppet pins constrained, we have a pretty good system here.
04:15So the first thing I am going to do is, actually, I am going to lock this LEG layer
04:18so I don't accidentally select it anymore. And then I can just move any one of
04:23these, and now I can manipulate my puppet pins without having to dig all the way
04:29down into my Effects of this LEG layer.
04:36The other cool thing is that we can use parenting to manipulate how these
04:41are connected together.
04:43In fact, we are going to do that in our next lesson.
04:46So before we do that, I want you to go ahead and work down the left leg yourself.
04:49So go ahead and add in the null objects, and then use expressions to tie the
04:54puppet pins to those null objects.
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Strategies for parenting legs and feet
00:00So now I've gone through the rest of character and added in the whole left side,
00:05so I have a series of nulls that are connected to the puppet pins on the left
00:09leg, and everything should be connected together.
00:12So if I zoom in to these legs, you can see that if I select, for example, the
00:16knee, the knee deforms properly.
00:19I have got the toes working.
00:21So every puppet pin is now connected to a null object.
00:25Now if I wanted to, I could just stop right here, and just start animating, but
00:30let's take advantage of the fact that we have all of these null objects, and use
00:34parenting and hierarchies to connect the character together even better, so we
00:39can have easier animation.
00:41So the first thing I want to start with is the upper body. So if I take a look at
00:45this, I've got my Torso here, and right now it's not even connected, so we should
00:50connect that to the hips, and we can do that easily just by doing some parenting.
00:55So I'm going to go ahead and select my Right Hip, and my LEFT HIP, and then just
01:01with my Parenting menu here, I'm going to tie those both to the Torso.
01:07So now these are children of the Torso, so when I move my Torso, my legs move
01:14with it, and this is pretty cool.
01:15So now my character is kind of connected.
01:17I'm still getting that distortion.
01:19Now, another place that you might want to use some hierarchies is down here
01:23where the feet are.
01:25So if, for example, right now if I move my ankle my toe stays in place, but
01:30typically I want to move the whole foot as an object.
01:34So I can go down here and select my RIGHT TOE, and if I wanted to, I can just
01:39use my Pick Whip, connect it to the RIGHT ANKLE, and now my foot should move as one object.
01:45So now, because this is a child of the RIGHT ANKLE, they both move together. And
01:53I could do that again for the LEFT TOE and the LEFT ANKLE.
01:57Now when you do this, the last one that we want to work on is the knees, so I
02:03have my upper body, and that's moving, and I have my lower body, in other words,
02:09my feet, and those are moving, but what about the knees?
02:12Well, if you wanted to, you could go really deep into expressions, and do some sort
02:16of inverse kinematics system, but we're not going to get in that right now.
02:20One easy way to do it is just to connect the knee either to the upper or the
02:24lower body, or you could just leave them so that they kind of go free, and just
02:29animate them however you feel.
02:31One of the things I like to do is just connect the knee to the ankle, in other
02:34words, the knee to the foot, so that way when I move the ankle, it's not too bad of an effect.
02:41It looks pretty good.
02:42So if I did that, for example, on the right leg as well, that would work pretty well.
02:47And the other thing is, you want to make sure that all of this moves with our
02:51master nodes, so right now I've got my Torso and everything moving, but my
02:55feet are connected.
02:57So I'm going to take my RIGHT ANKLE, and my LEFT ANKLE, and connect those up to
03:04Null 1, which is my master node here.
03:06So now once I have them connected to Null 1, then I can move my entire character,
03:12but the last thing I need to do is connect that knee, so I'm going to connect my
03:15RIGHT KNEE to my RIGHT ANKLE, and we should be okay. There we go.
03:21So now we have a character that pretty much moves in place, and if I want, I can
03:25move the upper body separately, and the legs, and the knees, and if I want to get a
03:29knee bend, all I have to do is just move these out.
03:33So, those are just some strategies.
03:35You can certainly parent, and arrange this however you want, but the great thing
03:40is that you have the freedom to do that, which you wouldn't have with just puppet pins alone.
