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2D Character Animation

2D Character Animation

with George Maestri

 


All animators must learn to walk before they can run. In 2D Character Animation, industry expert George Maestri teaches the basic principles every animator must know to build a foundation for more complex work. These principles are relevant regardless of software used or animation style. George explains how good animation depends on a firm knowledge of the laws of motion, which inform the principles of animation. He teaches the basics of creating characters, squash and stretch, pose-to-pose animation, walking and running, track reading, and dialogue animation. He also shows how to use After Effects and Flash to apply the tools learned in the course. Exercise files accompany this course.
Topics include:
  • Creating character joints that really work
  • Building with the Puppet tool in After Effects
  • Understanding internal versus external forces in movement
  • Reading tracks and assigning mouth shapes for dialogue
  • Setting up a scene in both After Effects and Flash

show more

author
George Maestri
subject
3D + Animation, Animation, Character Animation
level
Advanced
duration
5h 50m
released
Nov 13, 2009

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Introduction
Introduction
00:00(Music playing.)
00:03Hi! I am George Maestri and welcome to 2D Character Animation.
00:06Before an animator touches a computer, they should know the basic principles of
00:10animation, how characters move, how they walk and how they talk.
00:15In this course, I will show you how to design and create characters for
00:18animation starting with pencil and paper and then in the computer.
00:22I will show you how to make joints that work and create multiple parts for
00:26replacement animation.
00:28After that we will look at Newton's laws of motion and how those laws create the
00:32principles of animation such as Squash and Stretch, Overlap and Follow-through
00:37and also show you how to get a character walking and running.
00:41Then we will move on to dialogue animation, including how to read soundtracks,
00:46rules for assigning mouth shapes and the basics of acting to dialogue.
00:50We will use both Flash and After Effects for creating character walks and
00:54lip sync animation in each of those applications.
00:57So, if you're ready, let's get started with 2D Character Animation.
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Using the exercise files
00:01Now while the title is mostly software independent, we will do a little bit of
00:05work with After Effects and Flash.
00:08So, we will have some Exercise Files.
00:11When you install the Exercise Files, just go ahead and place them on your Desktop.
00:17Let's take a look at the rigs that we have for Flash.
00:21Under the Rigs folder we have two rigs.
00:24One is called Character_Rig.
00:27Let's go ahead and zoom out here.
00:29It's a 1930s kind of Fleischer character, which we will use a lot, and we also
00:34have another rig called Woman and this is a more sophisticated rig and she
00:41actually has mouths that can animate.
00:43So, if you want to start animating dialog you can do that with this particular rig.
00:49So with these two rigs, we should be able to cover most of the material that
00:52we will be presenting.
00:54Let's go ahead and take a look at the rigs for After Effects.
00:58We also have another rig called Character and another rig called Woman.
01:07So, with these rigs you should be able to follow along with most of the exercises.
01:12Go ahead and install your Exercise Files now.
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1. Creating Characters for Animation
Designing characters
00:01One of the more fun aspects of character animation is actually designing the
00:05characters themselves.
00:07Now, character design is a whole discipline into itself, so I am not going to
00:11get into all the aspects of it but I do want to talk a little bit about how we
00:16should design characters for animation.
00:19When I design characters, I tend to sketch things out on pencil and paper.
00:23This bear is a one example of that.
00:26You can certainly design your characters in the computer using a tablet.
00:31However you feel comfortable with sketching things out.
00:35Now, when I design a character usually what I do is I just open up my sketch
00:38book and start drawing and actually start playing around.
00:42Now here are some simple sketches that I have done for character design projects.
00:46Here is some more and again, I am just playing and trying to get a sense of what
00:51the character is going to be.
00:54Now, once I get a design that I like I tend to explore it a little bit more and
00:59I tend to draw it out and try different combinations and once I hit upon a shape
01:04or form that I like then I start refining it into a more animatable character.
01:10So, for example this one here actually had a bit of an evolution.
01:14So, here is the character that I started with from my sketchbook, then I copied
01:19him and cleaned him up a little bit as well as changed some of the character.
01:23Now, for example, his lengths here are very short and so what was I lengthened
01:28the legs a little bit so he would have room to walk and then for the actual
01:32animated character, the one that I have actually finished, I even lengthened
01:36his legs more. That's so he can walk more easily.
01:40Now, other things that I changed here was I had kind of like this hairstyle on
01:43the character's head but I decided to go with the hat instead.
01:47So, as you can see your rough sketches can be reworked and redrawn until you get
01:52something that works really well.
01:54It's really a process of refining the character.
01:57Now once you have a sketch that you like, one of the things I like to do is
02:02create what's called a turnaround.
02:05So, for example that bear that I showed you, what I do is I create a front,
02:09a side and a three-quarter view of the bear.
02:14Here is another character with a turnaround.
02:15Now one of the things I have done here is I have actually drawn some lines
02:19because when you animate a character, you want the character to be of the same
02:23proportions as they turn their head.
02:26So one of the things I am doing here is I am trying to make sure that the eyes
02:29line up, the bottom of the chin, the hair and the feet all line up.
02:34So when the character actually turns around, it doesn't shrink and grow and when
02:39you start animating characters, you really do need to pay attention to
02:43proportion and here is the final version of this character.
02:46This is actually been drawn over the original sketch in Illustrator and the
02:51parts have been segmented out so that we can actually animate the character.
02:56So, when you are designing characters be sure to pay attention to the form of the character.
03:01Make sure that the character can be animated.
03:04In other words, make sure that the feet aren't too big, they pass below the body,
03:07that sort of thing, and then once you get a design that you like then go
03:12ahead and create a turnaround of your character, so you can see them from many angles.
03:17This will help you significantly when you go to actually animate your character.
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Tracing characters
00:01Once you've created your character, you'll need to get it ready to animate.
00:05This involves several steps.
00:06The first one is getting your character into the computer.
00:10Now, if you've drawn your character on pencil and paper, you can certainly scan that in.
00:15If you draw directly in the computer then just bring up your original design files.
00:20Now, once you have the character in the computer, you'll need to make a decision
00:24as to how you want to proceed.
00:26Do you want your character to be vector or bitmap?
00:30Now vector is something like Flash or Illustrator where you draw outlines.
00:35In fact let me show you this bear here, in vector format.
00:39So, what we do here is we just draw individual outlines and the outlines
00:44themselves define the shape of the character.
00:47Now one of the benefits of vector drawing is that it's resolution independent,
00:52which means I can zoom in as far as I want and I will never get pixilation and
00:58this image will never break up.
01:01Another important benefit of vector-based graphics is that the file sizes are a lot smaller.
01:07It's a lighter file format, which is really important for things like
01:11mobile content or Internet, where you have to deliver the content quickly
01:16over a network connection.
01:18Now, one of the downfalls of vector graphics is that it really is pretty much
01:22limited to solid colors and gradients.
01:24So the color palette might not be as rich as a bitmap image, but if you want
01:31your characters to look pretty much like cel shaded characters, this will not be an issue.
01:36Let me show you the same character in bitmap format.
01:40Here we are in Photoshop and I have the same character up and you can see I
01:44have just traced him in pretty much the same way but if I zoom in, you can see
01:50how I get pixilation.
01:52You can see how this kind of breaks up.
01:55So what you have to do with these sorts of characters is you have to make them a
01:58little bit bigger than your delivery mechanism.
02:01So if you want to zoom in, for example, you'll need to make sure that you have
02:05enough bitmap resolution to handle that zoom. But making the file bigger will
02:11also add more density to the file, which means it will make the file bigger,
02:17make it harder to deliver.
02:18So if you are going to do something that's over the Internet, you probably
02:22wouldn't want to go to something like vector-based graphics but bitmap graphics
02:28does have some advantages.
02:30In fact, here let me show you a character that I've done here.
02:33Now, this is just a character that's pulled from a classic Renaissance painting.
02:38Back here, let me show you the painting here.
02:40So what I did was I just took this standard classic painting and then just cut
02:44out the character and this shows you one of the advantages of having a bitmap
02:49image and that you can do something that's very, very painterly.
02:52This is something you probably wouldn't be able to do in a vector-based package.
02:56Now once we have the character in the computer, the other thing we need to do
03:02is we need to start breaking up the character into multiple pieces so that it can be animated.
03:09Now I've done this in Photoshop using the Layers feature.
03:13So, for example, I've taken the Snout, the pupils and really every part of this
03:19character including the head, the ears, the belly and I have segmented it into
03:26the parts that need to be animated.
03:28A good example might be the arm.
03:30So, for example, we have a separate layer for the upper arm and for the lower
03:35arm or the forearm. Same thing for the legs and the feet.
03:39So, I have a separate layer for the foot and a separate layer for the leg.
03:44So, this gives me basically a puppet that I can bring into an animation
03:49package and animate.
03:51Let me show you the same thing in Illustrator.
03:54Here is a character. As you can see we've used the Layers feature of Illustrator
03:59to segment her out into parts as well.
04:04Getting your character ready to animate involves bringing the original design in
04:08and tracing it in either a bitmap or a vector-based package and then
04:14segmenting the character out into individual parts that can be animated.
04:20So, be sure to keep that in mind as you design your characters, that they are
04:23going to be broken up into puppets.
04:25This will help your design process and also help you to visualize how you're
04:29going to animate your characters.
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Creating joints that work
00:01When you are getting a character ready to animate, it may be necessary to break
00:04the character up into parts or segments.
00:08Here I have a bear character and it's actually built up of a lot of
00:12different segments.
00:13In fact, if you take a look at all the layers of this character, you can see
00:17that I have a separate layer for the snout or the mouth, the pupils of the eye and so on.
00:23So basically almost every different part of this character is a separate
00:27layer within Photoshop.
00:30To make this more clear, let me show you an exploded version of the character
00:34and you can see when all the different parts are spread out, how the character
00:38is actually put together.
00:40So, for example, we have a separate layer for the snout of the character or
00:45the mouth and also notice how the arms are actually made into several
00:49different segments.
00:51Now this is actually a very important thing to pay attention to is to how these
00:55individual joints overlap.
00:57Let's go ahead and take a closer look at these and just see how these two joints
01:02kind of fit together.
01:04Notice how we have almost a semi- circular outline on both of these.
01:10Let's take a look at this on our assembled character.
01:12In fact, I am going to go ahead and just turn off most of this character here
01:16and we are just going to go ahead and focus on the arm.
01:19So, let me go ahead and zoom in so we can see this very clearly.
01:23If I go ahead and change my layer options here you can see this is the point
01:27where the two overlap and if I turn on to the circle here you can see that it's
01:32almost exactly a perfect circle.
01:34Now this is great because when the joints rotate, they are going to rotate along that circle.
01:40I am going to go ahead and set this back here.
01:42Let's just go ahead and take this forearm and go ahead and rotate it.
01:47Now if we make the center of that rotation the center of the circle, it makes
01:52for a very smooth rotation.
01:54If this wasn't a circle, you might get gaps or protrusions and that will cause
01:58you to create additional little pieces to patch it altogether.
02:02So, trying to keep it all circular
02:04makes it much easier animate and much more efficient.
02:08Let's go ahead and take a look at another character here and this is actually a
02:11much more realistic character but the principles still apply.
02:16In fact let's go ahead and take a look at her arm and you can see that her
02:19joints are circular outlines as well but what I really want to show you is
02:24how the shoulder works.
02:25This is another very important joint.
02:28So I am going to go ahead and turn off this upper arm, so you can see what that
02:33shoulder looks like.
02:34You can see how it's almost in itself a semi-circle and when I turn on that
02:39upper arm, it all kind of matches together.
02:42If I go ahead and select this arm and rotate it again, I want to take the center
02:51of this rotation and place it around the center of that circle and you can see
02:55how when I rotate this, the arm pretty much works the way it should and that's
03:01because the underlying geometry pretty much matches how this is going to rotate.
03:07Now, this also works for other body parts as well.
03:09Let's go ahead and take a look at this character, which is very simple.
03:13The outline between the shirt and the hips actually follows this same rule of
03:19keeping things circular.
03:20In fact let's go ahead and turn off that upper part of the body and we can just
03:23take this lower part here and if we rotate this and again, placing the center of
03:29rotation right around the center of this underlying circle here, you can see how
03:34rotating this keeps everything together.
03:38So as you can see if you try and keep the underlying geometry based upon circles,
03:43all of these rotational joints will stick together.
03:47So keep that in mind as you break your characters apart into segments.
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Working with outlines
00:00Many of the characters you will encounter will have outlines or ink lines around
00:05certain parts of the character.
00:07This is kind of a holdover from the classic days of cel animation but it's
00:11also a really good design decision for a lot of characters because it makes
00:15certain parts of the character pop.
00:17For example, I have this character here and he doesn't have any outlines.
00:22If I add in some outlines, you can see how he pops out from the background a lot more clearly.
00:27So a lot of designers will put dark lines in their characters but when you have
00:32outlines or ink lines around your character, it's going to add a second level of
00:37complexity because when you bend the joints of the character the ink lines will
00:42have to follow and if you create segments or puppet parts for your character
00:48you have to design them so that the ink lines flow smoothly.
00:52Now here we have a character with some ink lines.
00:55Let me show you a few techniques for getting those ink lines to flow smoothly.
01:00Here is just the arm of that character.
01:02So let's take a look at the elbow joint to see how we can make these ink
01:06lines flow smoothly.
01:08The first way is to just make the parts so that they kind of match up and
01:12that the lines actually flow.
01:13So for example if I take this forearm and I move it off to the side you can see
01:17how the ink line kind of tapers out right here and right here.
01:22This gives it space for this to rotate against this underlying joint.
01:28When I take this forearm here and I rotate it, you can see how it actually kind
01:34of moves against that underlying part.
01:37Now one of the nice things about it is that this overlapping line kind of
01:41creates a nice little crease in the elbow but you also can get some problems
01:46here because you can't get little separations between the ink lines where it
01:51doesn't quite match up.
01:53You can notice there is like a little bit of a bump there.
01:55So making the parts so that they overlap like this is one of the methods.
01:59The other method is to just layer the parts differently.
02:04So for example here I have some parts and I have actually drawn these so that
02:08the outlines pretty much go all the way round and again, we are just looking
02:11at this elbow joint.
02:12So this outline goes all the way round on both sides but this is actually
02:17made up of two pieces.
02:19It's made up of this piece and that piece. In fact all of these are made up of
02:23multiple pieces and when one of them lays over the other, you have a line that
02:28basically creates that outline.
02:30So this underlying black piece is just a little bit bigger and that's really
02:34just a standard technique that a lot of people use in Illustrator.
02:38So, in order to make this work in animation what we have to do is pop the
02:42colored pieces up to the very top.
02:46Now how you do this may depend upon the type of animation package you have
02:50but the general idea is to just arrange this so you actually bring all of the
02:56colored pieces to the front which leaves all of the dark or outlined pieces in the back.
03:02So now when I select just that forearm and I rotate it, you can see how the line
03:09actually moves pretty well.
03:11So actually because everything is underneath that line is always going to be underneath.
03:16Now the one thing you don't get is you don't get that crease in the elbow.
03:20In fact let's go ahead and take a look at the other one here.
03:23Now with this one, because in the way it's built, this black line is actually on
03:27top of this colored piece but in the other one it's actually underneath.
03:32So you are actually going to get a different effect.
03:33Now this is much easier way to create consistent outlines but you may not get
03:38that kind of ink line that you would expect in a drawn character.
03:43So as you can see there are two basic methods for getting outlines to flow.
03:47One is to design the pieces so that the outlines match up; the other one is just
03:52to layer things properly so that the black lines are all underneath and the colored parts are on top.
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Accessorizing your characters
00:00Another little technique that animators use when dealing with joints is to
00:06create accessories or little pieces of clothing such as jewelry or gloves or
00:11something like that that overlap the intersection of a joint.
00:16A classic example is the gloves on a classic cartoon character.
00:20For example, this character here has a glove and when I actually go to rotate
00:25this character, I can actually rotate just the glove and so I don't have to
00:28worry so much about the intersection where that glove meets the wrist because
00:34there is a big piece of geometry there. It kind of overlaps.
00:37This collar is another example of something that can be used to overlap a certain joint.
00:42So for example the neck doesn't go directly into the shirt; it goes into the collar.
00:47So now when I select all of these pieces of geometry and I rotate them,
00:53then again the collar kind of covers up the intersection where the head and the neck
00:59connect to the body.
01:01Another example would be this woman here.
01:03So for example I have got this arm and we can have all sorts of problems
01:07with these elbows in getting everything to line up but one other things
01:11you can do is just create a sleeve.
01:14So for example here I have got this piece of geometry here that basically is
01:20just a sleeve that overlaps the joint of the elbow.
01:25So now when I go to rotate this elbow, you can see it's completely covered up.
01:29This is a trick that we used on South Park a lot.
01:31You will notice a lot of the characters have these kind of half rolled up sleeves.
01:36Another classic thing to do is to create something like a piece of jewelry.
01:40So for example this bracelet here can cover up the wrist joint.
01:45So when that rotates again the joint is covered up.
01:49So you don't have to worry so much about the outlines coming up.
01:53So now when you look at cartoon character, you will notice why Yogi Bear or
01:57Snagglepuss will have collars and cufflinks and those sorts of things.
02:01It's really just to cover up the problem areas of a character and to make it
02:07much easier to animate.
02:08So you can use accessories and different articles of clothing to create
02:13characters that are much easier to animate.
02:16So go ahead and pay attention to that as you design and build your characters.
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Creating parts for replacement animation
00:00Replacement animation is another thing to plan for when designing your character.
00:06Replacement animations are really just all those different parts that you can
00:09swap in and out to make the character appear so he is talking, blinking,
00:13changing hand positions and so on.
00:15For example, I have this bear but in order to make him talk, I am going to need
00:20a bunch of different mouths.
00:22So I have our file here with all the different mouths.
00:25So for example I can take one of his snouts and just replace that over the other one.
00:30It will look like he is opening his mouth and so on.
00:34We also have replacement parts for the blinks of the character as well as the
00:39different hand positions.
00:40So, really anything that you want to switch out, you can just build that into
00:45your character design file and use those parts later when you go to animate.
00:51Now, I actually have an example of how this works.
00:54I am actually using After Effects for this particular character but you can
00:58see how once I set up the mouths properly you can actually step through them
01:03one at a time and actually animate the mouths and make that appear as though he is talking.
01:08So, when I have actually designed this, I have designed it so that the mouths
01:11are almost exactly the same but just the lower part of the mouth is changed.
01:15In fact, let's go ahead and take a look at this again in Photoshop and really,
01:18what I did was I copied the mouth on layers and then, I just redrew that lower
01:23part of the snout to make the different types of mouths.
01:27So as you start building your character, be sure to plan for replacement
01:32animation and be sure to draw all the parts that your character will need to
01:36talk, blink, change hand positions, and so on.
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Rigging hierarchies in After Effects
00:00Once you have created your character, you will need to set it up in an animation
00:05program and get it ready to animate.
00:08Now, there are a number of different animation programs but let's look at a few as an example.
00:13We are going to go ahead and look at After Effects in this lesson and we are
00:16going to take this bear that was created in Photoshop and go ahead and get him
00:21rigged and set up within After Effects.
00:24Let's go ahead and open up After Effects.
00:27So we are going to go File > Import File and then we are going to select Bear.
00:34Now we can here select it as cropped layers, which is what we want to do, but
00:39in some versions of After Effects if you click through this menu, you can also do
00:43the same thing here.
00:45We want to import the composition as cropped layers and click off Live Photoshop 3D.
00:52Hit OK and what this does is it will bring in the file.
00:58You double-click on this one bear and this is basically what we had in
01:01our Photoshop file.
01:02It also brings all the layers of the Photoshop file into this sub-directory here
01:09where we have each individual part and then on top of that it's created this
01:15composition which has everything arranged exactly the way that it was arranged
01:20in the Photoshop file including all of these additional parts such as these
01:26little snouts and all that sort of stuff.
01:29So, we can go ahead and take these and get rid of them because all we want to
01:32work with right now is just the main character, the bear.
01:35So I am going to go ahead and select all of these Lids and just delete them.
01:39Select the snouts, except for this one called Snout Closed, which is the one here
01:44in the center of his face, and then scroll down here and select these three
01:49hands here and then just go ahead and delete those.
01:53Now when I am deleting them, I am just deleting them out of the composition.
01:56I am not deleting them out of the entire project.
01:59Now once we have this cleaned up, it's just a matter of linking
02:04everything together.
02:06We're going to link the hand to the forearm, to the upper arm and then link that
02:11to the chest and so on.
02:12So we are just going to tie everything together using After Effects'
02:16Hierarchy function.
02:18So I am going to start off with this hand.
02:20In fact, I am going to zoom in here so we can see this a little bit better.
02:25Before I start working with this I want to see this so I am going to clear out
02:28the belly and the chest.
02:30I am just going to hide those and then we are just going to play with the hand and the arm.
02:35Now one thing about the hand is you will notice that it's defaulted to the pivot
02:40point at the center and we really want the hand to rotate around the wrist.
02:44So we can do that by using this Pan Behind tool and just taking this pivot
02:49point and setting it right around the center of where the wrist is and we can
02:54just do a little test here in order to make sure that it's rotating at about the right level.
02:58In fact it's a little bit high here.
03:00We can just tweak this.
03:01This is just really a fine-tuning thing.
03:04Once you have got it, you are good to go.
03:06So that looks pretty good, okay and now that we have the pivot point in
03:10the right place, all we have to do is link the hand to the forearm using
03:15the Hierarchy function.
03:16So all I have to do is click on this little squiggle here and then just
03:19highlight the forearm and let go.
03:22I can also use the list here if I want to. I can just link it here using the
03:27forearm and now once I select the forearm, you will notice that now the hand
03:32moves with the forearm.
03:33This is pretty cool. So we can just do the same thing for this other part here.
03:38We have just used the Pan Behind tool and again, just move that pivot point up
03:44so it's pretty much at the center of this circular joint area here and then
03:49once we have got that, we just do a little dry run test.
03:53Make sure that that arm is rotating at about the right level and that's fine and
03:58then once we have that, we can link this forearm to the upper arm.
04:02Now that I have the upper arm, again I can just position that pivot point right
04:08there at the shoulder.
04:09Let's go ahead and see how that works.
04:13Looks pretty good and in fact at this point, I really do want to turn on the
04:17chest and the belly so we can see how this all works together.
04:21Looks pretty good and then all I have to do is take this right-upper arm and
04:26then link it to the chest.
04:30Then I can go up to the chest and link it to the belly.
04:35So, let's go ahead and fit this in the window and you can see now how when
04:38I have all of this together, his whole right side of his body is all linked together.
04:45Now, I don't want to have to go through the whole thing but let's go ahead and
04:48just open up the one that we finished.
04:50So we are going to go ahead and open up the project called Bear.
04:55Now, once I have that you will see how everything is tied together.
04:58All I really have to do is select this Rotate tool and you can see how the arm
05:03is tied together and how we have got the head pretty much in place and we have got
05:08the body all working together.
05:12So as you can see when you have everything tied together in a hierarchy, you can
05:16animate it a lot more efficiently.