03:44So go ahead and play with this, find some hierarchies that work for you, and at
03:48this point, the character is pretty much ready to animate.
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9. Animating a Scene
Setting up a scene for animation
00:00Once you have your character set up and rigged the way that you want, it's
00:04always a good idea to do a simple animation, to test out the rig and to make
00:08sure that the character doesn't break.
00:10What I like to do is to take a line of dialog and just animate that.
00:15It will give me a way to test the mouths, blinks, some gestures, that sort of thing.
00:21So let's go ahead and bring in a line of dialog, and we will just do some simple
00:25animations against it, just to make sure that our rig is working properly.
00:29So you can do File > Import, and in the Chap09 folder we should have a
00:36file called AllWeek.wav.
00:37And let's go ahead and bring that in, and let's just do a quick listen to it.
00:43You can see it's 134 frames long, and it's a very simple line of dialog.
00:47(Character: Oh boy! I've been waiting for this all week!)
00:52So it's got a lot of energy.
00:53It's pretty a good line, because we have got a lot of dialog, some energy, we can
00:57really do some work with the character.
01:00So first thing we need to do is to set our composition to that length.
01:04So first thing we want to do is drop this in, AllWeek.wav, and you will see it's 134
01:11frames long, right about there, 134, 135.
01:15So let's do our Composition Settings and set our Duration to 134.
01:19So now our composition is set to the same length as our dialog. And if we open
01:27that up, you can see, here is my waveform, and there it is.
01:33So I am going to close this down, and let's go ahead and just get things set up.
01:39So one of the first things I like to do is make sure that I just shy all the
01:43layers that I don't want to animate.
01:45Now I have already done this, but let's un-shy them.
01:48You will see I have a lot of layers here that I don't need to touch.
01:52So, for example, the MOUTHS; the LIDS, some of these eye controls; the Head
01:57itself, because we're using this HEAD_CTL to manipulate it;
02:02all of those additional arms that we created, so that the hand can go behind the back;
02:08all of those I've locked and I've made shy.
02:11So I am just going to go ahead and hit Shy, and that way I only have a few
02:16layers to deal with, just the ones that are important.
02:18Now the other thing I want to do is just set some keyframes to get the animation going.
02:24Now a lot of times you'll want to move something, and if you haven't set that
02:28initial keyframe, you won't get animation.
02:31At frame 0, just set keys for everything and that way it makes it much easier to animate.
02:37So I am going to go ahead and Shift+Select everything in here, expand, go down
02:42to Transform. And then because I have everything selected, all I have to do is
02:47just hit a key for Position, Scale, and Rotation, and that should flow through for everything.
02:54So I am just going to go ahead and collapse that and deselect.
02:57So now I have keyframes for just about everything.
03:00So let's go into our HEAD_CTL. And you will see, I have them for the Motion keys,
03:05but for the Custom sliders, I do not have keys.
03:10So let's go ahead and set a basic key for my HEAD_TURN slider, the BLINK_slider,
03:16and the MOUTH_slider.
03:17Now one thing we should start doing right off is making sure that our key types
03:23are correct, that it's interpolating the correct way.
03:27Now something like a head turn, you want it to have smooth interpolation,
03:31so you want it to be able to interpolate like this.
03:35But something like the mouth, you actually want that to jump from one shape to another.
03:40So anytime you're doing replacement animation, you don't want
03:43linear interpolation.
03:45So let's go ahead and select that key and right-click over it, and let's go into
03:50the Keyframe Interpolation for that mouth.
03:52So I am going to go ahead and select that. And right now it's Linear, but we want
03:57it to be set to Hold, because what we are going to do is set the value. It's
04:01going to hold that until we get the next value.
04:04Once we do that, we will hit OK, and you'll see how the type of cursor has changed.
04:09And so what's really nice about this is that now when I change my mouth
04:13position, all I have to do is just set one key for that.
04:17So now if you look at the mouth here, you can see it just pops from one to the other.
04:22If these were set to, say, for example, Linear--
04:25let's go in to Keyframe Interpolation and set it back to Linear--what would
04:29happen is that as I move this, it's interpolating, because while I had a
04:34keyframe at 0 and now I have a keyframe here at 9, so it's going to basically
04:40step between all those values between 0 and 9.
04:44And that's kind of stepped through all the mouths, and that's not really what we want.
04:47So let's go ahead and select these again, right-click, Keyframe Interpolation,
04:51and let's make sure that they are on Hold.
04:54So once they are on Hold, you can see how it just pops from one to the other--
04:59makes it much easier to animate.
05:01So I am going to go ahead and delete the additional keys I put in there, and
05:04let's make sure we leave the first key in.
05:06I am going to do same for the BLINK_slider.
05:09I am going to go ahead and just do Interpolation > Hold.
05:14Okay, now do we have any other replacement animation in here? Yes, we do.
05:18We have the right and left hand.
05:20So let's go in to the left hand. On Time Remap, I already have a keyframe set,
05:25so I only want to do is select this, right-click, Interpolate, and again we are
05:29going to set it to Hold.
05:30And let's do the same for the right hand.
05:34We have our Time Remap. Select that, right-click, Interpolation > Hold.
05:42So now all of these will just step from hand to hand, from mouth to mouth, and
05:47from blink position to blink position.
05:49So this makes it much easier to animate these things.
05:54So now that I have all of these set up and ready to go, I'm ready to start
05:59animating, and we are going to do that in the next lesson.
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Blocking out the shot
00:00Let's go ahead and start blocking out the animation of the scene.
00:04We're not going to go through the whole shot.
00:06Let's just block out the first line of dialog here.
00:10And if we want, we can scrub through that.
00:12If you want, you can hold down the Ctrl key and start scrubbing through the timeline.
00:16In fact, if you want, we can bring up our Audio Waveform here.
00:20And you can see him saying-- (Character: Oh boy!)
00:24So let's go ahead and just animate that "oh boy!"
00:27So the first thing we want to do is get a first pose. Where is he starting from?
00:31So let's scroll back to frame 0.
00:33Now in the previous lesson, we set all the keyframes for this.
00:37So we can just start rotating joints and putting his arms into place here.
00:42If I bring the arms down here, with the palms forward, that's not a very natural look.
00:48So let's go ahead and take this right-hand,
00:51and let's take the Time Remap, and then I'm going to just jog that over--
00:56I think hand number two looks like the good one.
00:59So I'm just going to get that nice relaxed hand pose.
01:03And then if I want, I could do the same for the left-hand.
01:07And let's go ahead and put that to Hand 2.
01:11Again, that's not a very dynamic pose.
01:13Let's give him a little bit more, some sort of something different in his left arm here.
01:19And I think I'm just going to put his hand on his hip, okay. At least that gives
01:22him something to do, and makes him little bit asymmetrical. Let's take the torso,
01:26maybe rotate it just a little bit, because he's leaning to one side.
01:30Another thing we can do is we can do a head turn.
01:33Now one of the things I'm trying to do with this animation is I want to get a
01:37lot of different techniques into it, so that way I test out my rig.
01:41And one of those things I want to test is make sure that my head turns work.
01:45So I'm going to go up my Head Control and on my HEAD_TURN slider, let's go ahead
01:50and turn him a little bit.
01:52Let's start right about there.
01:54And then another thing we can do is we want to play with eye direction.
01:58So let's select our left and right pupil.
02:00In fact, this time I'm going to kind of zoom in a little bit here.
02:04So select our left and right pupil, and then let's go ahead and move those.
02:09Let's say he's looking that way.
02:12So that's a good first pose.
02:13In fact, let's go ahead and fit this.
02:15So there's my first pose.
02:17Now we need to have a sense of where this is going.
02:20So I'm going to zoom in a little bit on my timeline here, and let's scrub through it.
02:26(Character: Oh boy!)