05:18You can animate just one part and the rest will move with it and this is one of
05:23the benefits of animating in After Effects.
05:26But no matter what animation package you use, you can see how things like
05:29hierarchies can help animation significantly.
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Rigging replacement animation in After Effects
00:00Once you have the basic hierarchy set up in your After Effects character,
00:05you can set up replacement animation.
00:08Now, how this is done is by just swapping out the individual mouths that we have.
00:15In fact, if I go back to the original Photoshop file, you can see them all laid out.
00:18I have all of these individual mouths.
00:21What I need to do is be able to swap those in and out to create the illusion
00:26of his mouth moving.
00:27In other words, we're going to replace this mouth with one of these other ones.
00:32We can automate that to some degree in After Effects.
00:36So let me show you how this is done.
00:38When I brought in that Photoshop file, you'll notice that we have all of them
00:42still in these layers here.
00:44So, for example, I've everything that starts with Snout, Snout_Closed,
00:48Snout_cons (consonant), Snout_E, Snout_F, Snout_M, all of the different
00:52consonants and phonemes that the character will need to speak.
00:56Now I need to bring these together into a composition and then I can bring them
01:00back into my main character.
01:03So what I've done is I've created a basic composition here, and actually it's
01:08blank right now but it's just big enough to hold all of those mouth objects that I have.
01:14In fact, I can just take all of them and highlight them, just Shift+Select them
01:19and drag them into my Timeline here.
01:24Once I have them here I need to make sure that my composition is big enough
01:27to hold all of these.
01:28Now, I have nine mouths, 1 through9, and I have ten frames.
01:33So that is exactly enough.
01:36So the next step is to just animate these so they animate one per frame.
01:41So I'm going to go ahead and select all of these layers here, and then I'm going
01:46to slide them down so that they're only one to frame long.
01:51Then I'm going to go to Animation > Keyframe Assistant > Sequence Layers.
01:58When I hit OK, you'll see what happens.
02:01It will sequence these layers one per frame, pretty simple.
02:06So I have my animation pretty much in place.
02:09But I actually want this to start with the closed mouth.
02:12So I'm actually going to go ahead and move this layer up and then just go ahead
02:16and swap those, so it starts with this Closed layer.
02:19So what you'll notice is that as this moves, that nose is kind of bouncing
02:23around little bit. You can see how it moves up and down.
02:26So I need to align these to my master frame, which is going to be my closed mouth.
02:32So I'm going to go ahead and just slide that layer so that it's all the way
02:37across the timeline. You can see how this is all moving against it.
02:40So all I have to do is go one at a time and just select these and then just move
02:45them so that that nose lines up.
02:47So just go a frame at a time and select the underlying layer, make sure that
02:52nose is pretty much registered with that first mouth.
03:00Really it's just not going to take all that long.
03:11We've got one more here.
03:12Now once I have them aligned, I'm just going to go ahead and slide this one
03:18back on the top so that it's back to being one frame and then we'll just do a quick test.
03:23You can see how it's pretty much aligned.
03:24It's bouncing a little bit, we can tweak this, but for our purposes, it's good enough.
03:29So now I have a composition that animates over ten frames, all of them mouths
03:35with a blank at the end.
03:37So now I'm going to go to my main composition here, I'm going to go to Bear, and
03:42I'm going to take this mouth and I'm going to keep it there for just a second
03:47while I line up the new mouth here, which is this composition.
03:51I'm going to drag this in and drag it over the original mouth to make sure
03:55that I've aligned it.
03:57Then I'm just going to go ahead and take this one and I can either turn it off or delete it.
04:01I'm just going to go ahead and turn this one off.
04:04So now I have the mouths. You can see they're all animating, which is great.
04:09The next thing I need to do is be able to control that animation so I can
04:12actually do lip sync or something like that.
04:15So I'm going to keep this layer selected, then I'm just going to go to Layer >
04:19Time and just do Enable Time Remapping.
04:23Now, what this does is it actually sets up a situation where I can actually type
04:28in the frame number.
04:30And this frame number corresponds to the frame number in this little animation.
04:35So when I hit 6, it brings up frame 6, which is in this case the Oh mouth.
04:40So if I delete this final keyframe here and just stretch this out, you can see
04:45now all I have to do is just type in the number or even use it as a slider and
04:52you can just animate whatever mouth you want.
04:55This is a great way to set up this sort of animation.
04:59And again, I still need to link this to the head.
05:02Now you can use this for mouths, but you can also use it for a lot of other things.
05:07In fact, I have a final file that we can open here.
05:10I'm just going to go ahead and Open Project, and we're going to open this
05:13file called Bear_Rigged.
05:15That has pretty much everything set up.
05:18So I've got the Mouths set up on this Time Remap, just like we had before, but
05:26I also have things like eyelids, so we can actually blink his eyes.
05:31I also have hands. So if you scroll down, for example, to the right hand,
05:36you can see how I can time remap his hands so that he can actually make
05:41different hand positions.
05:43And again, this works for a lot of different things.
05:46So keep this in mind as you set up your characters to get them ready to animate.
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Rigging with the Puppet tool in After Effects
00:01For those of you using After Effects, there's a really great tool that allows
00:04you to puppet a character and that's called the Puppet Pin tool.
00:09It's available in After Effects CS3 and above. We're using After Effects CS4,
00:15but they work identically.
00:17What it does is it allows you to take a piece of art and it allows you to deform it
00:21using what are called Puppet Pins.
00:23So let me show you how this works.
00:26I have a special project here called Bear_Puppet and it's just a little bit
00:32different from the one that we've been working with, in that I've merged all of the arm layers.
00:37So, for example, this left arm here is all one piece.
00:42So there is no separate form and there is no separate hand.
00:46It's all one piece of art.
00:48But I can still deform it and animate it using the Puppet Pin tool.
00:53Let me show you how this works.
00:54So all I have to do is go here. This is where the Puppet Pin tool is, select it,
00:59and our cursor changes to a pushpin, and all I have to do is lay down the points
01:05where I want this object to deform.
01:08So, for example, I'm going to go ahead and lay down one at the shoulder, one at
01:11the elbow, and one somewhere around the wrist.
01:15Then that's all I have to do.
01:17Now let's take a look at what happens in After Effects.
01:20When you go to your Timeline, you'll notice here, the Puppet effect has been
01:25added to this particular layer. Get this all in one window so we can see it.
01:31So in my left arm layer, under the Effects, I have a Puppet Pin, and if you
01:37expand this, you can see here each pin has its own track.
01:41In fact, as I select these, you can see how they highlight.
01:46I can also highlight them using my Selection tool.
01:49Now all I have to do is just grab one of these points and move it.
01:54You can see how it very nicely deforms its mesh.
01:57So this can be a very nice way to do character animation and get something that's
02:02a little bit more fluid than you would get with just standard joints.
02:07Now the other thing about the Puppet Pin tool is that the object still can be affected.
02:11So, for example, I can take this arm and I can still rotate it, and then if I
02:15wanted to, I could go into my Puppet Pins and move them.
02:20Then as I move them, I still have the master layer controls that I can use.
02:27So when you animate, you really need to decide where you're going to place your animation.
02:32Are you going to animate the layer or are you going to animate the Puppet Pins
02:37or are you going to animate both?
02:39In this particular case, something like the shoulder you'll probably animate by
02:44affecting the entire layer.
02:46Then anything underneath it, such as the elbow or the wrist, you would affect by
02:51using the Puppet Pins.
02:53So what I like to do is I like to keep this top Puppet Pin stationary, so I can
02:58lock it down to its point of rotation for the master layer.
03:02Then the ones underneath, I can then use those for animation.
03:06So those are some tips and tricks for using the Puppet Pin tool and you can
03:09certainly use that tool as you start to work with characters and get them ready to animate.
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Rigging Flash characters
00:01Let's take a look how to set up another character and this time, we're going to
00:04set her up in Flash.
00:06I have this woman character here.
00:08Now, we're starting in Illustrator so I can show you the workflow from
00:11Illustrator to Flash.
00:14What I've done is I've set this character up very similarly to how I set up
00:18the bear in Photoshop, in that I have individual layers for all of the different parts.
00:24These layers are labeled so that I know what they are.
00:28Once I have these layers and I can just import those into Flash, and the layers
00:33will come right up and then I can start arranging things in Flash.
00:37So let's go ahead and go over to Flash and we're just going to go ahead and
00:40create a new document and just do File > Import.
00:43I'm going to Import to Stage and then I'm just going to select this file
00:49called Woman and hit Open.
00:52Now all I need to do is make sure everything is checked.
00:54I make sure I have Convert layers to Flash layers checked and I make sure that I
00:58have Place objects at original position.
01:02Then I go ahead and hit OK.
01:05Now when this comes in from Illustrator, you'll see what happens is that every
01:09layer in Illustrator becomes a layer on the Timeline in Flash.
01:13Now this can be good, because it's an easy way to select and organize things,
01:17but the best way to animate in Flash is to use symbols and also to
01:22reduce the amount of layering.
01:24So let me show you how to do this.
01:26Let's go ahead and start with the head.
01:28Now we have all of these different layers here on the head.
01:31In fact, let me go ahead and readjust this here so we can see all of these at once.
01:36So I'm going to go ahead and take the hair, the hand and the hair front.
01:41I'm going to take all of these, turn those into a symbol.
01:46So I'm just going to go ahead and hit F8, and that creates the symbol.
01:49I'm just going to call that Head.
01:52Now this symbol has actually been pulled from three different layers.
01:55So when I create it, notice what happens is that this Head layer is going to
02:00kind of pop up to the front.
02:02In fact, I think what it does is that actually pops up to this Hair_Front.
02:06What I can do now is just go ahead and delete this and reinsert it.
02:10So I'm going to delete this Hair_Front.
02:13In fact, delete the layer, go back down to this one here I have called Head,
02:17make sure that's highlighted, and then just pull this symbol in and rearrange it.
02:21So now I have all of my head on one layer, which is great.
02:27Now, this way of doing it actually creates a layer for the hair and the head.
02:31All of the objects that are on the head, such as the nose, the eyes, the pupil
02:36and so on, are separate.
02:39So what we have to do is in order to move, for example, the head, I just have to
02:44select everything and then move it.
02:47Now, another way to do this is to make what's called a nested symbol.
02:51So let's go ahead and just select all of these and I'm going to go ahead and
02:55make another symbol.
02:57This symbol is going to be called Head_All.
03:01What this has, as you can see here in the description, the eyes, the nose, the
03:04mouth and everything.
03:05So what I can do is actually delete that original symbol and again, just go back
03:10down to Head layer and drop in this Head_All.
03:13So now I have a head where I can just animate it.
03:16It's much easier to animate this than it would be to animate individual objects.
03:22So, for example, if I wanted to, I could remove the pivot position here and then
03:26just animate the head.
03:28Now, if I wanted to animate something within the head, such as the eyes or the
03:32mouth, I have to double-click on this and go into the symbol.
03:36Now, when you go into a symbol in Flash, what you do is you get an additional
03:41secondary timeline, right here, which has its own layer.
03:45So, for example, I could create another layer for the eyes or the mouth.
03:50So, for example, I could do Insert Layer here and I could take the mouth and
03:55I could cut it just using the standard Cut function, and then just paste it back in.
04:01Now I have the mouth on a separate layer.
04:04But when I double-click outside of this, you can see it all goes back to this
04:08original composition.
04:10So, what we have here is what is called nested symbol.
04:13So you have a symbol inside of a symbol, inside of a symbol, which is kind
04:17of like a hierarchy.
04:18You can see it's operationally a little bit different, because they each
04:20have their own timeline.
04:21So when I go into this symbol, again I've got this different timeline.
04:27Now, we can do the same for just about anything, such as the arms, the legs,
04:30really any part of the character.
04:32In fact, I have one that's already set up, and let me just show you how that works.
04:35So we're going to go ahead and open a file.
04:38I have a file here called Woman.
04:41This has a much simpler layering and a lot of nested composition.
04:46So we can just go through how it's ultimately going to be set up.
04:49Now what I have is I have a separate layer for each arm.
04:53So, for example, if you select the left arm, you'll see I have three different symbols.
04:57So I have the hand, the forearm and the upper arm.
05:02You'll notice here I also have these symbols here.
05:05I have the forearm, the upper arm and the head as well.
05:09For example, within this head, I've got a number of different things within this layer.
05:15So this makes it much easier to animate.
05:18So if I wanted to bend the arm, I could actually select all of these symbols here.
05:22Then if I wanted to, I could just select the Multiple Transform tool here and
05:27then just rotate the entire arm.
05:29But if I wanted to rotate just a little bit of that arm, again, I can just
05:32select this and rotate it as well.
05:36So this makes it almost like a hybrid of nested symbols and layers.
05:40You've got layers for each individual part, but you also have within
05:44those nested symbols.
05:45So this is a good kind of way to organize your scenes within Flash.
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Rigging replacement animation in Flash
00:01Replacement animation in Flash is a little bit different than After Effects, but
00:05it actually follows the same simple theory in that you create an animation that
00:10has all of the different replacement parts, such as the replacement mouths, and
00:15then in your main composition or your main animation
00:18you just reference the different frames of that sub-animation.
00:22In this case, it's going to be inside of a symbol.
00:26I am just going to select this head symbol here and we are going to create
00:29replacement animation for the mouth.
00:31So all I have to do is double-click on this and then everything else grays out
00:35and we can see we are inside that head symbol and let's just go ahead and zoom
00:40in there so we can actually see the head itself.
00:43In order to create this animation, I need to insert the frames and then replace
00:46the mouths one per frame.
00:49So first thing I am going to do is I am actually going to create a new layer.
00:52So let's go to Insert Layer here and I am just going to rename it Mouths, and
00:57this is just going to be my layer where I keep the mouths and it's actually going
01:00to make it much easier for me organizing.
01:02So I am just going to delete the mouth off of this lower layer and select the
01:07upper layer where we have the mouths.
01:09Then I am just going to select my first mouth, which is Mouth_mm or Mouth mmmm,
01:14which is for the close mouth sounds, and then I am just going to position that
01:18and then I am just going to go ahead and make sure I insert a keyframe here.
01:23Now I have a keyframe for this one here and all I have to do now is delete
01:27this off and for the keyframe, I am just going to go ahead and replace that other mouth.
01:33It goes from on frame 1,
01:35it's that mm mouth and on frame 2, it's this Mouth_A and then all I have to do
01:40is just keep doing that for each mouth.
01:42So I have just insert another keyframe, delete out the old mouth and put in
01:48whichever one I want to replace.
01:51So in this case, the Mouth_Ee.
01:52So you can see how now I have got 1, 2, 3 and let's just keep doing that. Keyframe.
01:58Now when I do this, I'd like to actually have the mouths in an order, so that
02:05goes from open mouth to closed mouth and then maybe the consonants here.
02:09So this is one more closed mouth for consonants sounds.
02:13So now we are going to just go ahead and insert another keyframe.
02:17So for example, I have consonant sounds and now we can go into some of the more
02:22specialty mouth such as the shape for the F, and then delete that out on the
02:29next frame, and then insert the mouth for the L shape, which has the tongue
02:34visible, and again you can just scrub through these.
02:37You can see how they work.
02:38Now I am not really aligning these as I work, but when you actually get into
02:43production, you are going to go ahead and make sure that these all line up, so
02:47that they all animate quite well.
02:49We are just kind of blowing these into show you theoretically how to do this.
02:54I think this is the last one, the oooo sound for oooo.
02:57So now I have eight different mouths.
03:03Now each one is on a different frame.
03:07So when I double-click off of this and go back into my main composition, what I
03:12have is I have-- let's go ahead and zoom out just a little bit, there we go.
03:16This head symbol here and if I will go over to my Properties panel, you will
03:20notice that this is brought in as a Graphic symbol.
03:24Make sure that it is a Graphic symbol, not a Movie Clip or a Button.
03:29So once you are in your Properties panel and you have that head symbol
03:32selected, I can go over to the Properties panel and make sure that I have this
03:37set as a Graphic symbol.
03:39Let's go ahead and change it to for example a Movie Clip, a Button.
03:43When we go to Graphic symbol, you will notice that you have a panel here called
03:47Looping and what this does is this will allow us to select what frame we want.
03:54All we have to do is use this pull- down menu here and it says Loop,
03:58Play Once, Single Frame.
04:00Single Frame is what we want, so let's go ahead and select that.
04:03Now all I have to do is just select the frame.
04:06So for example, if I want the mouth that is on frame 3, just hit frame 3 and it
04:10goes to the Ee mouth.
04:12The mouth on frame 2 is the A mouth.
04:16The mouth on frame 8 is the oooo mouth.
04:19And all I have to do is keyframe that and then I can do replacement animation.
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Rigging with the Bone tool in Flash
00:00For those people who are using Flash CS4 and higher, you can also set up
00:05what's called an armature or a bone- chain to help you animate complicated
00:11joints such as arms and legs.
00:14Now this is done using the Bone tool.
00:17And the Bone tool is over here in the palette, and it looks like a little bone
00:21and what we can do is we can use this to set up a relationship between all of
00:26the symbols in a layer. In other words, tie them together in a hierarchy
00:31that can be animated.
00:33So let's go ahead and zoom in on this woman's arm and we're going to set up a bone-chain.
00:38Now what happens is when you select this Bone tool, it brings up kind of like a Drawing tool.
00:44So what we're going to do is we're going to set down the first point of this bone.
00:50Now, this is very important that we set this down at the right place.
00:53This has to be at the center of this kind of joined circle here, where
00:57everything is rotating around.
01:00The center point of this upper arm or the shoulder is going to be right around here.
01:04So I am just going to go ahead and click-and- drag and you can see now I am drawing a bone.
01:09It looks very much like the bones that you'd see in a 3D package.
01:13I am still holding down my mouse button and now I am going to ahead and set this
01:17point to the middle of that elbow and again, I really need to position this
01:22right at the center so that I get a good rotation of that arm.
01:26So this is my best guess as to where that is at and then I can let go and what
01:31that does is it creates a bone.
01:33If I click-and-drag again, I can create a second joint in that chain and
01:38again, I am just going to set it down in the middle of this wrist right here and let go.
01:43Now once I have this, I have a joint chain which now can be manipulated.
01:49So if I select one of these joints, for example, this forearm here, I can go
01:55over to my Properties panel and I can see all the different things I could do with it.
01:59The first thing we could do with it is affect the rotation.
02:02So for example, I can turn on and off rotation, so that I can just keep that arm
02:06so it is locked, so it's always straight, or I can constrain it so that it only
02:11rotates through very specific ranges.
02:15So I can just say it goes from -45 degrees to positive or I can make it even
02:20bigger than that so that way the joint doesn't turn around on itself.
02:24Now, I also can do things such as enable translation, in case you want to
02:29move this joint along left or right or something like that, actually move it off of its axis.
02:35Now that can be really helpful if you are doing something like animation for a
02:39walk cycle or something like that.
02:41Now, once you have all of these, you can start to animate it.
02:45Let me show you very quickly how to animate such an armature.
02:48Well, first thing I am going to do is I am just going to go ahead and insert
02:51some keyframes here.
02:52I am just going to select these frames and hit F5.
02:55Now if you notice the armature itself is created on its own layer and that layer
03:02actually has a different way of in-betweening.
03:05It's not the standard in- between that you would have in Flash.
03:08In fact, all you have to do is once you have the frames in place is just move
03:13the arm and it'll automatically animate.
03:16If you notice here, a little dot appeared and now it's just going to
03:19automatically in-between.
03:21Now this is very handy.
03:22It makes it much easier to animate these sorts of things within Flash.
03:27So as you set up your characters and get them ready to animate, be sure to
03:31consider using bones and armatures in your Flash characters.
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2. Principles of Animation
The first law of motion
00:01Anyone involved in animation needs to understand how objects move and the way
00:06that objects move are defined by the laws of motion.
00:10Now these laws were developed a couple hundred years ago by a man named Sir Isaac
00:16Newton and he has three fundamental Laws of Motion.
00:20So, we are going to go through those and see how they apply to animation.
00:25Now Newton's first Law of Motion in his own words was "a body persists in its
00:31state of being at rest or of moving uniformly straightforward, except insofar as
00:38it is compelled to change its state by force impressed."
00:41Well that's 17th century English.
00:44So, let's just go ahead and state this in just regular plain old English and the
00:49first part of this law is an object that is not moving will remain still until a
00:55force acts upon it, and the second part of this law is an object that is moving
01:02will not change its velocity until a force acts upon it.
01:07Now the fundamental point of this law is that you need force to put something in motion.
01:13So, let's take a look at this in practice.
01:16Now, here we have an object at rest.
01:18It's just a simple ball.
01:19Now in order to get this moving we need to apply a force and once that force is
01:27applied, it will start to move that object from rest and then accelerate it.
01:33In fact, let's just go ahead and play this and see how it works.
01:35So, once the force is applied, it starts pushing the object and moving it.
01:42Now the longer the force is applied, the more the object accelerates and
01:46the faster it goes.
01:48Now, the second part of this law is an object that is moving will not change its
01:53velocity until a force acts upon it.
01:57So, let's go ahead and take a look at an object that is moving.
02:00Now when an object is moving with no force applied, it moves in equal steps per unit of time.
02:07In fact I have marked these out.
02:09So as this object moves, you can see that it's moving equal distance per unit of time.
02:15Now, once we apply a force to that it will change its direction.
02:21Now, let's look at this with a force applied.
02:24Now the ball is moving in a constant direction.
02:26Now as soon as the force is applied here, the path of the ball changes.
02:33So, it continues to move forward but the force pushes it in a
02:37different direction.
02:38So again, the object will not change its velocity or its direction until a force is applied.
02:45So typically, an object in motion will tend to stay in motion until a force is
02:50applied and an object at rest will remain at rest until a force is applied.
02:56Now the important thing to remember about this first law is forces create motion.
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The second law of motion
00:00Newton's Second Law of Motion concerns the mass of objects and
00:04their acceleration.
00:06What the law states is "the change of momentum of a body is proportional to the
00:11impulse impressed on the body and happens along the straight line on which that
00:17impulse is impressed."
00:19Now in regular English what that means is a force applied to an object will
00:24accelerate it in a straight line and the equation for that is F=ma or
00:30Force = Mass times Acceleration.
00:34And with that equation we can derive two additional points.
00:37One is more force accelerates the same mass faster and more mass requires more
00:46force for the same acceleration.
00:49So, if something is bigger it's going to require more force to move it.
00:53Or if you use more force on something, you are going to accelerate it a little bit faster.
00:57So, let's take a look at this.
00:59Here we have a simple ball and the red arrow indicates a force.
01:05So, as the force is applied to the object, the object will accelerate, which
01:09means it will move a further distance with each unit of time.
01:13So, the first unit of time it will move this far, the second unit of time it
01:19will move this far, then this far, then this far.
01:22So basically, it's going faster and faster and faster, the longer the force is applied.
01:28So, as the force is applied, the object will continue to accelerate.
01:33So, let's see how this looks.
01:37Now, the other part of this is that the amount of acceleration depends upon
01:42the mass of the object.
01:44So, let's go ahead and bring in a bigger, heavier object.
01:48And let's apply the same force to that object.