02:30Now what I'm trying to do is get a rough picture as to where the major changes
02:35in the dialog happen.
02:37So if we scrub through here, you can see that he starts talking around frame 12 or so.
02:43Somewhere between 10 and 20 actually, probably more around frame 15 or 16.
02:50He says oh, and that's a very long vowel.
02:53And then in the mid 30s he stops.
02:56So right around 32-33 is where that kind of tapers off.
03:00And then the word boy, the word boy starts around frame 40 or so.
03:05Those are three or four major points, so where he starts saying "oh," the space
03:10between "oh" and "boy," and then the word "boy" as well.
03:14Let's go ahead and relax him out of the pose right around frame 12.
03:19So one of the first things I want to do is to get him facing forward.
03:22So I'm going to go ahead and face him forward.
03:25Okay, so I'm just rotating the head, so I'm using my HEAD_TURN slider
03:29here. Rotate that forward.
03:32And again, I just want to block out this pose.
03:34I'm going to go back over and do several passes to in-between this.
03:38When his head turns like this, you'll kind of want it to dip;
03:40you want to blink over it.
03:41There are a couple of things that we want.
03:44But right now, I'm just trying to get the major poses.
03:46So I'm going to select my Rotate tool, and let's go ahead and just get this hand rotated out.
03:53We want to kind of relax that hand, so right now he is kind of doing this.
03:59Then I also want to add in some keyframes for these other body parts. So I'm
04:03just going to jog them a little bit to force a keyframe.
04:06Now if I want, I can go and create a keyframe, and that also changes his torso a little bit.
04:11And again, just a little bit of animation, so he is kind of coming straight up there.
04:16You can see how that's working.
04:18And then his head, again, I'm just going to rotate that so it's kind of
04:22little bit more balanced.
04:24I'm not going to worry so much about the eyes right now.
04:30Okay, so now I have some basic keyframes for that.
04:33One of the things I also want to do is just kind of scroll through some of this.
04:36Like, for example, the right-hand.
04:38You can see that I don't have a keyframe for that.
04:40So one of the things you can do is just do a copy, Command+C or Ctrl+C and
04:47Ctrl+V or Command+V, and just do a copy, paste of those places where you don't
04:52really have keyframes.
04:54And this just kind of locks in the pose.
04:56If we want, we can go through, for example, the forearm.
04:58We can see we actually have a rotation key for the forearm.
05:02And that's mostly going to rotate; we're not going to do motion on it.
05:05So we're not going to do translation.
05:07As he comes down, you'll see I'm going to actually start animating the tie.
05:11And then we also have some for the torso.
05:15I just want to make sure I've got some rotation keys here, just in case I
05:18rotate it down the road.
05:20Once I get one of these major poses, I want to make sure I've got keyframes for
05:25all the major things that make that up.
05:28Now he is kind of going like this.
05:30Okay, so now he is going to say "oh!" (Character: Oh!)
05:36I want him to kind of wind up and anticipate that word "boy."
05:41So we're basically going to just extend him a lot.
05:45So one of the things I want to do is I want to lower his body.
05:48As he comes in here, I want him to going to coil up, almost like a spring.
05:51And then when he says "boy," he is going to pop up.
05:54I'm going to use my Select tool, select my torso, and just kind of move him down.
06:00So at 32 is where I'm going to put all these keyframes.
06:03Select that torso. Move him down a little bit.
06:05When I move him down like this, the legs are actually compressing, but to make
06:12him more realistic, we're going to have to spread out the knees.
06:14But we're going to do that just a little bit here. And then select the arms.
06:19And again, I'm just going to use Rotate and get kind of a good rotation here.
06:25I'm going to rotate the torso a little bit. Let's hear this.
06:39(Character: Oh boy!)
06:43You can see how he is kind of winding up "oh."
06:46And let's go ahead and select the head and move that down.
06:49So with his head, I'm going to select the HEAD_CTL node and just drop that head down.
06:55I'm going to really drop it down, okay.