01:51When we do this you will see that this object doesn't move nearly as fast and
01:56that's just because it's heavy.
01:58Now this may be common sense, but what this does is it indicates the weight of
02:02an object. How fast that object can move with any given force will tell the
02:08audience how heavy that object is.
02:11And this is very important for character animation.
02:16If you want a big character, you are going to have to move him a little bit
02:19differently than a light character.
02:21Now, let's take a look at another thing here.
02:24If we increase the force on the mass, so in other words, this large red arrow
02:29means a bigger force,
02:31you can get that same acceleration.
02:35Now another thing with force and acceleration is that acceleration can also
02:40become deceleration.
02:42So, for example in this case, we have a force that is applied to this object and
02:48half way through we take away that force and add in the opposite force.
02:52Now, what this will do is it will basically reverse the effects of the original
02:57force and decelerate it until it's at a stop.
03:01Now, if we continue with that force, it will then continue to accelerate it in
03:06the opposite direction until another force slows it down.
03:11So, let's go ahead and play this.
03:14So again, forces can accelerate or decelerate.
03:19Now, when you have an object that has no force applied to it, again you are
03:25going to get steady motion.
03:27You are just going to get equal distance per unit of time.
03:31The only time an object will accelerate or decelerate is when a force is
03:36applied and that force will accelerate or decelerate that mass according to how heavy it is.
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The third law of motion
00:00Newton's third law concerns how objects interact with each other, how they can
00:05transmit forces from one to the other.
00:08In Newton's words, the law is "to every action there is always opposed an equal
00:14reaction, or the mutual actions of two bodies upon each other are always equal
00:19and directed to contrary parts."
00:22Now more simply stated it is for every force there is always an equal and
00:27opposite reaction or some people say for every action there is always an equal
00:34and opposite reaction.
00:36When an object pushes another object, it gets pushed back in the opposite
00:40direction an equal amount.
00:43So, let's go ahead and take a look at how this works.
00:46Here we have a simple pendulum, which just rocks back and forth.
00:52Now, when I add in an object for it to hit, what's going to happen is that
00:57pendulum object is going to transmit its momentum as a force onto this object.
01:05But this object will also push back on the pendulum and decelerate.
01:10So, what is this force doing? This force is actually pushing against it, so it's
01:14going in this left to right direction, so it's going to push back in the
01:19opposite direction and decelerate it.
01:22Now, this force is going to push against this stationary object and accelerate it.
01:27So, let's see how this works.
01:29So basically, it accelerates the ball that's sitting there and stops
01:35the pendulum, because it's decelerating or accelerating it in the
01:39opposite direction.
01:41Now another way to look at this is by something as simple as pushing a ball.
01:46So, we have this hand and as this hand contacts the ball, they push against each other.
01:52Now, if the ball is really heavy, the hand is going to kind of resist and squash there.
01:59Now, if we can bring the hand back and give it more force, we can overcome
02:04friction and get the ball moving.
02:07Now, when we put Newton's laws together, we have a very simple case of the bouncing ball.
02:14Now, we have the force of gravity, which acts equally on every objec, and what
02:20it does is it pulls objects down.
02:22So, this red arrow is the force of gravity.
02:25Now, when this object hits the floor, we have the opposite reaction.
02:30In other words, the floor or the ground pushes against the ball in the opposite
02:36direction, which causes the ball to go skyward again.
02:40But as we can tell, the force of gravity is still pushing down on the ball so
02:45it will eventually slow to a stop and start coming down again.
02:49So let's go ahead and see how that works.
02:51So, the ball has accelerated down and then decelerated to a stop and accelerated
02:58down again and when it hits the floor, the equal and opposite reaction of the
03:02floor bounces the ball.
03:06So, that's a very quick physics lesson in Newton's Laws of Motion.
03:11So, as we go through the rest of the chapter, we will see how these Laws of
03:14Motion apply to character animation.
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Using slow in and slow out
00:01Animation principles are the laws of motion as they apply to animation.
00:06In other words, Newton's laws translated for animators.
00:10Now, all of these were developed in the 1920s and 1930s, mostly at Disney, but
00:15they apply to just about any type of animation you want to do.
00:19Over the next few movies, we're going to take a look at these
00:22animation principles.
00:23Now, these are slow in and slow out, which concerns the acceleration and
00:29deceleration of objects.
00:31Arcs, which is the paths that objects move through space, Overlap & follow-through,
00:38which is how systems of objects start and stop their motion,
00:43Squash & stretch, which is something that's familiar to those who like cartoons, but it
00:47also helps to convey weight and volume.
00:51Then Weight itself, which is the relative weights of objects in the scene and how they move.
00:57Finally, we also have Anticipation, which is getting objects moving and the
01:03motions required to gain momentum.
01:05Now all of these we'll go through, but let's go ahead and start with the first one,
01:10which is slow in and slow out.
01:13Slow in and slow out is basically a restatement of Newton's second law of motion.
01:18That means that objects accelerate and decelerate as they move.
01:24Now again, it's Newton's second law, which is Force = Mass x Acceleration.
01:30Now, in an animation context, this means that slow in and slow out will smooth
01:34out or soften your action, so things will come toward abrupt halt and jar the eye.
01:40They'll slow out, things will be easy.
01:42Anyone who has used animation curves or Bezier curves or ease curves will be
01:47familiar with slow in and slow out.
01:50But let me go ahead and show you how it works in an animation context.
01:55Let's take our standard situation of a ball that has a force applied to it.
02:01Now, as the force is applied, the ball accelerates and when a counter force is
02:07applied, the ball decelerates.
02:11In animation lingo, that would be it slows in and it slows out.
02:16Now, if we continue adding that force, it will slow in again and get moving in
02:22the opposite direction and then slow out.
02:24So if we play this, you would see basically slow in and slow out.
02:30Now, if we didn't do slow in and slow out, it would look as though the ball had
02:34hit a brick wall at the very end of this.
02:37It wouldn't slow to a stop and then get going again.
02:40It would just hit that brick wall and then just move in the opposite direction,
02:43which isn't really a very natural way of motion.
02:46Now, there is a situation where something will hit essentially a brick wall
02:50and get moving in the opposite direction, and that is when a ball is bouncing or
02:55an object is basically recoiling off of another object.
02:59In this case, the issue is that it's actually under the control of one force.
03:05So when I have a bouncing ball, what happens is the force of gravity starts
03:09pulling down the ball and it accelerates.
03:12Then when it hits the ground, it recoils or the momentum of that object changes,
03:19and then it moves upward, but the force of gravity is still pulling down on it,
03:23so it again slows out.
03:25So, we have a slow in and a slow out, but we also have a bounce.
03:30Let me play this one more time, slow in, bounce, slow out, and so on.
03:38Okay, now playing with spheres and balls is great, but let's go ahead and put
03:42this into an animation context.
03:45So here I have a part of a character, an arm.
03:49So what exactly is moving this arm?
03:52Well, we have two muscles.
03:54We have a biceps and a triceps.
03:57The contraction of those two muscles is what is moving the arm in either direction.
04:03So when the arm is moving up, it's the biceps contracting, and when the arm is
04:08moving in the opposite direction, it's the triceps contracting.
04:12So what the muscles do is they actually generate force.
04:16So as the arm starts to bend, the biceps contracts.
04:21By contracting, it actually pulls on the forearm just above the elbow to accelerate it.
04:28You can see by this graph that it actually is accelerating.
04:32Then as the force weakens, it decelerates.
04:37And again, in the opposite direction, we have the force of the triceps
04:40activating and it accelerates the arm in the opposite direction.
04:45Again, as that force fades, the arm slows to a stop.
04:49So when we play this, you can see that we've got an acceleration, and then
04:55another acceleration, or in animation lingo, we have slow in, slow out, and then
05:01again, slow in and slow out.
05:03Now the important thing about this is that any motion you have with your
05:08character is going to be based in the muscles of that character.
05:12What causes a character to move is that character's muscles.
05:16The muscles provide force, and by providing force, they will accelerate,
05:21decelerate, or slow in and slow out all motions.
05:26So as you animate your character, keep that in mind, and use slow in and slow
05:30out for all motions of that character.
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Arcs and smooth motion
00:00The concept of arcs is another animation principle you need to be aware of when animating.
00:07Now, arcs basically means that natural motion follows in arc.
00:12Anything that moves through nature typically moves along a curved arc of some sort.
00:18Very rarely do things move in straight lines through nature.
00:22Usually straight lines are caused by mechanical action rather than natural action.
00:28Now, what causes an arc is one of two things.
00:32The first is in-balance forces.
00:34So if we get a force coming from one direction and a force coming from another
00:38direction, the sum of those two forces will typically pull an object in a curved path.
00:45The second reason things move in an arc is because we can have pendulum motion
00:50which is that an object is pinned in one direction or another and it has to
00:54follow an arc because it's moving much like a pendulum.
00:59Let's go back to our standard bouncing ball, which is one example of something
01:02that moves in a straight line.
01:03If the ball is falling straight down, it will tend to fall in a straight line.
01:08Now, remember that in this instance we only have one force acting upon this
01:14object, which is the force of gravity.
01:17So that's why it moves in a straight line.
01:20But typically in nature we don't have just gravity moving an object.
01:23Either the object has a direction that it's following, it has wind.
01:27There are all sorts of things that affect the motion of an object and very
01:31rarely does something move exactly straight down.
01:34So in this case we have basically a two-dimensional motion.
01:38We have an object moving in more than one direction.
01:42We have more than one force acting upon it.
01:44So I've graphed this out, so we have the falling motion of the ball but
01:49we're adding in just a constant linear motion as if the ball was thrown in a direction.
01:55So we have two force vectors or two forces acting upon this ball.
02:01We have one that's pulling it straight down and one that's pulling it to the right.
02:06So when we play this, you'll see that the ball actually follows in arc and
02:11if you want to see this a little bit clearly, I've ghosted it so you can see that
02:17this is actually moving in an arc.
02:20Now, the only reason that this moves in an arc is because we have multiple
02:23forces acting upon the object and the sum total of these forces moves it in an arc.
02:30So let's take a look at this in a character animation context.
02:34Again, if you have multiple forces acting upon an object, it'll move in an arc.
02:39In this case, we have a character who is moving from one pose to another.
02:46So, as she moves from one pose to another, her legs relax, her body drops down
02:51because it's under the force of gravity, and then she kind of stands up again and
02:56regains her composure.
02:58But if you notice we actually have multiple forces acting upon this character.
03:03So, if we just look at the hips, we have the force of gravity pulling down,
03:08but we also have the force of the legs pushing it to the side, very similar to our bouncing ball.
03:16In fact, I've graphed this out as well.
03:19So let's go ahead and follow this red dot.
03:21So basically she moves down and to the side and then back up and to the side.
03:27And the sum total of this is just a small arc.
03:31So again, even in character motion, things move in arcs.
03:34So let's go ahead and just play this at speed so you can see it. A very quick
03:37motion but it's still an arc.
03:41Now, the other reason that things move in arcs is because of pendulum motion.
03:45So let's take a look at that.
03:46Now, what pendulum motion is, is that you have a weight that's pinned at the top,
03:52very much like the pendulum on a grandfather clock.
03:55In fact, let's go ahead just play this so you can very easily see how a pendulum works.
04:01So again, I'm going to go ahead and ghost this and when you see it ghosted,
04:05you can see that again this is moving in an arc.
04:10And it's pretty obvious because it's pinned, so it actually has to move in a
04:13circular arc, not even a parabolic or any other sort of arc.
04:18It's basically a circular arc.
04:20Now, this works very similarly to the joints of a character.
04:25So, when we actually move that arm, you can see that it's actually moving along an arc.
04:29In fact I've gone ahead and added another red dot to this so we can actually
04:33see how this moves.
04:35So the hand is actually tracing an arc through space.
04:40So, as you interpolate or in between your animation you want to make sure that
04:44the objects that you're animating move along an arc.
04:47A lot of times you'll just move something from one place to another and the
04:51computer will in-between it and when the computer in-betweens it, it typically
04:55in-betweens in a straight line.
04:57So you need to be conscious of arcs and make sure that you include them in your character's motion.
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Understanding overlap and follow-through
00:01Overlap and follow-through is another very important animation principle.
00:06Now, what this means is that not everything moves at once.
00:11In other words, things take a while to get moving, which is slow in and slow out,
00:17but also when you have systems of objects, in other words a character with many joints,
00:22that not all of those joints will move at the same time.
00:27You may get part of your character moving before another part of your character.
00:32Now, this is really just based on Newton's laws of motions again, which is
00:36objects at rest tend to stay at rest and when they tend to stay at rest
00:41it creates what's called drag which means things will drag behind other objects.
00:47And on the opposite side, objects that are moving will tend to stay moving so
00:52they won't follow through.
00:54So let's see how this works.
00:57Here I have a simple ball on a string and I'm going to create a force at the top
01:03of the string that's pulling it to the right and then on the opposite side I'm
01:08going to create a force in the other direction pulling it back to the left.
01:13So let's go ahead and animate this.
01:15And as you can see when I'm pulling the string at the top it really doesn't look
01:19like it's a ball on a string.
01:20It looks more like a solid mass and that's because I'm not animating my drag and
01:26my follow-through on that ball.
01:29Now, when I pull on this ball here with this force, this part of the system is
01:36going to want to move first.
01:38This heavy weight of the ball is going to want to stay in place.
01:43So this is going to drag behind.
01:47So, as this force pulls the string forward, the ball itself is going to hang back.
01:53So, what I could do is I can go to about halfway through this cycle which is
01:57here is about frame 10.
01:58I've cycled it 20 frames forward, 20 frames back and then I'm just going to go
02:03ahead and rotate this ball back to simulate drag.
02:07So, now when this ball moves completely forward, you can see how it's wanting to
02:13stay in place, and I'm already getting a sense of weight and a sense of drag.
02:16Now, on the opposite side, we can basically move it in the other direction to
02:22get a sense of follow-through.
02:24So now what I have is I have something like this.
02:27So, now the ball is basically dragging and then following through.
02:32You can see how this gives a much better sense of natural motion and a
02:36better sense of weight.
02:37Now, we can take this one more step further where we have systems of joints.
02:43Now, these are very similar to the joints on an arm.
02:45We have two balls on two strings.
02:48So, if we animate this, you can see how the first ball looks like it's on a
02:53pivot because it's dragging and following through.
02:56But the second one isn't and so it again looks stiff or we can just change this
03:02again by creating more drag and follow through.
03:05Now, remember the object wants to stay at rest.
03:08So, when we take this second ball and this one goes forward, this is obviously
03:13wanting to stay down and wants to stay here.
03:17So, all we have to do is just animate this down.
03:20Now, as this moves forward it's wanting to stay in place and then it's going to
03:25again drag in the other direction here.
03:28Again, on the opposite side it's going to want to continue its motion, an object
03:33in motion wants to stay in motion and so on.
03:38So, we basically get something that looks like this.
03:42And again, I'm just animating drag and follow through for the second object.
03:47Now, if we have a system like this it's actually very similar to a common
03:52character animation problem and that is the joints in an arm.
03:57The joints in an arm if they're not under muscular control will actually do the
04:01exact same drag and follow through that we just animated.
04:05So let's take a look at this.
04:08As you can see this is giving a very natural motion to the arm and it's just
04:13the exact same problem that we had before, except there is one little glitch in this animation.
04:19Let me go ahead and scrub forward and see where it is.
04:22Now, here it looks great but now when it starts moving in the opposite
04:25direction, you can see right here the elbow is moving way too far back.
04:30The arm just simply doesn't bend like this.
04:34So we do have to take it to account the mechanical limits of the arm and so
04:40I've animated this in this one and you can see how now we have a much more natural motion.
04:44So as it moves back I can just keep it lock straight and that's more of a
04:49natural motion for that arm.
04:51And simply by doing this we have a very natural motion and again, this is all
04:57just based on the laws of physics.
04:59A body at rest wants to stay at rest, which creates drag, and a body in motion
05:04wants to stay in motion, which creates follow-through.
05:07So as you animate your characters, remember to pay attention to drag and
05:11follow-through in the joints of your characters.
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Animating overlap and follow-through
00:01Overlap, follow-through and drag play a big part in almost every type of
00:04character animation you are going to do.
00:07Even something as simple as moving a character's arm will have a lot of overlap,
00:12follow-through and drag.
00:14Let me show you what I mean.
00:16Here I have a simple character and I have animated her arm raising up and down
00:21over the course of about 20 frames.
00:23Now as you can see, the arm is moving, but all I have done is I have rotated the
00:28arm at the shoulder.
00:30I really haven't included the other joints of the arm.
00:34And when I do this, it looks very mechanical.
00:37It doesn't look natural at all.
00:39Let me play it one more time.
00:42You can see how the arm looks really stiff.
00:44In order to give this more fluidity, we need to start animating the joints of
00:49the arm and incorporating some overlap, follow-through and drag.
00:54So, let's go ahead and focus on her forearm.
00:57Now as it raises up, this arm is actually going to be fairly stiff because
01:01remember the elbow does not bend back too far at all.
01:05So, if I bend the elbow back like this, it would be very unnatural.
01:09So, what I am going to do is I am going to keep the arm stiff until she gets up
01:13to the top of her shoulder rotation, which is at frame 10.
01:18Now as she lowers the arm, this forearm is going to want to stay in place.
01:25So, it is going to drag behind.
01:27So, I am going to keep that dragging about a few frames, so I am going to go
01:31here to about frame 13, and so now you can see the arm breaks because we are
01:36having some drag here and we can even drag it behind even a little bit further
01:42and then as she relaxes her arm, this will actually drag behind.
01:48So, this isn't going to settle until a few frames after her shoulder stops.
01:53So, her shoulder stops at frame 20. I am going to go two frames forward to that
01:58and then just settle in her forearm.
02:00So, now I'd get something like this and this is actually a much more fluid motion.
02:07But this is only one of two joints in the arm.
02:11We've got the elbow but we are still neglecting the wrist.
02:17So, let's go ahead and animate the wrist as well.
02:19So, all I need to do is as her arm comes up, we are going to actually create drag,
02:25 because this wrist actually will bend down, and we can actually drag this behind.
02:30So, I am actually going to drop her wrist down.
02:33So, now as she moves up, you can see already we are getting a much better motion.
02:38So, as it bends up, we can do this and then as it comes down, again
02:45it's going to drag behind.
02:48So, it's actually going to kind of flip up like that.
02:50So, now we have this motion and we can even accentuate that a little bit more.
02:57Now, notice how we are getting a nice kind of an arc just in this arm itself.
03:03If you actually drew the arm as an arc you are almost getting it like a blade of
03:06grass blowing in the wind or something like that and again this just shows how
03:10arcs play a role in animation and this is also what's called a line of action
03:16and the line of action plays a big part as well.
03:18So now, as this wrist settles in, again we want to settle it in just a little
03:25bit later than when the arm settles in.
03:27And I am actually going to push that back to about frame 23 or 24 and now [00:03:32.4 4] we have something that looks a little bit like this.
03:35Now you can see that gives a much better sense of motion.
03:39But we still have to consider the character's weight and balance, because when
03:44the arm is straight out like this, we have a very heavy weight out here trying
03:49to pull the character to her right.
03:53So, in order to compensate for that, she kind of needs to lean to her left in
03:58order to balance out.
03:59So, when you put the system out of balance, the whole system needs to
04:03readjust to stay in balance.
04:05So, I am actually going to take her torso or her shirt and I am going to animate
04:12that to give her a better sense of balance.
04:16So, as she comes up and has her maximum extension at frame 10, I am actually
04:22going to rotate her a little bit to the side here and that's just to give her
04:27a sense of balance.
04:28So, now I am getting her entire body into the animation and it's looking a lot more natural.
04:35And again as she comes back down, I am going to settle her body back into a
04:40more normal position.
04:43Now, as the body comes up like this, we also have another pendulum here.
04:47We have the other arm and the other arm if it's relaxed is actually going to
04:52act like a pendulum.
04:54So, let me go ahead and animate that as well.
04:57So, we are going to take the left arm and I am going to animate a little bit of
05:02rotation here as well.
05:03So, as it comes down, this is actually going to rotate out, just again, just to
05:08stay fairly vertical.
05:11So, now we have got, she is going out and then coming back again.
05:18So, now the animation is complete.
05:20We have not only added follow-through and drag to create realistic arm motion.
05:26We have also shifted her weight a bit to create a realistic sense of balance.
05:31So, let me play this one more time.
05:34So, as you animate your characters, pay attention to drag, follow-through.
05:39Try and get a wave action in your arms and also pay attention to your character's balance.
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Understanding squash and stretch
00:00Another very important animation principle is called squash and stretch.
00:05Now what's squash and stretch does is provides the illusion of weight, that your
00:09character has mass, and it can make characters look a lot more elastic or
00:15rubbery or cartoony if used to extreme.
00:19Now there are several ways to create squash and stretch.
00:22The first one is to squash the joints.
00:25In other words bend the knees, hunch over the spine so that the character looks
00:29a little bit more squashed and then straighten everything out to stretch them
00:34and this will give a very natural illusion of weight.
00:37If you want to go a little bit more extreme or a little bit more cartoony,
00:41you can also squash the shape.
00:44Now doing this creates much more of an elastic or rubbery effect to your
00:49characters and really what you are doing is you are actually altering the
00:52shape of your character.
00:53Now when you squash the shape, you need to make sure you maintain volume.
00:58In other words, don't try and shrink or grow the volume of your character.
01:03If you do that, you will lose the illusion of mass and volume.
01:07So let's take a look at how to do squash and stretch on this simple sphere.
01:12Now, if we want to stretch something, we can actually just scale it.
01:17Now, if I want to, I could scale this vertically.
01:20But as I do you can see that it actually increases in volume.
01:25If I scale it this way, then I also need to scale it in the opposite
01:30direction to maintain volume.
01:33So let me show you how that works in animation.
01:38As you can see now this looks like it's being stretched.
01:41Now, if we go in the opposite direction, again the same thing applies, that if
01:47you scale something down in this direction, you need to stretch it in the
01:52opposite direction to create that sort of squash.
01:56So let me go ahead and play that.
01:57So you can see how this ball seams to maintain the same volume.
02:02Now the same thing applies to a character.
02:06If I wanted to squash and stretch his character, I can do it just by altering
02:10his shape or his volume.
02:11So for example, if I brought him up this way to stretch him, I would have to
02:15bring him down this way to kind of squash him in that direction, or the
02:19opposite, which would be to, if I squashed him down, then I would have to squash
02:26him out that way as well.
02:28Now another way to squash and stretch a character is to just move the joints of
02:33the character or to actually just naturally deform a character.
02:36Now, I have done this just by bending this character over.
02:41By doing this, what I have done is I have created a kind of a squash.
02:44I have actually made his volume more compact and tight simply by bending his
02:49knees and arching over his spine and tucking his head in.
02:53It's almost like how somebody does a somersault and they tuck their knees into their chest.
02:57That's kind of a squash.
02:59So the combination of doing a squash through volume change or shape change and
03:04by animating the joints can give you a very good squash and stretch.
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Animating squash and stretch
00:01Squash and stretch is great for adding a little bit of life and interest to animation.
00:06Now, what's great for character animation that you can also use it for motion
00:09graphics or a lot of other types of animation.