06:57I want him to wind up here. Rotate a little bit.
07:01And then another thing I can do is I can actually take this tie--scroll all the
07:06way down here, find the Tie-- and let's move that down as well.
07:11So I'm going to go ahead and select that and drop that down, along with the head.
07:17So now you can see it's starting to come down.
07:21So let's try and get this tie down just a little bit more.
07:31So when I bring the tie down, it looks almost like he's leaning over. It kind of
07:35just gives us a little bit of an optical illusion. So we're going--
07:40And now I've got something going on here with this arm. For some reason I scaled it,
07:45so let's go ahead and just un-scale it there. Unlock that.
07:49So I want to keep that at 100, 100. There we go, okay.
07:52So, "oh," and then when he goes "boy," he is going to come back up.
07:57So we're going to start that at 40, and I'm just going to move the torso up
08:03and then drop the arms.
08:06As these arms come back, of course, the wrists are going to drag behind.
08:18But as he is pushing up, the head is going to stay down.
08:21But I will bring the tie up a little bit.
08:30And then at 45, we're going to go pretty high up as well.
08:33He is going to actually hit the top of his peak here,
08:37and then his head is actually going to come up even further.
08:40In this case, I'm just going to go ahead and use the slider here to push that head up.
08:50So we've got-- (Character: Oh boy!)
08:51Okay, oh boy!
08:54But the legs aren't really working.
08:56We need to do a few things with these legs.
09:00So let's scroll down, and let's start working with the knees.
09:04So I've got a right and a left knee.
09:08So as he comes down at 12, I want to make sure that I set a keyframe for that.
09:16And then again, at 32 we're just going to take each one of these and kind of
09:23just bring it out in X. So I'm just going to use the X slider and just bring
09:29each one of these out.
09:31So he's kind of going...boy. Each one of those is going to come in, but his legs
09:41are also going to start coming off the ground.
09:43So one of the things I want to do is select each of these ankles and bring those
09:46off the ground as well. So 32, so right there he is kind of jumping.
09:52So let's go ahead and make that a real jump.
09:53So at 32, I want to make sure that I have transform keys for that, just to
09:59lock it on the ground.
10:00And then let's go ahead here and then at 40, you want that to start to come
10:07off the ground a bit.
10:08I want to bring that up and maybe even rotate it just a little bit,
10:15maybe even bring that toe down a little bit. But let's go ahead and just
10:19play with this right now.
10:20So right ankle, I'm just going to bring it up, rotate it just a little bit.
10:26So right now it's going, but you can see that this process takes a while.
10:30So let's just do a quick RAM preview of what we have right now.
10:34(Character: Oh boy!)
10:36Okay, so that "oh boy," he is not taking off fast enough.
10:39But we can fix this, and we can keep going over it.
10:42And at this point, I'm going to stop, because really what we're looking at is
10:47just the process: how do we animate all these different parts of the character?
10:52So go ahead, and just work through the scene yourself and animate it the way
10:56that you think it should be animated.
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Animating dialogue
00:00So at this point, we've blocked out the animation of the body.
00:04So let's go ahead, and just play what we have so far.
00:08(Character: Oh boy! I've been waiting for this all week! Oh--)
00:14So in this animation, again, this is kind of a test animation, so I wanted to do
00:19a number of different things.
00:20I wanted to make sure the character has a head turn,
00:24changing of the hands, that sort of thing.
00:25I also wanted to make sure that we have head turns, and here at the end I wanted
00:31to make sure I can put the character's hands behind his back.
00:34So I want to make sure I can do that front-forward-back thing with the arms.
00:38So this is the basic animation, and so far the character is working pretty well.
00:43So the next thing we need to do is add in lip sync to match the dialog.
00:49So let's go ahead down, select our HEAD_CTL object here, and we have a Mouth slider.
00:55So I am going to ahead and zoom in just a little bit, and let's go ahead and
00:59zoom in to the character's face.
01:01So what we need to do is start scrubbing through the animation, listening to the
01:04dialog, and matching up the mouth shapes to the dialog.
01:08Now, before we get started, let's do a quick refresh here.
01:12When we animate replacement animation, such as this Mouth slider, we want to make
01:17sure that we use the right type of interpolation.
01:19So if we right-click and go into Keyframe Interpolation, you want to just
01:23make sure that this is on Hold, okay, and that will make this type of keyframe,
01:29instead of the diamond-shaped ones, and that way you will know you are using
01:32Hold Interpolation.
01:34So let's go through and start scrubbing.
01:37Now, in After Effects, if you hold down the Ctrl key while you scrub, you can
01:42hear the soundtrack.
01:44So let's go through this.
01:46Okay, so that first line, "oh," starts right around Frame 12 or so,
01:55so let's go ahead and start dialing in the mouth.
01:57Now remember, he's happy,
02:00so I kind of want to start with a happy mouth, actually, so let's go through here.
02:04So he is going to go from here into kind of an "Oh" mouth here, just go ahead and dial that in.
02:13So I want to go from here to here and then down into the ooh shape.
02:19So that would be this one here.
02:21So now we have got--
02:25And then he is going to say.
02:29So right here before he actually says boy,
02:36we want that B sound.
02:37So somewhere right around frame 36 or 37, I want to bring the mouth into kind of a B shape here.
02:45So what I want to do is I like using this kind of frowned, closed mouth, because
02:50it gives a little bit more tension-- particularly for this vowel here.
02:55So again, I want to go open. In fact, I can almost use this exact same sequence here.
03:01So I am going to go ahead and select these keyframes, copy them, and paste them
03:06at this keyframe. So it goes--
03:10I don't think the open mouth works on this. (Character: Boy!)
03:13Boy, E, so we want kind of an E shape here. (Character: Boy!)
03:20Okay. So now we've got - (Character: Oh boy!)
03:28Now, I want to close down that mouth a little bit, or maybe even, let's go to this mouth.
03:34(Character: Oh boy!) No, that doesn't work.
03:38So let's go to this one.
03:39So right there is I. So we are going to start with an open mouth here.
03:51IE, within that I, so I. Close that down a little bit. (clip playing)
04:00I've, I've been. Okay, so let's actually change this.
04:08Let's change this. Instead of to this mouth,
04:09let's go to the V or F, so basically, "I've been waiting."
04:14So we want to go I've.
04:19Been. Okay, so let's do this mouth here.
04:24And then been. Let's try that. (Character: I've been--)
04:26Been, let's go to a more of a consonant sound, which is that one.
04:37Waiting, okay, so that would be ooh, wa, a. That would be either one or two. There we go!
04:49(Character: I've been waiting.)
04:55And after a while, you start to get to memorize the numbers and which mouth shape they have.
05:00(Character: Oh boy! I've been waiting for--)
05:03So at this point you can see what the process is.
05:06We are just scrubbing through the timeline and assigning the mouths that work,
05:10and then every once in a while you do want to create a RAM Preview just to
05:14check where you are at.
05:15So let's go ahead and do that and see what we have so far.
05:18(Character: Oh boy! I've been waiting for this all week!)
05:24Okay. So now you can see that so far, we've done pretty good.
05:27So I'll have you finish out the dialog track, and we understand the process
05:33now, and then the next step is to go ahead and just finish this off by using
05:37blinks and eye direction.
Collapse this transcript
Animating blinks
00:00Now, let's go ahead and finish up this animation by adding a few blinks and
00:04changes in eye direction.
00:06So let's see where we are at right now.
00:08I have gone ahead and finished the dialog.
00:11(Character: Oh boy! I've been waiting for this all week!)
00:16So the dialog is animated.
00:18Now, the next thing we want to do is basically just do some eye direction and blinks.
00:23Now blinks are, again, replacement animation, so you want to make sure that we
00:28highlight this first key and make sure that our Keyframe Interpolation is set to
00:33Hold, and that we will be sure that we can swap out the blinks very easily.