00:13So let's take a look at how to animate squash and stretch using a simple ball.
00:17Now I have got this ball bouncing on the ground.
00:20Now let me just play the animation.
00:21Now when I scrub through the animation, you will see I have animated this 8
00:26frames down, 8 frames up and 8 frames back down again for a total of 24 frames.
00:34Now when it hits, we don't have much squash and stretch, so the ball looks very
00:39very rigid and solid.
00:41If we want to give a little bit more elasticity, we are going to have to
00:44squash and stretch.
00:46So what I want to do is just go down to this point where it hits on frame 8 and
00:51just use my scaling commands to scale this ball.
00:55So I am going to stretch it out and squash it down and then I am also going to
00:59move that ball down so that it contacts the ground.
01:03Now if all I did was animate the squash, I really would not have much of an animation.
01:09In fact let me go ahead and play this.
01:11So when I do this, you can see the ball is squashing before it hits the ground
01:17but what is really causing that ball to squash?
01:20Well, it's the impact with the ground and what's happening is all of the atoms
01:25and all the mass of this ball is still wanting to go down. Again Newton's Laws
01:31of Motion, an object in motion wants to stay in motion. But the floor and the
01:36skin of the ball are preventing that from going down.
01:39So it squashes out.
01:41So if we go one frame before, then the ball hasn't impacted the floor and
01:47it hasn't had anything to create that squash.
01:51So at this frame, you want to create the opposite, which is a stretch.
01:56So what I am going to do is scale this down and scale it long so I have a little
02:03bit of a stretch and then the other thing I am going to do is I am going to
02:07rotate this so that it's pointing at that impact point.
02:11So now what I have done is I have created some contrast.
02:14So here the ball is stretched out.
02:18You are going from a very elongated stretch frame to a squashed frame
02:23immediately after and this sort of contrast will create a very good sense of impact.
02:28If you are in_between this, you would not really get that sense of solidity and
02:33impact with the floor.
02:36As this ball takes off, again it's going to stretch.
02:39It's not going to squash.
02:41All of this matter still wants to stay on the ground but then again its momentum
02:45is pushing it this way.
02:46So we are going to stretch it and rotate it so it points to the point where it was.
02:54So now I have got squash, stretch and this gives a much better sense of motion.
03:01So let's go ahead and play the full version of this.
03:05You can see how this gives a much better sense of bounciness to the ball.
03:09Now this works just as well for character animation.
03:12In fact, the shape of this ball is very similar to the shape a character would
03:17take if he is leaping on the ground and recoiling.
03:21So let's take a look at that.
03:22Here we have the ball superimposed over a character who is going through pretty
03:27much the same motion.
03:28The character is falling, hitting the ground and leaping up.
03:31So as you can see as the character goes towards the ground, we stretch him out.
03:38So at frame 7, he is stretched out pretty much like the ball is stretched out.
03:43Then when he hits on frame 8, we have completely squashed him.
03:48Now we have squashed his joints to give him a sense of physical motion and
03:53we have also squashed his volume a little bit just to give a little bit more impact.
03:58And then as he takes off, he stretches out again, goes back to a normal position
04:04and again stretches and hits the ground.
04:07So let me go ahead and play that in real time and you can see it pretty much
04:12follows a bouncing ball.
04:14So let's go ahead and turn off the ball over here and just show the character
04:19and you see we get a very nice motion of this character, very bouncy,
04:24squashy, stretchy motion.
04:26So remember, as you animate your characters be sure to squash and stretch the
04:31volume of your character much like you would squash and stretch a ball.
04:34This will give your character a lot more life and add vibrancy to your animation.
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Squashing and stretching characters
00:01Now let's go ahead and animate a character using squash and stretch.
00:05Here I have a very simple situation where a character is on a moving platform
00:09that's moving up and then down.
00:12Now this will create squash and stretch for your character.
00:16Now this animation is set so it moves up 8 frames, holds for 8 frames and then
00:23moves down for another 8 frames.
00:25So we are going to animate squash and stretch in two passes.
00:29The first pass is to actually animate the joints of the body to create squash
00:34and stretch and then we are going to animate the volume or the shape of the
00:38character to create a little bit more of a cartoony sort of action.
00:42So the first thing I want to do is to just turn off the legs of the character
00:48because I really want to deal with just the mass of the body and how that body
00:53is going to move to create squash and stretch.
00:56So as this character moves up, the body is going to want to drag behind.
01:00It's going to want to stay in place.
01:02It's not going to want to move.
01:04So as this is pushed up, the body itself is going to want to move down.
01:12So it's going to want to stay in place.
01:13So we have got the body, the feet, and the floor are moving up, but the body
01:18itself is wanting to stay in place.
01:22And then as it gets to the top, again we have got the body wanting to stay in motion.
01:28So it's actually going to overshoot the final position.
01:32So it's going to take a while to catch up to the motion of the platform, and
01:37settle in, and the same for when it moves down.
01:41At frame 16, when it moves down, we have got the character in a solid
01:45position and then as it moves down, he is going to want to stay up, and he is
01:50going to stretch out, and then again as he settles in, he is going to go back
01:59to his normal position.
02:00So now I have added the legs in and let me show you what that looks like.
02:05So as you can see, he is getting a nice squash in his knees.
02:11Because the body wants to stay where it is, the mass of the body is moving down.
02:15So the knees have to bend to accommodate this and now we have a squash.
02:20The same on the opposite side, but not as much, because the legs actually kind
02:24of max out here when it comes back down.
02:28Now, I can add a little bit more squash and stretch to this by working with a
02:32couple of other parts.
02:33I can actually play with the head a little bit.
02:35So let me go ahead and do that.
02:37So as he is pushed up, again his head wants to stay in position.
02:41So I can squash that head down and then when it comes up, the head is going to overshoot.
02:51So now I have got the head squashing down and then coming back up, and then as
02:58he comes down, again we are going to stretch out the head as well.
03:02We are actually going to push that head up a little bit, try to get as much of a
03:07stretch as possible.
03:08Now we can get even more squash and stretch by actually squashing and stretching the
03:13volume of the character.
03:17So as he moves up, I am going to widen him out and squash him down.
03:25So now, he is getting pushed like this.
03:29Now, he seems to be increasing the volume a little bit.
03:31So I am going to squash him down a little bit more. Here we go.
03:37Then as he gets to the top here, he is going to overshoot this.
03:42He is actually going to stretch a bit, and he is going to go a little higher.
03:50So now, he comes up like this and then he is going to actually settle down to normal.
03:56So now, we have got him kind of squashing up and then stretching down.
04:00The same is going to happen when he is on the return trip.
04:03He is actually going to stretch.
04:06He goes stretch, squash in this way.
04:10So now we have got him squashing down, overshooting, and stretching.
04:15So let me show you the final version of this animation.
04:17So you can see how he squashes and stretches, and it gives a much better sense of motion.
04:25So let me scrub through this just a little bit so you can see how this works.
04:28So as he moves up, his whole body squashes down.
04:33His head kind of goes into his shoulders, and then when the platform stops,
04:39everything overshoots and settles in including the hat.
04:43Notice how the hat is actually leaving the head as well.
04:47And then when the elevator moves down, again he wants to stay in place.
04:51So he stretches out and comes back down.
04:55So let's take one more look at this.
04:57So you can see how squash and stretch gives a much better sense of volume, life,
05:02and elasticity to your characters.
05:05So be sure to animate your characters with lots of squash and stretch, including
05:09bending the knees and adding a little bit of squash and stretch to the shape
05:13and volume of your character.
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Understanding weight
00:01Weight is very important in animation.
00:04All of your characters will have weight and every object in your scene will have weight.
00:10Now, the only way that we can weigh weight in an animated scene is by moving the object.
00:17How an object moves determines its weight.
00:20Another principle is that weight is relative to other objects, so sometimes
00:26we'll only know that one thing is heavier than the other by how they interact.
00:32Let me show you an example.
00:35Here we have two objects on the end of a teeter-totter.
00:40Now, the only way we know how much they weigh is by putting things in motion.
00:46So, now we know that the blue ball is heavier than the green one.
00:50Now, the weight of the ball is really just relative.
00:53All we know is that one is heavier than the other.
00:58Here is another scene.
01:00Here we have an 8-ball and then kind of an unspecified ball.
01:04We don't really know whether it's light or heavy.
01:07The only way we know is through how they interact.
01:12So, in this case the orange ball is lighter than the 8-ball.
01:17The only thing that tells us this is by how it moves.
01:21Here I have exact same setup with another animation.
01:25Now, in this case, you can see that the orange ball is a lot heavier than the 8-ball.
01:31The only difference between this scene and the one before it is how they move.
01:36So motion determines weight and weight is always relative.
01:40One object can be heavier than the other but you really don't know whether they
01:44weigh a hundred pounds or thousand pounds.
01:47Okay, now let's get this into a Character Animation standpoint.
01:51Now, again how a character moves will determine the weight of an object.
01:56Here we have a very simple scene where he is about to pick up a bag.
02:01Now, how much does that bag weigh?
02:04Well, it's going to be determined by how the character picks up the bag.
02:09In this case, the bag is relatively light because there is really not that much
02:15effort on the character.
02:17Here is another scene.
02:18Now, in this case I've animated it a little bit different.
02:21The only thing that's different is the motion.
02:25In this case, you can see that the bag is a lot heavier.
02:28So, you can see how I put a little bit of stretch in the bag just to give it a
02:31little bit more weight.
02:33Notice also how in this scene he is squashed a little bit.
02:38He actually bends his knees to get more force to pull up that bag.
02:43This gives the illusion of weight.
02:47Now, here we have a weight that's very, very heavy.
02:50In fact, he can hardly pick it up.
02:52Again, he is bending his knees, he is squashing his body to get as much momentum
02:57as possible in order to lift that weight but he can't.
03:02Now, here is another situation. In this case, we've got a very, very light weight
03:07and the motion is very different.
03:09Now, with all of these scenes it all starts on the same frame.
03:15The only difference is how the character moves.
03:18So again, motion determines weight.
03:22So be very cognizant of that when you start animating your scenes.
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Understanding anticipation
00:00Anticipation is a very important principle of animation.
00:05What it is, is it's motion that precedes a main motion.
00:08So for example if you are going to throw a pitch in baseball, you would rear
00:13back before you threw forward.
00:16In fact, anticipation is just moving right before you move left or moving a
00:21little bit up before you move down and so on.
00:24Now the reason that anticipation is important is because it gives body
00:28parts more momentum.
00:30So if you reach back before you throw that baseball, you're going to get more
00:35momentum or more speed into that pitch.
00:39Now from a dramatic standpoint, anticipation can be used to draw an audience's
00:44attention to important actions.
00:46So you can use anticipation to say look here, something is going to happen.
00:51So let's take a look at anticipation in action.
00:56Here, I have a very simple setup and this bear is going to pound his fist on the table.
01:02Now, this scene is animated without any anticipation.
01:06The bear just hits his fist directly to the table.
01:11As you can see, there's really not that much going on.
01:14It doesn't feel like there's any force.
01:17Now in order to hit that table with force, he needs to come from much higher up.
01:22So he needs to anticipate that hit.
01:26So here we have the same scene with a little bit of anticipation.
01:32So let's go ahead and scroll through that.
01:34So as you can see, he starts with his hand in the same place, but before he
01:39moves down, he moves up and he lifts that hand up so he gets a lot of room to
01:45slam it down on the table.
01:47Now you can also see how that can be used to draw attention to the fact that
01:53he's pounding on that table.
01:55Because when his hand is moving up, the eyes of the audience will be looking at
02:00that part of his body that's moving.
02:02Now, here I have something that's animated pretty much the same but with a
02:05little bit more force.
02:07So what we do is we hit it down a little bit harder, use his whole body. In fact,
02:13we are anticipating with his body.
02:16Let's scroll through this.
02:17So as he comes up, he also leans back.
02:22So the point of this is that anticipation not only happens just within the joint.
02:27It also happens within the body.
02:29This is very important.
02:30You need to animate the entire body and the entire character, not just one joint at a time.
02:37Now, for added effect when he slams down, we did a little bit of overshoot so
02:41we actually hit a little bit further.
02:43I squashed the table and then just kind of brought it back.
02:48So this gives a lot more force, and that's because of the squashing of the table.
02:52So let's take a look at that again.
02:54So you can see how he hits that with a lot of force.
02:58Now, anticipation can be used for a number of other things.
03:02Here's another example.
03:04This is the classic cartoon dash off.
03:07It's almost like what Snagglepuss would do, where you anticipate and then you zip off.
03:14Now, let's go through this and see how this works.
03:18Now, what we do is we actually have a very slow animation into this anticipation.
03:25And once we're in this pose we can kind of hold it for as long as we want.
03:30Now, we can either just immediately go into the action or we can hang there for
03:35quite a while, because this is a fairly stable pose.
03:38And by making this pose, what it does is it draws the audience's attention to
03:43the character. They know something is going to happen.
03:46And so when he actually zips off, their eyes are on him.
03:51If he zipped off very quickly without the anticipation, it would almost look
03:55like he's disappearing, because the audience wouldn't have time to look at the
03:59character before he zips off.
04:02So what I have is I have this almost 20 frames into that anticipation and then
04:07he goes off in about 3 or 4 frames.
04:11So as you can see anticipation is very important.
04:14In one respect it's a natural part of motion.
04:17In order to get up enough momentum and enough speed to do certain things,
04:21we need to anticipate them.
04:24We need to rear back before we throw the baseball, for example.
04:28On the other level, it's a great dramatic device.
04:31What it does is it actually allows you to direct the eyes of the audience.
04:36So by anticipating an action, the audience will have their eyes on the character
04:41when the actual action occurs.
04:44So anticipation is important for two reasons.
04:46One is to create natural motion, and two is to direct the audience's eye to that motion.
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Animating anticipation and weight
00:01Now let's go ahead and use anticipation in a real life situation.
00:05Here we have a character and we are going to make him stand up.
00:09Now, in order to stand up, he needs to get some momentum going.
00:13If all we did was lift him up, we wouldn't have any sort of sense of weight or momentum.
00:18So, for example, if I took this character and I just took his hips and I just
00:24stood him up like this, obviously that doesn't really seem all that realistic.
00:30He really needs to anticipate that, so we can get some momentum to get off of that box.
00:36So, we are actually going to go ahead and go to say about frame 4 and let's go
00:41ahead and create an anticipation frame.
00:44So, what I am going to do is I am going to rotate him back.
00:47So, what he is going to do is lean back and then lean forward into the motion.
00:54So, I am actually going to move him like this, so he is actually going to go
00:58backwards, anticipate this move and then get into it and then actually stand up.
01:07Something like this.
01:09So, just by giving that extra little sense of momentum, you can see how he
01:13already has a much more realistic motion.
01:16So, what we have is we have something like this.
01:20Now obviously, we are just moving the main weight of the body.
01:25If we animate the legs underneath, then we get something a little bit more like this.
01:33Now, this is actually pretty good animation.
01:37But you can see his arms and his head are also fairly stiff.
01:42So, what we can do is give his arm some anticipation as well.
01:46So, he is going to put his arms ahead of himself and then as he moves back,
01:50he is going to push his arms back just like this and then straighten up.
01:56So, let's go ahead and take a look at that.
02:01So, with that sense of anticipation, you get much better sense of weight and
02:06motion in your character.
02:08So, before you make your character do a very large motion, go ahead and add
02:12in some anticipation.
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3. Animating Characters
Internal vs. external forces
00:00Character animation is basically bringing something to life using motion.
00:05Now, what creates motion?
00:06Well, as we've seen, forces are what create motion.
00:10Anything that's put into motion is subject to a force in one way or the other.
00:15Now there are two basic types of forces that can act upon a character:
00:19internal and external forces.
00:22Now, external forces are those that are from outside the character or from the environment.
00:28That will be stuff like gravity, wind, or any sort of mechanical force such as
00:32an anvil dropping on your character's head.
00:35Now, internal forces are those that come from within the character himself and
00:41those are forces that are created by the muscles of your character and driven by
00:46the intelligence of your character.
00:48So the internal forces are really what bring your character to life.
00:52Now, when animating a character and trying to get a realistic animation,
00:57you need to balance both.
00:58You need to balance the internal forces of the character's muscles versus the
01:03external forces of the environment.
01:06So let me show you how this works.
01:08Here we have a simple character and any character who is standing on the ground
01:12is subject to the force of gravity.
01:15So here we have a force, an external force, acting upon the character to pull
01:21him down towards the ground.
01:23Now, if the only force that was acting upon this character was gravity,
01:28the character would just sink into the ground.
01:31But the character does have muscles and his own internal forces or internal
01:36energy that he can use to counteract the force of gravity.
01:41So when his legs light up or the muscles in his legs activate, he pushes against
01:48gravity and creates a counteracting or opposing force to gravity.
01:54And those two forces, the external force of gravity versus the internal force of
01:58the character, create a balance and so the character stands up.
02:03And if the character is just standing, those forces will continue to balance.
02:07But as soon as the character moves, changes his weight or changes that situation in
02:12any way, then the forces will become out of balance and the character will move.
02:19So let me show you an example.
02:21Here we have a character who is just basically shifting his weight.
02:25He is going from his right foot to his left foot and that's it.
02:30Now, this really doesn't look all that realistic because we are not factoring in
02:35the external force of gravity.
02:37All we are doing is using the internal force of his legs.
02:41We're really not understanding how gravity is affecting this character's body.
02:47So when he animates, it just goes from one position to the other and it really
02:51doesn't have a sense of weight.
02:53Because what's causing weight? Gravity.
02:56So what we can do is we can actually animate this character, so that it looks
03:00like there is gravity acting upon him.
03:04So first thing I am actually going to do when I animate this is I am
03:07actually going to turn off the legs, because I really just want to get the
03:10mass of the body moving.
03:13So right now, the mass of the body pretty much just moves in a straight line
03:17from frame 0 to frame 16, and I need to get a little bit more weight.
03:24So what we can do is we can add in the external force of gravity.
03:28So as he moves, he is going to be shifting his weight from one foot to the
03:32other and in between those, there will be an imbalance of force and gravity
03:37will pull him down.
03:39So what I can do is just take his hips and drop them as he moves.
03:45So now, he is going to go down and then back up into his pose.
03:51But one of the things is that again his body is going to want to continue to
03:55move in the direction that it's going, again Newton's laws of motion.
04:00So he is going to overshoot this final position a little bit.
04:04So instead of going right to the position, I'm actually going to go little bit
04:07higher and then settle him down.
04:13So now this gives a much better sense of weight.
04:16In fact, I've already animated this and I have put in the legs.
04:20So let's just go ahead and see how this looks.
04:25As you can see, it has a much better sense of weight just by adding in those
04:29external forces of gravity.
04:31So when you animate your character, you need to balance the internal forces of
04:36the character's muscles and intelligence against the external forces of the
04:40environment in order to create a realistic animation.
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Bringing characters to life
00:00Let's look at how internal versus external forces bring a character to life.
00:06Here I have a simple situation where I have a character on a hoverboard, or
00:10basically a platform that moves left and right.
00:13In fact, I've already animated this.
00:15So what I have here is just a simple animation that goes back and forth.
00:2024 frames to the right, 24 frame to the left for a total of 48 frames.
00:26Now, because he is on this platform and he is in motion, he will be subjected to some force.
00:32So let's go ahead and take care of the external forces first and then we'll
00:36worry about the internal forces.
00:38Now, as the character moves from right to left, he is going to want to drag back.
00:44It's very much like the pendulum that we saw.
00:47He is going to want to stay in place.
00:49So his body is going to behave almost like an upside-down pendulum.
00:53So let's go ahead and animate that motion first.
00:56I'm going to go ahead and turn off his legs, so that way we can concentrate a
01:01little bit more on his body.
01:03So, I'm going to go ahead and grab his body and we're going to start animating this.
01:09So the first thing I want to do is just go ahead and keep him in place at frame 0
01:13and then as he moves to the right, he is going to basically rotate back and
01:20his body is going to move back and down, just a little bit.
01:25Now again, this is just stimulating that pendulum motion.
01:28So he moves back and down, then he is going to straighten up by the time he hits
01:32the last frame of this and he is going to again be pushed the other direction.
01:39So again, I am going to rotate him forward and drop him down and forward just a bit
01:46and then I'm going to go ahead and cycle this at the very end.
01:52So now I have this basic motion.
01:58So you can see how it's fairly realistic.
02:00In fact, I've gone ahead and just added in the legs and let's just go ahead
02:04and see how this looks.
02:05So now he looks kind of like a pendulum, very simple.
02:12But there are some additional joints of this body that need animating.
02:16For example, his arms, if they are not under muscular control, they are again
02:20going to behave much like a pendulum.
02:24So as he moves forward, his arms are going to want to stay in place and so
02:29again we have that pendulum action and his hands are going to kind of rotate
02:33back and then they are going to settle in again
02:40and again they are going to rotate forward.
02:43So now we have an action kind of like this.
02:47Again, we're getting this secondary action of the character.
02:49In fact, let me go ahead and show you what this looks like.
02:52So now we've got the character animating back and forth.
03:00Now, with this animation it looks very realistic but the character does not look
03:04the least bit alive.
03:05He looks like a rag doll being pushed around.
03:09That's because this is all external forces.
03:12There is nothing from inside the character making him move.
03:16So let's go ahead and fix that.
03:18So as he comes forward, let's go ahead and make him a little cautious
03:23about where he is going.
03:25First thing I'm going to do is I'm going to turn off those legs again, because I
03:28don't want them to get in the way here and now I'm going to lean him forward,
03:33because he is actually being pushed back, but he is going to resist this.
03:37So somewhere around frame 12, I'm going take his body, I'm going to bend the
03:41knees a little bit by just bringing the body down and then rotate him forward,
03:46because he is really not wanting to go in that direction and then I'm going to
03:50take the hands and the arms and move them forward as well, almost like he is
03:55kind of putting his hands out to stop himself.
03:58So I am going to put these hands out and put this arm out as well.
04:04So again, we are moving him against the force that he is being subjected to.
04:09So what I want to do is get a pose that is somewhat like this.
04:14So once I get this pose, you can see now he has a very strong sense of motion
04:21and as we animate this, you can see now just by adding in that one little pose,
04:27all of a sudden he really comes to life.
04:30So we had a character who has being pushed around like a rag doll and then just
04:34by putting in some internal forces, he is automatically sprung to life and
04:39the whole animation together looks very realistic.
04:44So by creating a balance between the external and internal forces acting upon
04:50your character, you can really bring your character to life and create some very
04:55realistic animation.
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Animating blinks
00:00When animating a character, you really need to pay attention to the character's eyes.
00:05The eyes are very key to the character's facial expression.
00:08They also show where the character's attention is focused and the eyes also help
00:13convey thoughts and emotions.
00:16Now, when animating the eyes, one of the most important things to pay attention
00:19to is the way the character blinks.
00:22Now, blinks are probably one of the easiest ways to bring a character to life.
00:26Now, another important thing with blinks is that it draws attention to the eyes.
00:30So if the eyes change direction, or they change a motion, a blink really helps
00:36to draw the audience to the eyes so they can see the change and blinks can also
00:41help indicate mood and alertness.