00:38Now the first thing I want to do is add in a blink as he turns his head.
00:43So the first thing I want to do is, okay, so I have got about 12 frames to add in
00:47this blink, so I am going to start right around at frame 4.
00:51So at frame 4 I am going to move this slider to that first position there, just
00:57to start the blink, move 2 frames in, and then I am going to go to second one
01:06and then just close it.
01:12And then go 2 frames out, and then I am just going to set that back to 0 to open the eyes.
01:18So now we've got--okay. Now one thing I want to do is also change the eye
01:27direction. So this blink can cover a change in eye direction very easily.
01:32So I am going to go ahead and select this pupil and Shift+Select this pupil.
01:35In fact, we can go down here to Left_Pupil_CTL and R_Pupil_CTL, and let's go
01:40ahead and set a Positions key for both of those.
01:43Then when the eyes pop open, I am going to go ahead and move those over into the
01:50position that I want, which is looking straight forward.
01:54So now we've got the blink as covering that change in eye direction.
02:01So we've got--okay, so now another blink we want to add as he comes down into this squash,
02:10now one thing we can do is we can just copy and paste these keys. So I have got
02:15a pretty good blink here on my Blink slider.
02:19So if I just select those keys, hit Ctrl+C or Command+C and then Ctrl+V or
02:24Command+V, I can blink. But I want to keep his eyes closed until he pops up,
02:32so I am going to go ahead and drag this keyframe out to about frame 40.
02:36So there we've got, oh boy, boy!
02:42I think another blink would help right in here;
02:49so again, I am just going to do this manually here.
02:51So I am going to go ahead and put that there, 2 frames there, 2 frames, close it.
03:01Now you can decide whether you want to pop open the eyes or you want to open
03:07them a little bit more slowly.
03:08So if you want to open them a little bit more slowly, I am going to go ahead and
03:11just copy and paste this one and then open it completely.
03:16So I am actually opening this eye faster than I close it.
03:20That gives him a little bit more alertness.
03:30So then another good place would be when he turns his head here.
03:37Again, one of the things I like to do is once I have a blink sequence, I can
03:41just select that in the timeline, copy, and paste.
03:49So now we've got--in fact, I want to move that back a little bit. Again, I am
03:58just trying to get this aligned well.
04:09And once he opens his eyes, again, I think I want to do another change in eye direction.
04:13So again, I am just going to select both the left and right pupil control,
04:19select position, and make sure I have keyframe for position--that just locks
04:23down that original position--and then when he opens his eyes, I kind of want to
04:29do this sort of. And then again, I want to do another blink here.
04:38So again, I am going to just copy and paste this Blink slider. And then when he
04:49comes back up, I want to go back to that original eye position.
04:53So one of the things I can do is I can just copy this eye position to the last
04:58place where his eyes are closed. So I can go here to these eye positions and
05:03just copy them, or, because it's in the same place, I am just going to hit the
05:07Position key, which basically does the same thing for both the left and right
05:11pupil. And then as he comes up, I am going to get that centered pupil key and
05:18make sure that I copy and paste it there.
05:20So now, there we go!
05:24So now let's take a look at this and see how this works.
05:27(Character: Oh boy! I've been waiting for this all week!)
05:32So there we go!
05:33Okay, so you can see the process for animating blinks. Typically, when you do an
05:37eye-direction change, you want to cover that with a blink. And remember also,
05:42it's much faster to animate one blink and then just copy and paste it on the timeline;
05:47it saves a lot of time.
Collapse this transcript
Conclusion
Goodbye
00:00So that's just about it for creating animated characters in After Effects.
00:06I hope you can use these techniques on your own characters to make some
00:10really great animation.
00:12So until next time, I am George Maestri for lynda.com, and see you soon!
Collapse this transcript


Suggested courses to watch next:

2D Character Animation (5h 50m)
George Maestri

After Effects CS5 Essential Training (8h 39m)
Chad Perkins



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