00:43A fast blink is going to create a very alert character, while a slower blink
00:48might create a more drowsy or drunk character.
00:52So let's go ahead and look at how to animate some blinks.
00:56So here we have a simple character and we're just going to go ahead and blink her eyes.
01:02So when you animate a blink, first thing you do is decide how you're going to blink the eyes.
01:07Now, I typically blink the character in thirds.
01:10So I set up a one-third closed, a two- thirds closed and then a completely closed eye.
01:17Now, some people use fourths, some people only do halves.
01:20It really depends upon the character and how you want to convey their moods.
01:24So each character is going to be a little bit different.
01:27Now, I find this works best for the type of timing that I like to use.
01:32So let's go ahead and animate a simple blink.
01:34It really just is a matter of closing the eyes and opening them again.
01:38So I'm going to actually start the blink here at frame 2, over the course for a
01:44couple of frames, I'm going to close the eyes.
01:45So 2 frames per pose, 2 frames for one- third closed, 2 frames for two-thirds
01:56closed and 2 frames completely closed.
02:04So basically we have open, one-third, two-thirds, closed.
02:09So that takes actually a total of 6 frames just to close the eyes.
02:13Now, opening them back up may take a few more frames as well.
02:19And you can open them back up just the same way that you close them, which is by
02:24going two-thirds, one- third and then completely open.
02:30This is just one way.
02:31So now we've got 6 frames down, 2 frames closed, and then 6 frames up.
02:38So that's actually a total of 14 frames, because you've got 6 down, 6 up, plus 2 for close.
02:45So 14 frames is almost half a second for a blink.
02:49So lets go ahead and see how that plays in real time.
02:52You can see that's a nice blink, but it's actually a fairly slow blink if your
02:56character is very alert.
02:57Now, one of the tricks I've learned is that the rate that you open the eyes is
03:02actually little more important than the rate that you close the eyes.
03:06So eyes that open a little bit more quickly can be read as a little bit more alert.
03:11So, I'm just going to go ahead and take this character and open her eyes a lot faster.
03:17So I'm going to take 6 frames to close them but only half the time, 3 frames,
03:21to open them back up.
03:23So let's see how that plays.
03:24So you can see she feels a little bit more alert.
03:29Now, when you blink the eyes, you really have to pay attention to the entire character.
03:34Now, just blinking the eyes like this doesn't bring her to life nearly as much,
03:39as if you would animate a little bit more of her.
03:42So in order to bring a little bit more life to the character, I am going to
03:45animate the head as well.
03:48So as this characters blinks, I'm actually going to dip the head, rotate her
03:52chin down just a little bit and give her a little bit of a head motion, as she blinks,
03:59and then reverse that as she comes up.
04:04So now, I've got something like this.
04:09This gives a lot more impact. Just dipping the chin little more bit or dropping
04:14the head, as she blinks gives a lot more emphasis to the blink.
04:18It also makes the character come to life a little bit more because we've got
04:21more of the character involved in the animation.
04:26So remember when blinking your characters, the faster the blink, the more alert
04:31and dipping the head just a little bit as the character blinks will add a lot
04:34more life to your character.
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Animating changes in eye direction
00:00Now many times you would want to change the direction of your character's gaze.
00:05Now when doing this, a blink will really help the process.
00:09Now I've already animated this character looking in different directions,
00:13but without blinks.
00:15So let me show you what that looks like.
00:17As you can see the eyes look a little bit floaty and when you animate the eyes
00:22like this without a blink, they look kind of almost like they are staring in
00:27space or the character's a little bit spacey.
00:30The better way to do is to cover that motion with a blink.
00:34So let's go ahead and take a look at this same character and now I have added in
00:40a blink to cover the change in eye direction.
00:44As you can see it looks much more crisp and also what it does is the blink draws
00:50the audience's attention to the eyes.
00:54By blinking the eyes, it's almost like a semaphore that tells the audience,
00:58something is happening here.
01:00And when you change a character's eye direction, you are changing the focus of that character.
01:05She is looking to her right at something and now she is looking to her left at
01:10something, and there is something important to her left that she is looking at.
01:13So let's guide the audiences' eye, so let's go ahead and signal to the audience
01:18that those eyes are moving.
01:21Another really important thing when changing eye direction is making sure that
01:24your eyes are focused on the right thing.
01:27So for example here, I have the eyes blinking and she is going from left to right.
01:34But we also have these green sphere in the scene, but you can tell very clearly
01:40that she is not looking at this green sphere.
01:44Only after she changes eye direction slightly, do we know that now she is
01:49looking directly at this sphere and really this is only a fraction of the size
01:54of the eyes that these are moving.
01:56So from here to here, just completely changes the way that the audience sees this.
02:02In fact, let's go ahead and take a look at this a little bit more succinctly.
02:06So that's what she is looking at.
02:08When we go back she is looking that way and the audiences' attention is driven that way.
02:15So you can see how when a character blinks, you've got different eye directions
02:20and they will mean different things.
02:22They will also guide your audience's directions to wherever those eyes are looking.
02:28So pay attention to how your characters move their eyes, cover those eye
02:32movements with blinks to give them more crispness and also pay attention to
02:36how the eyes are focused, so you can draw attention to certain things in your scenes.
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Animating head turns
00:00One other more important skills you will need to learn as a character animator is
00:04how to turn your character's head.
00:06Now a head has a lot of different parts.
00:09You have the shape of the face.
00:10You have hair, eyes, nose, mouth, and all of those need to move in
00:15a very coordinated manner.
00:17So in order to turn the head, it's actually fairly complex animation even on a
00:21simple character such as this.
00:23So let me show you how to do it.
00:25Now probably the easiest way to turn a head is just to flip it, to actually
00:29scale it in the opposite direction.
00:32So for example, if I wanted to turn this character's head between frame 4 and 5,
00:37I could just very easily flip it in the opposite direction.
00:41So if I scale it -100% in that direction and just reposition the head, I can just
00:48have a very simple kind of a snap head turn.
00:51Now I have seen this done in a lot of character animations and it can work out
00:56quite well in a pinch, but it really is kind of a cheap-y.
00:59So if you wants get a more realistic head turn, you are going to have to in
01:03between it over a number of frames. Really anywhere from 6 to 12 frames is about
01:07a standard head turn.
01:09So let's go ahead and make a 6- frame head turn with this character.
01:13Now if I just took that flip, in other words if I just scaled it over the
01:17course of 6 frames, so I am going from frame 4 say to frame 10, which would be 6 frames.
01:22You would see that this really doesn't work because, well, it's scaling.
01:28It's not really turning.
01:30And here in the middle the head actually kind of disappears.
01:33So what we have to do is actually create an in-between pose right about here
01:38which is frame 7 to make it look like the head is actually turning.
01:43So we have to actually animate the shape of the face and move the eyes and do
01:47a number of different things in order to make that head appears as though it's turning.
01:51So let's go ahead and go to frame 7 and I am going to go ahead and copy in that
01:57original pose that we had at frame 4.
02:00So here from frame 4 to frame7, it's really the same pose.
02:04But I am going to use this pose as the basis for a head turn.
02:09So what happens during a head turn? Well, the facial features move over,
02:12the chin drops and the head turns.
02:15Now everything moves on an arc during a head turn or really doing any other sort
02:20of character animation.
02:22So let's go ahead and try and simulate that using some scaling and moving the
02:26facial features around.
02:28So first thing I am going to do is I am going to go ahead and squash this head
02:34and move it down and then rotate the chin.
02:38So it looks like her chin is actually moving.
02:41This is probably little too squashed here.
02:46So now what I have got is I have got her head kind of going like this.
02:52But this really doesn't look quite right.
02:54What's really going to indicate the turn is that point on the bottom of the chin
02:59that's actually going to turn.
03:01So we need to make sure that we animate that and give it kind of an
03:04exaggerated sense of turning.
03:07So what I am going to do is I am going to go back to frame 4 and I am going
03:11to anticipate this.
03:12So I am going to go ahead and move it in the opposite direction and
03:16almost anticipate it.
03:17So now her head comes up and then it comes over.
03:21So now you can start to see that we are getting a little bit more of what
03:24it looks like a turn.
03:26But again here between frame 7 and 8 it's kind of flipping and it's not really
03:31doing what we wanted do.
03:33So again what I am going to do is exactly the opposite which is I am going to
03:36take the keyframes here at frame 10 and copy them over one frame after that in
03:42between and then I am going to again squash it down and then rotate that chin.
03:54So now I have got something that looks like this.
03:57So at least the shape of the head is starting to look a little bit more like a head turn.
04:02So what I have done is I have anticipated the head by moving up the chin,
04:07squashing it down and rotating the chin down, flipping it, and then bringing it
04:12up to the opposite position.
04:15Now in a head turn you can also do something similar to an overshoot.
04:19What we can do is we can go two frames over to frame 12 and then overshoot here at frame 10.
04:25So I am actually going to bring this up a little bit.
04:28So now it goes up and then it settles down and her head rotates back just a little bit more.
04:35So now we have got something like this.
04:37It gives a little bit more of a bounce to it.
04:40So now that we have got the basic motion of the head, let's go ahead and move on
04:44to the facial features.
04:46So right here before it turns I want to take the eyes and the mouth and the
04:51nose and move them down.
04:53I am going to go ahead and take this right eye, move it down, take the left eye,
05:01again move it down.
05:02So what I am doing is I am trying to get a sense of motion here.
05:09So now we have got the eyes coming down a little bit.
05:12It makes it look like the head is actually tilting down.
05:16So I can take that nose and move it down as well.
05:25Again, just reset it.
05:27So now it looks like her head is tilting down, because the facial features are
05:33moving slightly down.
05:34So now that we have got this, we have got a much better sense of a head turn.
05:39Now there is still one more thing that we need to do, and that is to put a
05:43little bit of blink in the middle here.
05:48So let's go ahead to this center point here and we are going to add in some blinks.
05:56So as her head comes down right there, I want to make sure that she blinks.
06:02Now her blinks are a little bit off here.
06:06Here we go, much better.
06:13So she blinks and then she is going to open up her eyes again.
06:24So now I have put a blink in the middle of this animation.
06:30So when her eyes are blinked here in the middle, it gives a much better sense
06:34of direction, because one other things that happens is the eyes are changing
06:39directions as well.
06:40Now one other things you should do when doing a head turn is you should take the
06:45eyes and actually lead the eyes in the direction of the head turn.
06:49So as the character moves his/her head, he/she is going to be looking in the
06:53direction that her head is turning.
06:59We can just do a little more animation.
07:01So we can take the pupils of the eyes and just do a real simple animation, so as
07:07she comes down I want this position of these eyes to move over just to look like
07:13she is looking in the direction of her head turn.
07:17So then as the eyes flip over here, again we are going to need to just put those
07:22back in the direction that they are supposed to be going.
07:24So let's take a look at this final head turn.
07:30As you can see, we have got number of things that we need to do when animating a head turn.
07:34First thing we should do is make sure that the chin appears to be moving from
07:38one direction to the other.
07:40A squash in the middle can give the sense that the chin and the face is dipping
07:44down and then a blink in the middle accentuates that head turn.
07:49So let's see this one more time.
07:51So go ahead and use these techniques with your character's head turns and
07:57they will appear a lot more realistic and life-like.
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Creating a strong line of action
00:01As you start animating characters, a lot of times you'll be animating from pose-to-pose.
00:07Pose-to-pose animation really just takes character from one pose to another.
00:12Now, when you're animating using poses, you need to create strong poses,
00:16poses that read very well to the audience.
00:19Your audience needs to look at your character and instantly be able to know what
00:23the character is doing and where the action is leading.
00:27So, this means your character's poses need a strong line of action, as well
00:31a strong silhouette.
00:34Now, let me show you what those mean.
00:37Here we have a character who is just standing and this is actually kind of boring.
00:40We really don't know what the character is doing. There's really no intent in the pose.
00:46She is just standing there.
00:48If we create a stronger line of action, we can have a much better sense
00:53of what's happening.
00:54Here's another pose.
00:56So, with both of these poses, they are much more dynamic, they have a much
01:00better line of action and they show a little bit more character just through the pose.
01:04Now, if we take and we overlay on the line of action on these poses, you'll notice
01:09that the one that's kind of boring, the straight up and down pose has a straight
01:13up and down line of action.
01:16These two poses have a much stronger line of action.
01:19So, in this one, she is kind of going back and then this one, she is kind of going forward.
01:26Now, line of action helps a lot with animation.
01:29Here we have two simple poses that show the woman pointing her finger.
01:35Now, by using a stronger line of action, we can get a much better sense
01:39of motion from her.
01:40So, in here, she is rearing back or anticipating the point and here, she is
01:46leaning forward and actually pointing.
01:50So, if we actually take this and we animate it, you can see how very quickly
01:53this flips from one to the other.
01:55So, we have Pose 1, which is a strong pose, and Pose 2, which also a strong pose.
02:01And even just flipping between these two poses, we get a sense of animation and
02:06so you can even see how this character is going to in-between.
02:11Now, again, if I overlay the line of action, what you'll see is the
02:15line of action is almost a waving curve.
02:17So, it almost is like a blade of grass or something like that, sweeping
02:21back-and-forth and this gives it a much more natural motion and much more
02:25natural sense of aliveness.
02:29So, let me go ahead and animate this to see how this would work.
02:32So as she moves forward, you can see how this would just sway almost like a
02:37blade of grass, but let me turn her off and we'll just see what the
02:39line-of-action looks like.
02:41So you can see how it's a very fluid motion.
02:44So, if you get your poses to follow a very fluid kind of arc-like motion, you'll
02:49get a much better sense of animation.
02:51Let me show you a more complex example.
02:53Here we have that character who is jumping.
02:56So, let's go ahead and take a look at what he looks like.
02:58Okay, so he is jumping along an arc.
03:01As we saw in the squash-and-stretch exercise, he falls along an arc, squashes,
03:07and then leaps back up along an arc.
03:09Now, let's go ahead overlay a line of action on him.
03:13So, as you can see, the line of action almost follows the arc that he is going.
03:18So, he is going down in this kind of arc.
03:20His line of action almost follows exactly that arc and then when he lands,
03:26the line of action changes.
03:28You can see how it very quickly changes.
03:30We have a lot contrast in that line and by creating contrast, you can create a
03:35real sense of impact and then he kind of straightens up and again, he goes from
03:40leaning forward to leaning back and again, the same thing.
03:46So, let's go ahead and see that in motion.
03:48Okay, now let's go ahead and turn him off and let's just see how the
03:53line of action works.
03:54So you can see that just the line of action looks like it's hopping.
03:59So, if you get a strong line of action, the animation almost takes care of itself.
04:05So, when you're posing characters, make sure to have a very strong
04:09line of action, a very good sense of direction and the animation will flow
04:13very, very naturally.
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Creating strong silhouettes
00:00Another important thing to consider when creating a strong pose is the character's silhouette.
00:08Now, what this silhouette is, is basically the outline of the character.
00:11So, here we have this particular character in silhouette.
00:15Now, the reason you want to have a character read well in silhouette is because
00:19the audience sees the outlines first and then it fills in the details.
00:24So, what happens is the audience kind of sees the outer shape of the
00:27character and then only after that do we fill in the detail, such as what's
00:31inside this general outline.
00:34Another reason silhouettes are important is because it makes poses much easier to read.
00:40So, if your character has a strong silhouette, your poses will read that much faster.
00:45So, you can move your characters faster without the audience getting lost.
00:50So, let's take a look at a couple of poses here and some silhouettes.
00:53So, here I have one pose and the silhouette, you can clearly see what the
00:57character's is doing.
00:58Here's another pose and again, in silhouette, you can totally see what the
01:03character is doing and again, strong silhouettes.
01:08So, let's go ahead and see how silhouettes work in motion.
01:11Here I have a simple silhouette of a character and let's go ahead and animate him.
01:18What is he doing?
01:19Well, we really don't know because the silhouette doesn't read.
01:23If we actually un-silhouette the character, you can see he is drinking
01:26the bottle of soda.
01:28But the way that I've staged this is really very awkward and difficult.
01:32The audience doesn't really know what the character is doing from the silhouette.
01:36So it's going to take that much longer to read.
01:40So, here's a much stronger silhouette and you can easily see what's happening.
01:44When the character drinks, you can very clearly see what's happening.
01:51So, let's go ahead and play that at speed. There we go!
01:54So, you don't even need to see the details in order to get what's happening with
01:59the character but you can still see exactly what the character is doing and it's
02:03a much stronger set of posses for the audience to read.
02:08So, when you animate, be sure to create strong silhouettes for every one of your
02:13poses and your audience will read your animation that much more clearly.
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Pose-to-pose animation: Blocking
00:01Now that you understand how to make great poses, let's go ahead and animate a
00:04character from one pose to the other.
00:07Now, this is called pose-to-pose animation.
00:09It's probably one of the most common ways to animate a character.
00:13You block out your poses and then you do the in-betweens.
00:17So here I have blocked out two poses.
00:20On frame 0, I have this pose and on frame 12 I have this pose.
00:26So if we actually just played it, you can see that the computer is just
00:31animating the in-between and it really doesn't look all that realistic.
00:36The character's foot is sliding;
00:37he's not really shifting his weight.
00:39There's no overlapping and follow through and it just kind of doesn't look right.
00:45So the first thing I want to do is get his weight shifting properly.
00:49Now, if you notice here I've got this foot just kind of sliding and that
00:53really doesn't work.
00:54Because here you can see he has his weight all on that right foot.
01:01Then when he shifts to this pose, his weight is on his left foot.
01:06So when he shifts his weight from one foot to the other, he really has to do
01:10that while one foot is solid on the ground.
01:13So for example, here, this foot really needs to be solid on the ground and then
01:18we need to shift to this other one.
01:20So the first thing, I'm going to do is just worry about shifting the weight of
01:23the character and then I'm going to worry about the feet.
01:26Now, when I animate like this, a lot of times I will turn off the legs.
01:31This is because I really want to concentrate on where the weight hits the ground,
01:35which is the feet, and the main weight of the character itself, which is at the hips.
01:41And the legs just bridge those three main points, the hips and then the two feet.
01:47So let's get the hips and the feet and then the legs will just follow in automatically.
01:51So I'm going to animate the hips.
01:54So this character goes over the course of 12 frames, I want to drop the
02:00weight of the hips, because what he's doing is he's shifting from one foot to the other.
02:04So when he does that he's going to create an imbalance and gravity is going to take over.
02:09Again this is internal versus external forces.
02:12He is loosening up the force of his legs and so his hips are going to drop.
02:16So I'm going to go ahead and take this character and I'm going to go ahead and
02:20move his hips down a little bit, and I'm going to rotate him over.
02:25So now he's kind of coming like this and then he's coming up.
02:29So you can see that already that gives a much better sense of weight.
02:34In fact I can probably bring him down just a little bit more here.
02:36So now he coming down and then he's coming up.
02:39So now when he comes up, one of the things I'd like to do is actually give a
02:43little bit of what's called overlap and follow through.
02:47So I'm going to actually go out to frame 14 and copy his last pose, and then at
02:55frame 12 I'm actually going to overshoot that pose by actually bringing him up a little bit.
03:01So now, he goes over, up and then he settles down into this final pose.
03:07So now, let's go ahead and take a look at how the weight of the hips moves.
03:11You can see he drops his weight, he pushes up and overshoots.
03:17Now when he's changing his weight here, one of the things is that all of his
03:21weight should be on his right foot.
03:23So that foot should stay in place until the weight shifts to the other foot.
03:29In other words instead of sliding his foot, I want him to take a step, because
03:34that'll give a much better sense of weight.
03:36So I'm going to take this right foot and I'm going to keep it in place to about
03:41say frame 6, which is about halfway through, and then I'm going to in-between it as normal.
03:49So I'm holding the foot from frame 0-6 and then as he steps up, I'm going to go
03:58ahead and create a step.
04:02So I'm actually going to move this foot up.
04:03I kind of flip it up a little bit.
04:05So now he takes a step.
04:10So let's take a look at the final version of this part of the animation.
04:15As you can see, the character is firmly transferring his weight and he's also
04:21taking a step, which again gives a sense of weight.
04:23This has much better sense of weight and volume than the previous animation.
04:28So let's go ahead and tweak this a little bit more in the next movie.
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Pose-to-pose animation: Animating
00:01So, now we have the weight of the character shifting from one foot to the other.
00:06As you can see the hips drop and then he takes a step and we have a shift of weight.
00:12Now, I have added in the legs underneath him and the most important thing
00:16is that if you get the hips and the feet, the legs kind of just fill in the difference.
00:21So here, right before he takes his step, you'll see that I have bent the knee on
00:26both legs and then as he straightens up, those knees straighten up as well.
00:32So, it really is just filling in the gaps.
00:35The most important thing is to get the feet solid as well as the shift of weight
00:39in the hips and the legs kind of just following underneath.
00:42Now as this character is turning, he's also doing a head turn.
00:47Now remember, when the character turns his head, what does he do?
00:51He drops the chin and he also blinks.
00:54So, let's go ahead and do that with this character.
00:57Let's do a nice head turn.
00:59So as he shifts over, I want to actually drop the facial features to indicate
01:05that he's dropping his chin.
01:07So, I'm going to go halfway into this turn and grab the mouth and drop it down.
01:12Grab the eyes and drop them down as well.
01:16So, now it looks like he's kind of dropping his chin as he turns his head.
01:22It looks much more realistic.
01:25But we also need to blink the eyes, because when a character does a head turn
01:31he also does a blink.
01:32So, I'm going to go ahead and take these eyes and squash them down.
01:38So, in this case, the blink really isn't going to be a standard blink.
01:41It's just going to be kind of a squash of the eyes because the way
01:44this character is built.
01:45And I'll also do the same for the other eye.
01:48So, now it looks kind of like he's blinking.
01:52But he is also blinking over the whole course of this animation.
01:57I really just want to blink in the middle.
01:59So, I'm going to just copy some keyframes, so that his eyes are wide open, about
02:06three quarters of the way into this and then he blinks here.
02:10So, now he comes in then he blinks, then his eyes go back to normal.
02:22So now I have this.
02:23I kind of have a nice blink, and then his head comes up.
02:29But we also can add some squash and stretch to the head.
02:33Now what is happening is as the body drops, the head is going to want to stay in the same place.
02:40So, let's go ahead and do some squash and stretch on the head.
02:44So, as the character drops down, I want that head to stretch a little bit.
02:50So, I'm going to go ahead and scale it down this way a little bit, and scale it up.
02:55So now, as he's coming down, it's kind of pulling the head down and then as he
03:01pushes up, he's going to squash that head as well.
03:05Right around here when he is really pushing his head up, I'm going to go ahead
03:10and just do the opposite.
03:11I'm going to go ahead and squash the head and another thing I'm going to do is
03:15just push that head right down on to his shoulders.
03:19So now, I've got a nice stretch and squash.
03:27Now one of the things I can also do is I have a very nice overshoot here.
03:33So I've got this weight kind of going up and then settling back down.
03:38I can mirror that with the head motion.
03:40So what I can do is I can actually do a little bit of overshoot here, so it
03:45would just stretch up the head just a little bit again, just to get a little
03:50bit more bounciness.
03:51Now this is almost like the bouncing ball.
03:54Now you can see I've got a much better sense of motion.
03:58So, let's go ahead and see the final version of this.
04:02So, as you can see as the head turns, it squashes and stretches, we put a
04:07blink in the middle and we also bend the knees to give a much better sense of weight and volume.
04:14Now, once we have this all we have to do is some additional fine-tuning and
04:17we'll have a very good pose-to-pose animation.
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Pose-to-pose animation: Finalizing
00:01So now we have a change of weight in the body as well as a head turn and let's
00:05go ahead and finish up the rest of this characters animation.
00:09Let me show you where we are at, at this point.
00:12We've got the character turning, we've got a little bit of squash and stretch on
00:15the head and we've got a proper head turn.
00:17But we also need to work a little bit with the arms as well as give some squash
00:22and stretch to the body.
00:23So let's go ahead and do that.
00:25Now, the first thing is let's go ahead and focus on this right hand, which goes
00:30from palm up to palm down on the hip.
00:35So as he moves from one to the other, we've got a couple of things.
00:38First of all, we need to do some drag.
00:41So as this hand moves down, we want to drag this hand back.
00:45So I am just going to go ahead and rotate that back just a little bit.
00:51So now, we're getting a much better sense of drag on that hand, but we also
00:57need to flip the hand over, we need to go from palm up to palm facing the
01:04audience, to palm down.
01:06So, I am going to at this point go ahead and turn off this hand and turn on
01:12another hand, which has the palm facing the audience, and then just go ahead and
01:18dial that into place.
01:19So now as you can see the palm turns hand up and then as he comes into putting
01:27it on his hips, somewhere here around frame 10, I'm going to go ahead and give
01:32myself a palm down position.
01:36Something like this.
01:37So now I need to flip it over and then just position it.
01:41Here we go, much better.
01:43Now just go ahead and rotate that just a little bit.
01:47So now I've got this hand working just fine.
01:49So it goes and drags a little bit, flips over and then comes resting on the hips.
01:56Now the other hand, the left hand, and the left arm is really isn't in between in
02:01quite as well as I want, because here where he is kind of facing the audience,
02:07all of his weight is going to his right.
02:09So in other words, in order to counter balance this, it would be nice to
02:13have his left arm out.
02:15So I'm going to go ahead and grab his left arm and just rotate it out at
02:21this particular point.
02:24So now we've got his hand coming out and then back down.
02:28So this gives a much better sense of balance.
02:30Now, right here, you'll notice here is a little bit of an incongruity here,
02:34because really the shoulders are little bit off.
02:36I've got this shoulder here for the left arm is up pretty high, but the one for
02:41the right arm is actually a little bit lower.
02:43So, I'm going to go ahead and take that right arm and then just move it up just
02:47a little bit, so that I've got a nice strong line between here.
02:51So now we've got the hand motion, but I also want to get a little bit of squash
02:55and stretch on the body.
02:57So I'm going to go ahead and select the body. As he comes down, right about here,
03:01I'm going to go ahead and stretch him vertically, and then go ahead
03:06and scale him down just a little bit on the horizontal side, make sure he is positioned.
03:10So, now he is stretching down and then as he pushes up, I want to squash him.
03:18So again, we're going to do the opposite.
03:19So I'm going to make him little bit wider this way, a little bit shorter
03:23that way and now we've got stretch, stretch, squash,
03:30and then he overshoots and settles in.
03:34So again, when he overshoots, we're going to go ahead and stretch him up.
03:38So he stretches down, squashes and then comes back up.
03:43Again, it just gives a little bit more life to the animation.
03:47Now the last thing I want to play with is the hat on the character's head.
03:50This can actually add a lot more life to the animation and I want to do some
03:55squash and stretch on that as well.
03:57As the head stretches down, I want that hat to start stretching.
04:02So I'm going to stretch it up and then as he pushes up, it's going to squash.
04:08So we're going to make it wide and short and maybe even squash it down on his
04:14head just a little bit.
04:16Stretch, squash and then as he settles in, I want that hat to almost come off
04:23 of his head.
04:25I'm just kind of take that hat off of his head, so now bounces up, and you can
04:32see how the hat actually comes off of his head and then settles in.
04:36So let's go ahead and take a look at the final version of this animation.
04:40As you can see we've got a much stronger animation than we had at the beginning.
04:44We've got a good sense of transfer of weight, we've got some squash and stretch
04:49in the character and we also have some proper motion in the arms.
04:52Now, all of this is really just the basic principles of animation applied to a
04:58simple situation, which is going from one pose to the other, and as you can see,
05:03all of the principles of animation really do apply.
05:06Now, lot of your animation is going to be from pose-to-pose.
05:10So use these techniques to go from pose -to-pose and give your animation a lot
05:16more realism and a lot more life.
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4. Animating Walks
A walk in four poses
00:00When animating a walk, you need to pay attention to four basic poses.
00:04These are the contact position, the recoil position, the passing position
00:14and the high point.
00:17Now, when you tie these four poses together, you get a convincing walk.
00:21In fact, let's go ahead and play this.
00:26Now, when I'm playing the walk, you'll notice that it's just those four poses.
00:30There are no in-betweens.
00:32But those four poses alone are enough to create a convincing walk cycle.
00:37If you have in-betweens it will just amplify that, but the four poses are what's important.
00:43So let's take a deeper look at what these poses are and why they are important.
00:49We're going to start with the contact position.
00:52This is where the body shifts its weight from the back foot to the front foot,
00:58and so what happens is there is a big shift in weight.
01:03This actually affects the next pose, which is the recoil position.
01:08This is where the weight actually sets down on the front foot.
01:13Now, when this weight sets down on this foot, it causes the character to bend
01:18his knee to absorb the weight.
01:21Now, once the character has his weight firmly on that foot, the leg pushes up
01:28into the passing position.
01:30This is where the leg that was back starts moving forward and passes the leg
01:37that is supporting the body.
01:38Now, once this leg passes, it goes into what's called the high point which
01:43is where the leg, which is now the front leg, gets ready to set down and
01:49when it does we have another contact position, but this time with the legs
01:53obviously reversed.
01:56We have another contact position with the legs now reversed and then we go
02:00through the cycle one more time with recoil, passing, and high point for the other leg.
02:09When you combine both of these, you have a convincing walk.
02:14Now, once you understand these four poses, you can then modify and change them
02:20to suit your character, so that way your walks will have a lot more life and
02:24character themselves.
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Motion of the head and body
00:00Now let's take a look at a character as he walks through a scene.
00:04Though I have turned this with a little bit of ghosting, so you can see how the
00:07character actually is moving as he walks.
00:12Notice how he is actually bouncing up and down.
00:15In fact, let's go ahead and slow this down and take a closer look at this.
00:18When the character gets to the contact position, notice how this is not the
00:25highest position in the walk.
00:27We are going to take a look at this head here. So as you can see the head
00:31moves down as the character recoils and then as he pushes up into the passing
00:37position, the head goes higher and higher still into what's called the high point.
00:44And then when he goes back to the contact position, his feet extend and again
00:50the weight of the character starts to move down.
00:53Now if you notice this is actually kind of like a bouncing ball.
00:57The weight of the character is being thrown from one foot to the other and it
01:02actually follows an arc very much like the bouncing ball.
01:07So let's take a look at this again in real time and see how this works.
01:12As you can see the character's head and body is bouncing through the seen almost like a ball.
01:19So when you animate a walk, please pay attention to the height of the
01:24character above the floor.
01:26So that way you can get a sufficient amount of vertical motion as well.
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Walk cycles and backgrounds
00:00The typical way to animate a walk is to animate a walk cycle.
00:04This saves on animation time, because what you are doing is just animating the
00:08basic poses of the walk.
00:11What we do is we animate them in place, so that the character appears to walk in place.
00:17In fact, let's go ahead and play this.
00:21So as you can see the character is walking in place.
00:23Now when there is nothing behind him and he is not against any sort of
00:27background, this is perfectly fine.
00:31But if we want to make him walk through a scene or walk against a background,
00:36we need to do one of two things and that is either pan the character or pan the
00:42background, so it looks like there is some movement of the character against the background.
00:48So let's go ahead and turn on a background that is panning and let's take a look
00:53at what that looks like.
00:56So as you can see by panning the background you can make the character look like
01:01he is moving through the scene.
01:04Now the other way to do this is to actually pan the character himself
01:08against the background.
01:09So I have another character here.
01:13Now let's go ahead and turn on a scene with a stationary background and
01:17a panning character.
01:19As you can see, all we do is take the cycle of the character and panned him
01:24against the stationary background and it looks like he is moving through the scene.
01:30There are two ways to make a character walk through a scene.
01:33One is to pan the background;
01:36the other is pan the character.
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Skeleton motion and walking
00:00Another way to look at a walk is to actually analyze the way the skeleton of
00:05the character moves.
00:07And if you understand how the bones or the skeleton of the character moves,
00:11you can understand how the character will look when it's animated.
00:16So let's take a look at this really simple skeleton and this will give you a
00:20much clearer idea as to what's going on underneath the surface of the character.
00:25In fact, let's go ahead and highlight some of these joints.
00:29Let's go ahead and highlight the legs and the arms.
00:32Then when I play this, you will notice that the right leg and the right arm are
00:38actually moving counter to one another.
00:41In other words, when the right leg is forward, the right arm is back and then
00:48that goes in the opposite direction. As the leg goes back, the arm goes forward.
00:55Now let's take a look at this from the top.
00:59When I play this, you will notice that the arms and legs do work opposite to one another.
01:05But the reason they are doing this is because the shoulders and the hips are
01:09also going opposite.
01:11So let's take a look at this in the highlighted mode.
01:14Now if you notice the shoulders and the hips are actually rotating opposite one
01:19another, so when the right shoulder is back, the right hip is forward.
01:25Then it rotates, so that the arm and the legs are opposite again.
01:31Now this twist is actually happening in the spine.
01:35The spine itself is kind of rotating to rotate the hips and the shoulders.
01:42Now if we look at this character from the front, you will notice that there is
01:46also another type of rotation.
01:49Let's go ahead and highlight the hips, spine, and shoulders.
01:55And as this character walks forward, notice how the hips actually sway from left to right.
02:02In fact, let's take a look at this a little bit more closely.
02:05So what happens is the hips are level or horizontal to the ground when the
02:11character is taking his step, when he is in the contact position.
02:16Now as he goes into the passing position what happens is the weight of the foot
02:24drags down that hip and so it actually gets pulled out of center.
02:29Now the shoulders have to compensate for this is so they rotate in the
02:33opposite direction.
02:34Now when the character hits the ground again, that means he is in a contact
02:39position and the hips and the shoulders are level.
02:42As he goes into another passing position, notice how again it goes out of sync
02:48and the spine has to curve to compensate.
02:51So let's take a look at that.
02:53So as you can see the hips and shoulders are also kind of walking back and forth.
02:58So in other words we have two counter rotating motions.
03:02From the top, let's go ahead and turn this one on again.
03:07So from the top we have the character rotating this way.
03:11In other words rotating around the spine and then we have the opposite rotation
03:18happening from the front where the character is now rocking back and forth,
03:24because the weight of the leg is pulling the character out of center.
03:28Now let's go ahead and take a look at this in a perspective view, so you can see
03:33how this all works together.
03:36As you can see there is a lot of different rotations happening in the joints of the character.
03:43In fact, let's go ahead and take a look at this all at once.
03:48So now you can see how the joints of the character move while the character walks.
03:54Now understanding this basic bit of anatomy can help make your walks that much better.
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Animating a walk: Contact position
00:00Let's go ahead and animate a simple walk.
00:04I have a basic character here and as you can see he is composed of puppet parts,
00:09so I have just various parts of this character I can turn on and off.
00:14Now this will make the walk cycle much easier to animate.
00:18Now before I start animating I want to set up a guideline.
00:23And what this is, is just a simple horizontal line along the bottom of the screen.
00:28Now I have positioned this so that it's even with the bottom of his feet.
00:33This makes him much easier to move the feet along a straight line when we
00:38actually get to animating the walk.
00:42Now before we start animating, we do need to set up the first pose of the
00:46animation and the first pose is going to be the contact position.
00:51This is where the legs are farthest apart.
00:54So we are going to actually start with the feet and we've got to pose the feet first.
00:59I am going to put the left foot forward and the right foot back for this pose.
01:05Now we don't have to start with the left foot, but this is just a way that I want to do this.
01:11So the first thing I am going to do is just move that left foot forward and
01:15then I am going to take the left leg and just rotate it, so it kind of matches up with that foot.
01:23Now for the right foot, I am going to go ahead and move it back.
01:27But I am not going to move it back nearly as far as I moved the left foot forward.
01:31This is because the leg doesn't bend back nearly as well as it bends forward.
01:35So we don't want to put this leg into an unnatural pose.
01:40Then once I get that foot positioned, I am going to go ahead and take that right leg
01:45and then just rotate it.
01:48Then maybe even move that leg so that it matches.
01:53Now one other thing I am noticing here is that when I move this leg down,
01:57the hips seem to be a little bit too high.
02:01So I am going to go ahead and grab those and positioned them, so that they are a
02:04little bit more evenly distributed between the legs and just a little bit lower.
02:10Now once we have this initial pose, I am going to go ahead and turn on two more guidelines.
02:17These are vertical guidelines that determine the stride length of the character.
02:22Now what the stride length is, is how far apart the feet are when the character walks.
02:28So a character with a large stride length may be taking very long steps and
02:34obviously a character with a shorter stride length may be taking shorter,
02:38more frequent steps.
02:41So the stride length will determine to some degree the character of your walk.
02:46Now that we have the contact position, we can actually start animating the walk.
02:51Now make sure that your contact position is balanced and it looks good, because
02:55this is going to be the basis of our entire walk.
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Animating a walk: The feet
00:00Now that I have this first pose, this extended pose, set up,
00:04I can start animating the walk.
00:06Now, when I animate the walk, I am going to start with the feet and then
00:10just move up the body.
00:11I'm going to do the feet, then the hips, then the legs, and then the rest of the body.
00:15But before I can do any of this, I need to know some timing information.
00:20I need to know how long does it take the character to make one complete step.
00:26But before I start animating anything, I need to know the timing of the walk.
00:31In other words, I need to know how long it takes the character to take one step.
00:35Now this will vary depending upon the character.
00:38Some characters will be long and slow and lumbering and they'll take a lot of
00:41time to take a step.
00:43Some characters will be fast, small, tiny, quick and they all step a lot more quickly.
00:48But for the average character, it's generally about 2 steps per second, which
00:53means that the character will take a right and a left step within a second.
00:58So for 24 frames a second, that's about 12 frames per step and 30 frames per
01:03second it's about 15 frames per step.
01:07But generally, if we're animating at 30 frames per second, we up that to 16
01:11frames per step, just because you can divide it in half to get eight and that
01:16makes it much easier to animate the walk.
01:18You don't want to be animating at seven-and-a-half frames, for example.
01:22So with this character we're actually animating at 24 frames per second.
01:26So I'm going to go ahead and set up a timeline with 24 frames.
01:30Now, once we have this set up, we're ready to animate.
01:34But in order to animate the walk again, I'm going to start with the feet
01:37and move my way up.
01:39So just to make things a lot more clear I'm going to isolate the feet of this
01:44character, so I'm going to go ahead and turn off everything but the feet.
01:51So I'm going to go ahead and turn off the legs and also turn off the rest of the character.
01:58So all we have are the character's two feet and so let's just get these
02:02animating and then we'll worry about the rest of the character.
02:05In fact, I'm going to go ahead and start this animation with the left foot.
02:10So I'm going to turn off the right foot and the reason I'm starting with the
02:15left foot is it's the one that is forward and it's much easier to start with the
02:19forward foot than it is with the foot that's back because as you'll see it's
02:23much easier to get those first 12 frames in.
02:26So I've got my timeline here at frame 0 and I'm going to go ahead and scrub
02:31forward to frame 12, which is halfway through that cycle.
02:35Then all I really need to do is just slide this foot back so it hits that line.
02:40In other words, so it's at pretty much the same position that the right foot was in.
02:45In fact, if I turned-on the right foot, you would see that I pretty much mirror at the two.
02:49Now one is a little bit higher than the other, just because of perspective but
02:52you can see I have pretty much matched both feet.
02:55So, now once I have this, I have already got the first half of the cycle, which
03:00is just sliding back straight along the ground.
03:03Now the last half of the cycle is this foot moving forward, so to do that again
03:10we're doing a cycle.
03:11So I'm going to go ahead and scrub towards the end of this.
03:14Actually I got it looping at 23 because frame 24 is going to be identical to
03:19frame 0 and if I loop at 24, I'm going to get a double play of the same frame.
03:26So what I'm doing here is I'm just scrubbing to 23 and then just copying
03:30those frames to 24.
03:32So what I have done is I have actually copied what's at frame 0 to frame 24, and
03:37then I've created a keyframe here in the middle.
03:40So, this is what I've got.
03:41So basically, this foot is just sliding back and forth.
03:46Now this just looks like he is walking on ice or something.
03:49He is really not taking a step, because as this foot moves forward from frame 12
03:54to 24, it's actually going to lift up.
03:57So in order to do this, I'm just going to go halfway through this step here,
04:01which is kind of right around the passing position, and I'm just going to go
04:05ahead and move the foot up vertically, so I'm just going to go ahead and lift up that foot.
04:10So now we've got him moving back and then lifting up and moving forward.
04:14Let's go ahead and play this.
04:18But as you can see it's not really a step.
04:20That foot is going to rotate down.
04:23Gravity is going to pull that foot down and the foot is also going to drag back.
04:29So at this point, I really want to rotate this foot down a bit and that will
04:33give me the sense of weigh,t that gravity is pulling it down and also a sense of
04:37drag and that it's wanting to stay put.
04:40But we also have two other points that we need to consider, and that is as this
04:46foot lifts off, just think of how a foot really lifts off of the ground.
04:51What it does is the heel lifts and then you roll off the ball of your foot onto
04:56your toe and then the foot lifts off the ground.
04:59So we're really not rolling the foot off the ball of the toe here.
05:03So in order to do that, I need to do another rotation.
05:06So I'm going to go about 2 frames forward, so I've got from frame 12 to 18.
05:1218 is in the middle.
05:14So about frame 14, which is about a third of the way between that middle
05:19pose, and I'm going to go ahead and rotate this foot down so that it pretty
05:24much touches the ground.
05:26Then I'm going to slide the foot back a little bit.
05:31I'm going to again bring it back to that line and what this does is it gives the
05:35impression that foot is rolling off of the ball of the foot and then lifting up.
05:43So now, we'd get something like this.
05:47So now it looks a lot more like he is actually taking a step.
05:51At the end of this, we also don't want the foot to set down like this, because
05:55typically what happens is we set down on the heel.
05:58So we lift off of the ball of the foot, but we set down on the heel and in this
06:03case, his foot is still kind of leaning a bit forward, which means he is setting
06:07down on the ball of the foot.
06:08That's kind of more of like tip toe type of step and that's not what we want.
06:12So let's go ahead and flip that foot up right before he hits.
06:17So, I want to get a little bit of contrast in there, so I'm just going to put
06:20that in somewhere around frame 22 or 23 and so now we've got him coming down and
06:25then he flips up, so he can come down on his heel.
06:29So let's just take a look at what that looks like. Much better.
06:34So now that I have this cycle in place, we can do the same thing for the right foot.
06:40So I'm going to go ahead and turn off this left foot and then turn on the right.
06:46So for this foot, we're actually animating it backwards.
06:48We are moving it forward first and then sliding it back on the ground second.
06:53So I'm going to go to frame 12 and I'm going to just slide it forward and this
07:01is to kind of get his final position for that frame.
07:04So now he is basically moving his foot forward on this frame, so then I'm
07:12actually copy the keys at frame 0 to frame 24.
07:16So, now I have him doing this.
07:18He moves forward first and then back.
07:21But of course, when he is moving forward, his feet are lifting off the ground.
07:25So halfway between 0 and 12 is frame 6, so I'm going to lift his foot off the
07:32ground here and when do we do, we rotate it down to get a little bit of drag.
07:38So now we have this.
07:41But we also need to roll him off the ball of his foot, so I'm going to go frame
07:472, which is about a third of the way between frame 0 and 6.
07:52So that way you could do in your animation that has different timing.
07:55Just remember that it's about a third of the way in rather than two frames or
07:59three frames or whatever.
08:01So I'm going to go ahead and put that foot here and then slide it back so
08:08it touches the line.
08:10So again, I just want this to look like he is rolling off the ball of his foot
08:13and that actually looks pretty good.
08:15Then he lifts up, passes and then about two frames and again this is going to be
08:20almost a hard number, because you want this to set down fairly quickly.
08:24So you want him to kind of hold this foot up until almost right before he sets it down.
08:31You want to flip that foot up right there.
08:33So now we've got this and that's look pretty good.
08:40With that, we have both feet firmly walking and let's go ahead and play those.
08:48So just by that, you can see you've got a pretty good sense of cadence to the
08:53walk and now once you have the feet in place, the next step is to move towards
08:58the hips and get the weight of the character moving up and down.
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Animating a walk: The body
00:00So once you get the basic motion of the feet,
00:02the next step is to animate the hips and get the motion of the character's body.
00:08So let's go ahead and take a look at how these feet are moving.
00:13You can see we have a very nice cadence, so let's go ahead and just start
00:16working with the body.
00:18Now, before I do this I'm going to go ahead and turn off these guidelines,
00:22because now that I have the feet placed I really don't need them and it'll make
00:26it a much easie, to work without all that clutter on the screen.
00:30So, I'm going to just go ahead and turn on the character's hips.
00:34Now these are actually just a round shape.
00:37If you want, I can turn on the rest of the body so you can see how it all kind of fits in.
00:41So you can see this is the body and then just that shape is the hips.
00:46Now this is kind of nice, because it represents almost like the bouncing ball
00:51and we can just animate the hips, almost like a ball bouncing above the feet.
00:57So let's go ahead and do that.
00:59Now at this point we have a key already set up at frame 0. We've already set up
01:04that extended position.
01:06So, I have this key, and it's actually what I want for frame 0 and then
01:11halfway through the cycle here when the feet are on opposite sides it's going to be
01:15pretty much the same.
01:17So, I'm going to go ahead and copy it there and again to frame 24 just so
01:22that I've a nice loop.
01:25And again I'm only animating to frame 23, because 24 is the loop point and
01:30that's identical to frame 0, so I don't want to double expose that frame.
01:37So now that I have this you can see that the feet are just moving below the body
01:41but it doesn't look like that mass of the hips is really connected to the feet.
01:47So in order to this we need to start to get a sense of motion for this.
01:52Now, I'm going to start here with the passing position.
01:55Now the passing position for the hips is basically where the leg goes under the
02:00body and so the hips are at their highest point.
02:03So I'm going to go ahead and lift those hips up to give the legs room to move underneath.
02:11So now, I have the hips bouncing up, going down and then I can literally copy
02:17the keyframe here on frame 6 to frame 18 just to get that same height, so we
02:22have a little bit of consistency.
02:23So again, I just at frame 18 again, halfway between the steps at the passing
02:28position I lift it up again.
02:31So now I've got this sense of bouncing motion here.
02:37But what is also happening is that as the character goes into the step we
02:44actually are shifting weight from one foot to the other.
02:48Now, remember when we had pose-to-pose animation, what happens when you shift weight?
02:53The weight drops.
02:54So at this point I'm actually going to take the weight and make it lower than
03:00where it was at the beginning.
03:02So I'm just going to drop it just a hair, just enough to give it a sense of
03:05realism so it drops and then lifts.
03:08And then again, a few frames into this second step, it drops again. So now I have this.
03:16So it actually drops, lifts, drops, lifts.
03:19Even with that simple motion you could see now you can almost imagine the legs
03:27connected to the hips and we have kind of almost having like this bouncing
03:30ball above the feet.
03:32Now let's go ahead and turn on the rest of the body because I really wan to
03:36give one more little tidbit of animation here.
03:40So, I'm going to go ahead and select the rest of the body and go ahead and turn
03:44that off for just a second.
03:45And what happens here is that as this character falls down he is shifting
03:51weight, so what is happening here?
03:52Let's go ahead and just play this.
03:55You can see he is bouncing up and down, but there's really no back and
03:59forth rocking motion.
04:01As he comes into this step he's actually going to lean forward a little bit,
04:07so here on frame 2, maybe a little later, but generally right around here around
04:12frame 2, he is actually leaning into this step.
04:16So now he leans in and then steps up and then again on the second step
04:23we repeat that frame.
04:25So, now we've got a little bit of a lean to the step.
04:29It gives a much better sense of weight. Between here and here it seems like he
04:35moves forward a little bit too quickly.
04:37So actually, I'm going to go ahead and take that frame where he's leaning
04:40forward and move it back from say frame 14 to frame 16 and again, here at the
04:46beginning I'm going to move it from frame 2 to frame 4, so that lean-forward is a
04:51little bit more gentle.
04:53So that looks a little bit better.
04:55So now I've got him leaning forward as he steps and it gives a much better
05:00sense of weight and almost it's like he's a pendulum going back and forth.
05:05So as you can see we've got the hips and now the feet moving, so we've got the
05:09major mass of the body moving as well as the feet.
05:13So the next thing to do is to connect the feet to the hips by animating the legs.
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Animating a walk: The legs
00:00When animating a walk, I always find that the hips and the two feet are the
00:04three major points that need to be pinned down first.
00:08Once you get those, the rest of the detail kind of fills itself in.
00:13With those three points animated, let's see what we have.
00:17And you can see you have a very firm basis for the walk with just these
00:22three things animated.
00:24Let's go ahead and fill in the gap between the hips and the feet by
00:30animating the legs.
00:32Now, I typically animate the legs after the feet and the hips just because,
00:37well, those three points are so important that I want to make sure I get them right.
00:42And it also makes it much easier just to bridge the gap because the legs would
00:47kind of fill themselves in naturally.
00:49If you are trying to actually animate from the hips down the feet, the legs
00:54kind of get in the way.
00:55I kind of like doing it with this method, which is basically disconnecting the
00:59legs from the hips and the feet, because it just makes a much more sense in
01:03terms of animation workflow.
01:06So, let me go ahead and show you what I have so far.
01:10As you can see, the legs aren't doing much of anything.
01:14So, let's go ahead and get them working.
01:16I am actually going to go ahead and start with the right leg first.
01:21Because right here is where it does one of its more complex motions, which is
01:25bend and pass them under the body.
01:28When it's going from the forward position, it's actually just fairly straight.
01:32So, let's go ahead and animate these legs.
01:35So, I have the legs actually setup so that I have go the top part of the
01:40leg rotates and then I can also bend it at the knee. Here I have kind of a knee bend.
01:46And let's just go ahead and lay in some beginning keyframes.
01:50So, now as this foot comes up, it's going to bend at the knee.
01:56So, right around frame 3, I am going to go ahead and bend this leg forward and
02:01then just kind of bend the knee so that it's at about the right angle and then
02:07maybe do some repositioning here.
02:10And that's kind of the value of actually making this character all the same color,
02:14because I can actually cheat a little bit by moving this leg and not
02:20having to worry about it kind of connecting into a pair of pants or
02:24something like that.
02:25So, now I have got a kind of just bending up and you can see here it works well
02:31on this frame here, on frame 3, but there is a little bit of disconnect here.
02:40So, I am just going to go through this frame by frame.
02:43It's very easy just to kind of tweak this in and again the only thing you
02:49really need to worry about is this connection here at the ankle where it kind
02:53of fits into the shoe.
02:55You want to make sure that doesn't slide too much.
02:57But it is moving fairly quickly, so if there are little bit of jostles,
03:03the eye will never catch it.
03:05The only reason that you really want to remain firm is that if something
03:08is remaining solid.
03:09But this is really changing shape and direction so much that you are not
03:13going to notice it.
03:14So, let's go ahead over to the passing position, which is where the foot passes
03:19under the body and again this isn't enough.
03:23I actually need more of a bend in that knee.
03:25So, let's go ahead and bend that knee a little bit more and I am going to go
03:29ahead and flip that leg up.
03:31I want that knee to be pretty much as far forward as possible.
03:35And I think I have maybe a little bit too much bend on that.
03:38So let's go ahead and just rotate that right about there.
03:43And again, I am looking at this connection here and I want to make sure that I
03:46got a good line off of his rear end on to that hip.
03:50So, I am just trying to get a nice placement there.
03:54So, that should work.
03:56And because this is a fairly straight in between here, I am not really
03:59bending that knee too much.
04:00I don't need much of an in-between, between frames 3 and 6.
04:05So, I have only set keyframes here at frame 3 and then at frame 6.
04:11So, now comes the other complicated part, which is this leg has to kick out and set down here.
04:20So, let's go ahead and just go all the way forward to frame 12 and I am going to
04:24just set this pose out.
04:27So, I am going to select this leg and I am going to rotate it so that we have
04:32got the knee in the right position. I am also going to kind of straighten out
04:36that knee, not too much.
04:37I don't want to overextend that knee. I want to get kind of a nice arc along this,
04:41so you can see how this is kind of a nice little arc and then just go
04:45ahead and again position it above the ankle.
04:48So now, I have got this kind of coming in like this.
04:53But you can see here, right before this leg sets down, I am going to bend
04:57that knee just a little bit, so I have a little bit more straightening out on that leg here.
05:01So, let's go ahead and just tweak that.
05:04So, I really want this leg to kind of remain bent and then straighten out very quickly.
05:11So, that should pretty much do it.
05:13So, now I have got a keyframe on frame 6, which is that passing position.
05:18A keyframe on frame 10 and another one at 12, just to straighten it out.
05:24So, now let's go ahead and just play that to see how it works.
05:26And you can see that the first half of the cycle works pretty well.
05:30So, let's just go ahead and get that last half.
05:33So, you can see we've got him going into the passing position here at frame 18.
05:38So, I am going to go ahead and just rotate that leg down and maybe straighten
05:43out that knee just a little bit.
05:45But again, I don't want to over extend that knee, but I do want to straighten
05:49it out just enough so I get enough length on that part of the foot to pass
05:56under the body.
05:57So again, I am just positioning this.
05:59This is the key position point.
06:01This is just going to disappear.
06:02It doesn't matter as much where this hits the body.
06:06Just as long as you get a pretty straight line of action from here all the way down.
06:10This is a point where the character is supporting all of his weight on this right foot.
06:15So now, he comes in and then for the last pose, again, what I am going to do
06:20is copy the pose here.
06:22So, I am going to copy this leg pose at frame 0 and I am going to copy it
06:28over to frame 24 and do the same for the bottom part of the leg, which would be the knee.
06:37So again, I am just getting this pose to match up on frame 24, so that way when
06:44it cycles from frame 23 over to 0, it's going to match up.
06:50So now, it looks pretty good.
06:52It looks like right here, there is a little bit of a dip right there.
06:58You can see how this is actually going a little bit too far down on that ankle.
07:03So, I am going to just go ahead and just do one little correction key right
07:07about here and just go ahead and lift that leg up, just to get that line because
07:13what the eye is going to see is the space between this, so I want to make sure
07:16that stays reasonably constant.
07:18So let's go ahead and take a look at that. It's pretty good.
07:24So let's go ahead and scrub through this. Right there,
07:29there is actually a little glitch.
07:31So, what I am going to do is just scrub through this and just do a little bit of
07:34tweaking here, just to make sure that this looks good. There we go.
07:38Okay, so now I have got one leg animated.
07:41It looks pretty good.
07:43So as you can see, by bridging the gap between the hip and the foot with the leg,
07:47it actually makes for a fairly convincing animation.
07:50So, let's go ahead and take a look at what this looks like with both feet animated.
07:55Now, you are going to animate the left foot exactly the same as the right.
07:59So, I am not going to go ahead and go through that process twice.
08:01So, let's just go ahead and see what they both look like.
08:06So, there we have it.
08:07So, now we have got the whole lower body animated and we can now move on to the
08:13upper part of the body.
08:14We have got our firm foundation of our walk.
08:16Let's go ahead and start adding in the additional details.
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Animating a walk: The upper body and arms
00:00So, at this point, we've got the hips, legs and feet animated.
00:04So, we have the foundation of our walk.
00:07Let me play you what we have so far.
00:10So, as you can see, we have a good basic walk but of course the upper body
00:14is completely dead.
00:15So, let's go ahead and start animating that.
00:18The next place I go when animating the body is to the arms.
00:23There's a number of ways you can animate the arms.
00:25The first one is just to use secondary motion; in other words just let the
00:30forces move the arms around.
00:32In that case the arms are pretty much going to move like pendulums.
00:37If the character has motivation, he is doing something, you can also animate the
00:41internal forces of the arm, which is if he is holding something or if he is
00:46waving or doing really anything with his hands or arms then you're going to have
00:51to animate them a little bit differently.
00:53So, for the purposes of this walk, let's just go ahead and animate his arms as relaxed.
00:57So that would make it a classic case of secondary motion, in other words,
01:02drag and followthrough.
01:04So, when he is walking, he starts with this cycle with his right foot back.
01:11Right foot moves forward and then back again.
01:14So, we're going to go ahead and animate his right arm.
01:16So, when the right foot is back, the right hand is forward.
01:22So, I'm going to go ahead and rotate this arm forward and maybe even move it
01:29forward a little bit to give it a sense that the shoulder itself is forward.
01:34So, once we have this forward then we need to get the opposite position and when
01:39the right foot is forward, the right hand is back.
01:43So, I'm going to move this arm back a little bit to indicate that the shoulder
01:48is rotating and then rotate it back.
01:52And I want to get a little bit clear of the body.
01:54But if I go too far back it's going to appear unnatural.
01:57So, I'm going to go just a little bit out like somewhere around there.
02:01So, now his hand is moving back and now again, we have to cycle this.
02:06So, again I'm going to copy the keyframes at frame 0 over to frame 24 and now,
02:13we should have a basic cycle.
02:15So, let's see what we've got.
02:18Well that's looks a little bit better but again let's take into
02:21account secondary motion.
02:23So, as that arm moves back somewhere around frame 3 or so, I'm going to take
02:27that elbow and then just move it up.
02:31So again, I'd get kind of a bend.
02:32It comes back and then somewhere around frame 12, actually a little bit
02:39further, it's going to straighten out.
02:41So, I'm going to go ahead and straighten it out here right around at frame 14
02:46because again, this is overlap and followthrough.
02:48This is going to drag behind the main action.
02:52That elbow is going to straighten out as it's pulled forward.
02:56So, once that shoulder moves forward, that elbow is going to kind of lock and
03:00move forward and then the cycle will begin again.
03:04So, let's take a look at that.
03:08Okay, now in order to finalize this all you have to do is to do the same for
03:12the opposite arm and you have the arm motion in place and we're getting pretty
03:17close to the end here.
03:18Now, all we need to do is to some head motion and maybe a little bit of squash
03:21and stretch, and we will be done.
03:23So, remember when you animate your arm that it's generally going to move like a
03:28pendulum with overlap and follow- through but if the character has motivation
03:33then you'll add some internal forces or internal motion to make the character do
03:38whatever he wants and be sure to balance those action against the natural motion
03:43of the arm wanting to swing back and forth.
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Animating a walk: The head
00:00So, now we have the character very close to being done.
00:03Let me show you where we are at.
00:05We've got the arms, the legs and the feet and the hips all animated.
00:10Now, there's one major part of the body left that we need to animate and that's the head.
00:15If you notice the character's head really is kind of stiff.
00:18So, let's go ahead and add some secondary motion to his head to make him look
00:22a little more alive.
00:24So, I'm going to go ahead and scrub into this first position, which is that
00:28recoil position, and you can notice that the body actually is moving doing and
00:34leaning forward just a little bit.
00:37So as it does this, this head is going to want to resist that motion.
00:41It wants to stay put.
00:44So, I'm going to create a keyframe here, where I'm going to lean that head back
00:50and what I'm doing is I'm just getting a nice line of action. In fact you can
00:54see from the tip of hat, all the way through this foot, you get a nice kind of
01:00curved line. In fact I might have a little bit too much.
01:02Let me go ahead and straighten that out.
01:05So, you can see he kind of leans in to this, but also in this his body is
01:11actually dropping just a little bit.
01:13So as his body drops, again get his head once to stay put.
01:16So, I'm going to lift that head up just a hair.
01:19So, in the next phase of the walk, you can see he is pushing up into this
01:24passing position and as he pushes up, again the head is going to want to stay put.
01:30So it's going to sink down into his shoulders and the rotation of the head is
01:37going to just basically go back to where it was, so it's going to rotate up.
01:40So, now we've got it kind of dragging back and now here we have it pushing up and
01:47then as the head falls back down again, again the head is going to want to
01:51resist this motion just a little bit.
01:53So maybe just add a little bit of a settle right in here.
01:57So, I'm just going to go ahead push him down just a little bit, just to give a
02:02little bit motion here and that should be it.
02:04Okay, so now I have got it in the front part of the cycle but not the last half
02:10and you can see the difference.
02:11You can see the how the head moves a little bit more naturally in that
02:14front part of the cycle.
02:15So all I need to do now is just copy the first half to the second half and
02:22we should have pretty good head motion.
02:24So, let's go ahead and take a look at that.
02:25So, it gives a much better sense of motion for the head.
02:29Now again we can stop here and this would be a fairly complete walk cycle but if we
02:35want, we can go a little bit further and add some squash and stretch.
02:39So, when you're animating the head, just remember that the head does engage
02:44in secondary motion and it will drag behind the motion of the body just a little bit.
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Animating a walk: Squash and stretch
00:00So, now we have the walk pretty much animated.
00:02Now all we need to do is add a few final touches to really bring it to life.
00:06Let's take a look at what we have so far.
00:10Now, at this point we have a pretty good solid walk, but we can also add in
00:14little bit of squash and stretch, as well as one other little thing, which is
00:19how this line of this shirt is animated.
00:22Let me show you what I mean.
00:24I'm going to go ahead and turn off the arms, so we can see this completely.
00:30Let's take a look at the line between the shirt and the pants.
00:34So, as we scrub through it, you will see that well, it doesn't change.
00:39But what this line represents is really the angle that we are looking at this
00:44particular part of the body.
00:46So, as the hips rotate up, this line will change.
00:51So, by animating that edge, you're going to get a much better type of animation.
00:58So, what I'm going to do is just turn on a little bit of shape animation on that shirt.
01:02So, what it does is it now, instead of going from basically concave, it goes to
01:09convex and what this does, just by changing the animation of just this little line,
01:13it makes it look like his hips are moving.
01:16It gives them a much more 3D effect and all I'm doing is really just animating
01:22that edge using a little bit of shape animation.
01:25So, just by doing that we have a much more realistic walk.
01:29In fact, let's go ahead and turn the arms back on and take a look at this.
01:32So, as you can see he has got a much better kind of a hip sway just by animating that.
01:39Now, we can add a little more fun to the animation just by giving it some
01:42more squash and stretch.
01:44We're just going to go ahead and start by squashing and stretching the body at the hips.
01:49So, as he comes down into this recoil position, he is actually going to scale
01:56up just a little bit.
01:59Again, he is stretching and his mass wants to stretch down and then as he
02:04pushes up into the passing position, then we're going to have actually much more of a squash.
02:11So, now we have something like this.
02:17So, as he comes in he squashes up and then he straightens out again.
02:22So, now let's go ahead and copy this to the second half of the cycle and let's
02:25go ahead and play this.
02:26So, you can see just by adding a little bit of scaling to the body, you get much
02:30better kind of a bounciness to the character.
02:33Now, there's one more little detail that I'd love to play with it and that's
02:37the character's hat.
02:39Because this hat is going to squash and stretch as well and actually because
02:42it's right there at the top of the head, it's a really good indication of how the
02:46character squashes and stretches.
02:49So, I'm going to go to this recoil position and I'm going to go ahead
02:53and stretch the hat.
02:56So, I'm going to go ahead and squish it down this way and lengthen it this way
03:02and maybe even pull it up a little bit on his head.
03:06So, now as he is coming down, that hat is resisting the motion.
03:12Again, this is just secondary motion.
03:13It wants to stay in place and then as it pushes up, the hat squashes and
03:26again, I'm just going to go ahead and set it down on his head a little bit.
03:29This is going to be pushed up into his head and then all we have to do is just
03:36finalize that for the cycle.
03:38So, now we've got the hat kind of coming off of his head, being pushed up and
03:44then coming back down.
03:46So, if we cycle this, we'd get something like this.
03:54So, there you have it.
03:55We have a complete walk cycle with a lot of squash and stretch, a little bit of
03:59realism and it looks pretty good.
04:02So, as you animate your walk cycle, remember the general process is to make sure
04:07to pin down the hips and the feet.
04:10Then you can fill in with legs and then work your way up the body.
04:14And if your character is a little cartoony, you can add in some squash and stretch.
04:19So, be sure to take all of these bits of advice into consideration when
04:24animating your character's walking.
04:26Now, every character is going to be different, so you're going to have to
04:28pick and choose which bits of advice to use, but it all kind of comes
04:33together and you can see how a walk, it really is a whole system of body
04:37parts moving together.
04:39And if you animate a character walking effectively, you should be able to
04:43animate just about anything else.
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5. Animating Runs
A run in four poses
00:00Walking is only one way for a character to move through a scene.
00:04A character can also run, hop, skip, jump; there are a number of different types of gates.
00:11The run is probably the second most popular.
00:13So let's go ahead and take a look at how characters run.
00:17I have a simple run that I've sketched out here.
00:20Let's go ahead and play that.
00:23And as you can see, a run is more of a series of leaps.
00:27In fact, let's go ahead and pause this and scrub through it so you can see it a pose at a time.
00:34So the run usually starts in this position which I call the extended position
00:41and this is where a character basically takes off into a leap and so now we have
00:46what's called an airborne position where the character is literally airborne
00:52and then the character lands and this is more like a passing position where we
00:57have one leg is passing the other.
01:00And then as the leg absorbs the character's weight, we have a recoil or a
01:06cushion position here and then we do that again on the other side.
01:10So we have an extended, airborne, passing and then a recoil position.
01:17Let me go ahead and run through this one more time.
01:22So as you can see, it's a series of jumps or leaps, so he leaps lands, cushions,
01:28leaps, lands, cushions.
01:31So let's go ahead and play this in real-time again.
01:34Now, I am going to turn on ghosting and this will give you a much clearer idea as
01:41to how the character moves through the scene.
01:43So let's go ahead and take this a little bit more slowly.
01:47So as you can see, the character, much like the walk, sweeps out an arc with his head,
01:53so as he goes into this airborne position, he is at his highest point.
01:59Then when he lands and cushions, he is at the low-point and again, we repeat
02:04that for the next part of the cycle.
02:07So let's go ahead and play this one more time, so you can see that.
02:10So you can see how he sweeps out an arc with this head as he bounces up and down
02:17as he runs through the scene.
02:19Now let's go ahead and take one more look at this and let's look at these poses in detail.
02:24So we're going to start off with this extended pose.
02:28Now what this pose has is it has the character pushing off with his foot on his toes
02:34and we have this knee kind of cocked ready for that foot to come up and start
02:40moving forward to take the leap.
02:42Now the next pose is the airborne position and this is where the legs are
02:46pretty much far apart and this leg is getting ready to land and this one here
02:51is just pushed off.
02:53The next pose is the passing position.
02:56Now what this does is this leg is planted and it's ready to absorb the weight.
03:01This is just as it hits the ground.
03:03It hasn't absorbed the weight yet.
03:05And now we've got this leg here ready to pass and get ready for the next pose.
03:12So as this character lands, you can see how this knee bends and this leg starts to pass.
03:20So let's go ahead and look at this on the other side.
03:22Let me go back into the extended pose, airborne, passing, and notice how this
03:27leg is fairly straight when it lands.
03:30Now notice how he leans back as he plants his foot.
03:34This is because his momentum is putting him so far forward, he has to put that
03:38foot out in front of him to catch his weight and then once he gets into this
03:43recoil position, he does straighten out and that knee bends and then the weight
03:49of the character goes down to absorb the shock.
03:51So let's go ahead and see this play, see if we can see how this cycle works.
03:55So those are the basics of how a character runs.
03:59Now remember, a run is a series of leaps and a run naturally has more momentum
04:04so the character will be moving up and down a lot more than he does in a normal walk.
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Animating a run: First pose
00:00Let's go ahead and start animating a run.
00:03A run is very similar to a walk in the way that it's animated and so we can use
00:08a lot of the same tips and tricks we used with the walk for the run.
00:11Now, we're also using the same character to animate this run that I did from the
00:15walk and let's take a quick look at him.
00:17He is actually composed of individual parts and I can turn these on and off
00:22and you can see that.
00:23And this is just going to make it a lot easier to manage the character as we animate him.
00:28Now before I start animating the run, I do want to set up a base line.
00:34And what this is, is just a line drawn across the bottom of the screen and
00:38this gives me a straight line over which to move the feet so that way his feet
00:42move in a straight line.
00:43It's basically the ground plane that he is running on.
00:47So let's go ahead and start animating this run.
00:49Now I am going to do this in more of a pose-to-pose sort of animation rather
00:53than animate it a part at a time.
00:55So I am going to set up the very first pose of this character, which will be
00:59the extended position.
01:01This is the position of the character right before he takes off on his leap and
01:06remember that a run is a series of leaps.
01:09So I am going to go ahead and first I am going to start with the hips, and I am
01:15going to go ahead and move those up just a little bit because he is going to be
01:19leaping off and I want to get a good extension there.
01:22And then I am going to go down to the left leg and I am going to get that ready to take off.
01:30This is the leg that's going to be bent, so I am going to go ahead and rotate
01:34this leg and I am going to go ahead and move it up into the body here and I want
01:40to get a really nice tight high knee on that.
01:44So that needs to be really high and ready to take off.
01:48That's probably the most important part of what's happening with this leg here.
01:51So I just want to get that knee nice and high, and then I am going to move down
01:57to the foot and just go ahead and place that under the leg here and maybe rotate
02:05that up just a little bit.
02:06So I am getting a nice high knee and the foot is ready to take off.
02:11Now let's go ahead and move on to the right leg.
02:13I am going to start with the right foot and I am going to move this foot back
02:17and I am actually going to move it back pretty far.
02:22In fact, I might even overextend it just a little bit because I really want to
02:25get a good stretch on this leg.
02:28I really want to get a strong pose, and so by putting that foot pretty far back,
02:32I am going to enforce this leg to really give a nice arc here.
02:35In fact, I want to look at this arc at the back and then want to try and get
02:39that foot pretty far back there.
02:42Now, all I have to do is take that leg and get that to match.
02:46Now one thing you'll notice is that by putting this character into such an
02:50extreme position that this leg isn't long enough to match up.
02:55In fact, if I rotate it back there, you can see how that leg just doesn't quite reach.
03:00So what we're going to do is I am actually going to do some stretching.
03:03I am actually going to stretch his leg just a little bit and then rotate it and
03:09try and get that into position there.
03:12So again, I am trying to make this leg about as long as possible so that gives
03:16it a much better stretch.
03:18So let's go ahead and try and get that in place there.
03:22Now, the last thing is that this foot here really needs to bend up because
03:28what the character is doing is he is pushing off of the ball of his foot, off of his toes.
03:34So I need those toes firmly planted on the ground.
03:37So what I am going to do with this foot is I am going to do a little bit
03:40of shape animation.
03:41Now you can do this a number of ways, depends on the software that you are using.
03:47And if you don't want to do actual shape animation, you can certainly just
03:52create a second joint in the foot, so you can actually bend the foot at the toe.
03:57So I am going to go ahead and just move this foot up and just give a nice bend here.
04:05So now you can see how this toe is planted and I've got a nice arc to the foot
04:09here, so we can see that the heel is off the ground but the toe is still planted
04:14and that's the most important part of what is going on here with the foot.
04:17So now that I have the pose pretty much set up, I want to add one more guideline.
04:23So I am going to go ahead and turn this line on here and I am going to position
04:26it right at the back of the heel.
04:28Now what this is going to do is it's going to give me guideline for how far back
04:34the left foot will go when the character runs.
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Animating a run: Second pose
00:00Once we have this first pose in place, we can now work through the other three
00:04poses in order to animate the run.
00:08But before we start laying down any keyframes, we need to understand the timing of the run.
00:13Now, this run is going to be animated at 8 frames per step for a total of 16
00:19frames for the cycle.
00:20Now this is a little bit quicker than the 12 frames per step we used in the walk
00:25and it will give us a nice smooth jog.
00:29You can certainly animate the run faster or a little bit slower depending upon
00:33the character and the requirements of the scene.
00:37So let's go ahead and turn on the timeline so you can see what frames we are at
00:41and let's get started.
00:42So the first part of the character I want to pose is the hips.
00:47So let's go ahead and scrub over to Frame 2.
00:50What's happening at this second pose?
00:52Well, the second pose is the extended position.
00:55This is where the character is taking his leap, where he is flying through the
00:58air in the middle of the run.
01:00This is where both feet are off the ground.
01:03He is at his highest point.
01:05He is actually in the air.
01:06So let's go ahead and move his body up.
01:09Now once we have the body up, we can pretty much see where the legs are going to go.
01:14So I am going to go ahead and take the right leg, move it up to match the body.
01:18Now, he is actually stretching out, he is starting to take his leap.
01:22So this leg is actually going to straighten out as he takes that leap.
01:27So I am going to go ahead and unbend that knee and go ahead and do a little bit
01:32of a tweak here and then maybe also rotate this around just a little bit.
01:37So we'll go ahead and fine-tune that knee.
01:40So again, I don't want this completely straight. I want kind of a nice
01:45little arc here and then just go ahead and take this foot and put it into
01:50place and rotate it.
01:53Now let's go ahead and do the right leg.
01:57So the first thing I want to do with this leg is un-stretch it.
02:01Remember how we had to stretch it in order to get this pose.
02:05So I am going to go ahead and undo that.
02:08So I am going to go ahead and set this back to normal and then rotate it back a little bit.
02:15Now, what I am looking at here is this nice line.
02:19I want to get a kind of an S-shape curve.
02:21I know we're not going to get it exactly perfect because of the way
02:23the character is constructed.
02:25But this will be a good nice stretch here and then let's go ahead and put this
02:30foot into place as well.
02:32Now first thing I want to do is go ahead and undo the shape animation that we did
02:38and then let's just go ahead and rotate this into place and move it.
02:45 So there we go.
02:46That's pretty much the pose.
02:47I am going to save the upper body until later.
02:51So let's just go ahead and focus on the legs and the hips for this.
02:55Again, it's very similar to the walk in that I want to pin down those three
03:01points, the hips and both feet.
03:03In a way if I can get those, then the rest of the body will just follow them in place.
03:08Here because this is such an extreme change here, I have got a little bit of an
03:13in-between problem so I am just going to have to readjust these feet to make
03:16sure that I get them in place.
03:18So I am actually putting in a keyframe at Frame 1 just to go ahead and get them into place.
03:25So now we've got our second pose.
03:27Now again, remember, it is an extended pose.
03:30So try and keep your feet pretty far apart.
03:33The character is flying through the air and also get a nice curve along this
03:39front and back leg and that will help it to read during the fast run.
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Animating a run: Third pose
00:00Let's go ahead and animate the third pose of the run, which is the passing or
00:05the landing position.
00:08We already have the first two poses in and now we have the extended position
00:12where he is flying through the air, and whenever he flies to the air he has to
00:16land and that's this next position.
00:19It's the point where he lands on the ground.
00:21So when he lands on the ground, he lands with his foot.
00:25So let's go ahead and work with the left foot and I'm going to go ahead and move
00:30that down and rotate it flat.
00:34Now when I get this foot landing, I want to make sure that it is ahead of the body.
00:39Again he is really putting his foot fairly far forward and the body is going
00:43to move over the foot.
00:45So I don't want the body over the foot just yet.
00:48So just go ahead and move the body down and then we can position the legs.
00:52So now I've got this foot and body pretty much falling at the same rate.
00:59So you can see here, they are pretty much coming down about the same speed.
01:03And once I get that in place, I'm going to go ahead and move that leg into place.
01:10Let's go ahead and get the lower part of the leg and get that set in.
01:18Okay, so now we've got this.
01:22Now before that foot hits, I really want to kind of angle it up even a little
01:28bit more, because what that will do is it'll give it a nice slap as it hits the
01:33ground, so it'd give it a nice sense of impact.
01:35So the further you kick up that toe before it hits the ground, the more of a
01:40sense of impact you're going to get.
01:42Now, when that foot hits the ground, the body will also be leaning back even a little bit more.
01:47Now remember he pushed himself from the hips, so the hips move first and
01:52the feet are going to land first as well.
01:54So I'm going to go ahead and rotate these hips back just a little bit more.
01:57Now, this is going to be the farthest back he is going to rotate.
02:00So now, he is rotating back and he is hitting the ground and now as he hits the ground,
02:05this other foot is going to pass beneath him.
02:10So I'm going to take the right leg and start positioning that.
02:16So first thing we're going to do is rotate that leg vertical, move it down,
02:22so it's underneath.
02:23In fact, I'm going to kind of squash it up.
02:26So I'm going to kind of get that sort of pose and then just make sure I get
02:33that knee in place and maybe move it back just a little bit and then get that
02:40foot going as well.
02:41Now, that foot is going to be dragging back pretty far as well.
02:44So I might want to push it back.
02:46If I push it back too far, it's going to look like a broken ankle.
02:49So I'm going to push it back as far as I can and so now we've got this and again
02:56these feet are always going to need to be in-betweened.
02:59So I have got that and now that.
03:04So now he's got a pretty good landing. So you can see here we've pretty much got
03:08almost the first half of this cycle done.
03:11So with this pose, the passing pose or the landing position, you want to make
03:15sure that the foot is in front of the body, the body is leaning back and that
03:21other knee is crunched up and that foot is beginning to pass beneath the body.
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Animating a run: Fourth pose
00:00Let's go ahead and animate the last poses of this run.
00:04Now, I've got the third pose, which is the landing pose, already animated.
00:08So I have got one through three.
00:09So I have got the first pose, second pose, third pose.
00:13Let's go ahead to the fourth pose, which is kind of the lowest position, where
00:16the feet pass below the body, and then we need to also come up in a mirror
00:20opposite of the first position.
00:22Now, I am actually going to jump ahead a little bit.
00:26I am going to take this foot, the left foot, and I am going to animate it all
00:31the way back to frame 8.
00:32Because I want to make sure that the left foot is in the same position as the right foot.
00:37So I am going to go to frame 8 and go ahead and just take this foot and animate
00:42it all the way back.
00:46So it hits that line.
00:48So now the in between will just automatically keep it on the ground.
00:52So if all I do is just animate it straight back, it will stay on that baseline.
01:00So now, I know exactly where it's going to be at on frame 6, which is where I
01:05need to make that next pose.
01:08So let's go ahead and do that.
01:10Now at this point, the mass of the body is also going to be moving forward.
01:15So I am going to go ahead and take the body and rotate it forward.
01:21This is where all of his weight catches on the ground,and then he moves
01:26forward, and he is also going to drop just a little bit more because he
01:30is going to squash and then I am going to go ahead and position these
01:35legs underneath him.
01:37So I am going to go ahead and bend his knee to give him enough to squash with
01:45and position that leg pretty far below him.
01:49In fact, I can probably squash that a little bit more.
01:55Go ahead and move this leg up, and I can even get the body down a little bit more.
02:02What I am trying to do is make sure that weight of that body is coming on to that shoe.
02:08So I'll just go ahead and position this.
02:10So now he is squashing on to that.
02:14Now this other leg is going to be coming around and under.
02:18It's going to kind of flip under there and start to move up in anticipation
02:23of this next leap.
02:24So I am going to go ahead and take this foot and rotate it and move it
02:31 around like this.
02:33So now this foot is kind of coming like that and we are going to go ahead and
02:40take the right leg and position that as well.
02:44And I may need to rotate that.
02:46And again, that leg is going to remain fairly squashed, in order to come through there.
02:53So again, just something like that.
02:55So now I have got all four poses: one, two, three, four.
03:04Now let's go ahead and scroll to the very back and get the next pose.
03:11Now I am going to start with the hips.
03:12Now I already know exactly where the hip should be, because I have already
03:14animated them into position before.
03:17So let's go ahead and take that left leg move it back and I am going to
03:21straighten this out and rotate it in a place and again, I probably need to
03:29stretch this a little bit, like I did with the other leg.
03:35So I am going to go ahead and stretch it, and rotate it into place.
03:42So now with this foot here, I have to bend it up.
03:45So that it matches here.
03:48So I am going to go ahead and turn on that shape animation that we did with the other one.
03:52And let's get that in place.
03:55So now we have got a really nice extension.
04:02See how it kind of goes from that to that?
04:04Really good pop there.
04:06And then all we have to do with this foot is again just bring it up and make it
04:10ready for takeoff, so let's go ahead and do that.
04:13I get this foot here ready and rotate that around as well.
04:21So now we've managed to animate the first four poses and the first pose of the next cycle.
04:27So as you can see we have got all of this.
04:33So we have pretty good cycle here going.
04:35So now, once I have the other half animated it's going to look something like this.
04:39Now I have gone ahead and taken away the guidelines and let's go ahead and just play it.
04:45So as you can see, with those four poses you can get a really good basic run.
04:52We still need to do the upper body.
04:54But by getting the basics of the lower body in place, the rest will follow naturally.
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Animating a run: Upper body
00:00Once you have the foundation of the character animated, in other words, the hips
00:04and the feet, you can move onto the upper body.
00:07So let's go ahead and see where we are at.
00:11We've got this nice little run cycle, but of course as you can see the body
00:14really is kind of dead.
00:16So let's go ahead and start working with that.
00:18Well, the first thing I want to work with is basically the transition
00:22between the lower and upper body, and that's the line where the shirt
00:27intersects the pants.
00:29So that we can see it a little bit better, I am going to go ahead and turn off
00:33this arm so we can see this line.
00:37What's going to happen?
00:38Now we have talked about this in the walk cycle. Now let's go ahead and go over it again.
00:43What's going to happen here is that as the character moves, this shape
00:50actually will change because right now it's kind of down and it's kind of
00:55like this concave line here.
00:58And what this means is that right foot is down and back.
01:01But when the right foot is up and forward,
01:05that means the other foot is down and back.
01:07So really the weight has shifted to that other foot.
01:11So if we actually animate this shape, the line between the upper and lower
01:17torso, we can actually get a much better sense of volume in the character.
01:23So notice how now instead of concave, it's convex.
01:27So we go from this shape here to this shape here on the opposite foot, and
01:34when we put all that together, you can see how it gives a much better sense of volume.
01:39It looks like his hips are rocking back and forth as he runs.
01:43So now let's go ahead and move up to the head.
01:46Now, this head is actually going to have some secondary motion as the character
01:51bounces up and down.
01:53So as he pushes up, this is going to kind of sink into his collar.
01:59So now, he pushes up, it sinks into his collar, and then as he falls down here,
02:05the head is going to lag behind.
02:07So it's going to kind of come up a little bit like this.
02:10So now we have got almost like a piston.
02:13It kind of comes up, comes down, and then it goes back to the original.
02:17So let's go ahead and play that.
02:21So as you can see we have got a much better motion on the head, but another
02:27thing that looks pretty stiff is his hat.
02:29Now, we can have a lot of fun with that.
02:31We can do a lot of squash and stretch animation.
02:33So again, just like the head, as that head is being squashed into the body,
02:39the hat is being squashed into the head.
02:42So let's go ahead and animate some squash and stretch on the hat.
02:46So I am going to go ahead and squash his hat down, maybe rotate it a little bit
02:53to get it kind of set down onto his head.
02:57So now, as he pushes up, that hat squashes and as he moves down, it's going
03:04 to stretch.
03:07Let's go ahead and rotate it.
03:10As it stretches, it actually may even leave his head just a little bit because
03:13he is really doing some pretty hefty motion here.
03:17So now, I have got it squashing around frame 2, stretching around frame 6, and
03:22then going back to normal on the cycle.
03:26So let's see how that works.
03:27Now, I can actually have that squash down a little bit more on the head here.
03:35Let's go ahead and stretch this a little bit more.
03:38Yeah, that's much better.
03:40So now we can then stretch this more. There we go.
03:46Let's take a look at this.
03:49There we go, much better.
03:50So now we have the body.
03:52And the last thing we need to do is animate the arms.
03:56Let me go ahead and turn those back on.
03:59The arms actually move opposite the legs very similar to a walk.
04:04So as the right leg is back, the right arm is rotated forward.
04:10So I am going to go ahead and rotate it forward and even move it forward a
04:13little bit to give a sense of his shoulders moving forward, and also rotate this a
04:19little bit at the elbow.
04:22That's actually a little bit off right there. We can fix that.
04:26So that's my good first pose.
04:28Then just go halfway through the cycle and get to my second pose, which will be
04:34this is straightened out and the shoulder is rotated back and it also moves
04:42back here, something like that, maybe a little bit more.
04:46So now, yeah, that looks about right.
04:48So now all I have to do is just copy and paste those first frames to frame 16 to
04:55give a nice cycle, and let's see how that looks.
05:03It's a little bit off, but that will be good for now.
05:05You can see where we are going with this and I have also already animated the
05:09left hand to make sure that it works as well, and there we go.
05:15So there is a basic 8 frame per step run cycle and as you can see, it looks pretty good.
05:22So when animating a run, it's often best to do it pose to pose.
05:27Now, make sure that your poses are strong and also make sure that you have
05:32smooth in-betweens between the poses.
05:34Once you are done with the basic run, you can add a little bit of squash and
05:38stretch to make it give it more life.
05:41Different characters will run differently, but hopefully, this run is a good
05:46template for which to base all of your other runs.
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6. Facial Animation and Dialogue
The basics of dialogue animation
00:00If you ever want your characters to talk or speak, you are going to have to
00:03learn to animate dialogue and lip sync.
00:06Animating dialogue means you are syncing the entire character to the sound.
00:12Now, this of course means syncing the mouth so that the mouths line up with the soundtrack.
00:17But more importantly, it means syncing the body or the character to the sound.
00:22Let me show you an example.
00:24Here we have a simple character.
00:26Now, if all we did was animate just the mouth, you would only be animating this
00:31much of the character.
00:33All of this would be dead and really what the audience sees is the entire character.
00:39So you need to make sure to animate the other part of the character as well.
00:44So when you do that, you animate the entire character.
00:48So make sure you animate the character, not just the mouth.
00:52Now, with that in mind, let's talk a little bit about the mouth.
00:56Now, when you animate the mouth to the soundtrack, you are animating what
01:00are called phonemes.
01:02Now, phonemes really are just the shapes of the mouths that make the fundamental
01:06sounds of dialogue, and we will get to those in just a minute.
01:09But phonemes really fall into two categories.
01:13There are vowels, which are open mouth sounds, and so of course these are A, E,
01:18I, O and U. They are made by opening the mouth.
01:21That's what makes the sound.
01:23In between the vowels, we have what are called consonants, and those are
01:28closed mouth sounds.
01:29So anything that interrupts a vowel is a consonant.
01:33Now, when you animate phonemes, be sure to open your mouth quickly and close it slowly.
01:39You really want to get a good contrast when you open your mouth.
01:43When you go to something like an A or an I, one of those ones that has a very
01:47large mouth, make sure you just open that very quickly.
01:51You want to make sure that you have 2 frames minimum.
01:55So in other words, keep every mouth or every phoneme on the screen for at least 2 frames.
02:01If you animate a phoneme only over one frame, it's going to get lost and it's
02:05going to look like noise.
02:07The eye really only can catch it if it's on for 2 frames.
02:11Now, there is going to be times when your dialogue is actually faster than 2 frames.
02:17So in that case, don't try to hit every phoneme.
02:20If the phonemes are going faster than 2 frames per phoneme, then just try and
02:25get a good general guide or just kind of interpolate it so it looks good.
02:31But if you try and hit every phoneme, you are going to get mouths that look very
02:34chattery and we don't want that to happen.
02:37So with that in mind, let's go ahead and take a look at the phonemes themselves.
02:41The first one we have is A and I, which is kind of an open mouth.
02:47And this is really probably the largest of the phonemes that has the
02:50mouth opened the widest.
02:52After that we have the one for EH and UH which are kind of more of the softer
02:58vowel sounds and that has the mouth a little bit more closed.
03:02Then we have the Eeee sound, which is a broader mouth.
03:07After that, we have OH and Oooh, and these are both just circular mouths and
03:12one is closed a little bit smaller to make the Oooh sound and when it's a
03:16little bit wider, it's OH and these are all vowels.
03:21Now, for the consonants, we have the first one is the closed mouth, which is for
03:25sounds like M, B or P. And then we have the hard consonant sounds which are ones
03:33such as C, D, G, J, K, S, T, X and Z. These are all kind of the hard types of
03:41consonants that really only happen over 2 frames.
03:43Typically, these sorts of consonants will be animated at about 2 frames.
03:48They are very, very short.
03:50Then we have the longer consonant sounds, such as this shape for F and V, which
03:56has the lip tucked up under the teeth.
04:00Then we have one for T, H and L, which has the tongue tucked up under the teeth.
04:07Now, all of these together can be used to make very convincing dialogue.
04:12Now of course these are just one style of drawing.
04:15Your characters may be very different but if you get the same general mouth
04:20shapes, you should be able to animate dialogue.
04:23So remember, when you are animating dialogue to animate the entire
04:28character, not just the mouth, and when you animate mouths make sure that
04:32you get your phonemes right.
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Reading tracks and assigning mouth shapes
00:00Now in character animation, before you do any sort of animation, you first need
00:04to record your dialogue.
00:07Now in animation, dialogue tracks are recorded first.
00:10This makes it much easier to get a really good take and a good spontaneous bit of acting.
00:17Now, once you have that bit of recording, you have to read the tracks and
00:21actually get the phonemes.
00:23And then after that, you animate to the existing track.
00:28So basically record the dialogue, read the track to get the phonemes and then
00:33you animate to the track.
00:36Now, when you are reading a track, one of the first things you will do is
00:39you will actually bring it up in the computer and you will see a visual
00:42representation of the waveform of the track.
00:46When you are looking at a waveform such as this in the computer, you will see
00:49that there are louder parts, which are the up and down parts here.
00:53So this is a loud part. Or a soft part.
00:57If you really take a look, you will see that the loud parts are vowels and the
01:01soft parts are consonants.
01:04So that means vowels are typically louder and consonants are quieter.
01:09This is because remember, vowels are the open mouth sounds and consonants are
01:14the breaks between sounds.
01:16So consonants just by nature are going to be softer.
01:20So if you can look at this track here you can see that the vowels are little bit
01:24taller and the consonants are a little bit softer.
01:28So there is a consonant, a very short one, between these two vowels and here is
01:32another soft consonant.
01:34So that's a typical rule of thumb.
01:36But let's go ahead and read an actual track and see how it works.
01:42So here I have a basic track and it's about 70 frames long.
01:47And I am going to go ahead and read it, but before we read it, let's go ahead
01:51and play in real time.
01:54(Recording: These pretzels are making me thirsty, these pretzels are making me thirsty.)
01:59So now that you have head the track, let's go ahead and scrub through it a
02:03little bit more slowly.
02:06So here we have the waveform that represents that track.
02:10So let's go ahead scrub through it a frame at a time and see what we get.
02:20So the first word is "these."
02:22Now the dialogue track says these pretzels are making me thirsty.
02:26So the first bit of dialogue is when you can hear the word these.
02:33So this actual word is these.
02:36So you can also see that that's the TH,
02:44and this the E,
02:47and that's the S at the end.
02:49So you can see how we have the word "these."
02:55So you can see Th-eeee-ss.
02:58So we have These.
03:06You can hear the P and even see that little mark here for the P,
03:10These pretzels, PRE.
03:20So there is pr-EH---tz---eh---lllll-ssssss.
03:23Let's actually go ahead and bring that up.
03:26So pretzels. So you can see here this part is actually the L and S, there are
03:30actually long consonants.
03:35Pretzels, so let's try that again.
03:39So that's pretzels.
03:44Are. Now I am using the phoneme sound.
03:49So are is actually Ah and the letter R. So "are."
03:56You can see this is the M, Make, Marking.
04:05And now again we have got another M here, Me.
04:11So making me and the last word is thirsty.
04:15In fact if we take a look at this, we can almost figure it out just by looking
04:19at the waveform, what is it? Thirsty.
04:21So th-UR---ssss-t-eeee.
04:25That's pretty much what's it going to be.
04:27You can almost look at the waveform and infer what the phonemes will be.
04:31So we can also see this as thirs-teee.
04:35Let's take a look at that.
04:41So you can actually get to the point where you can actually almost look at
04:44the waveform and by knowing the dialogue, you can pretty much see where everything is at.
04:49So we have thirs and this is S and then we have tee, which is that short
04:55consonant, and then t-eee and then the E. So we have th-UR---ssss--t--eeee.
05:06So now that we have the track read, let's go ahead and play it back one more time,
05:10so you can see the phonemes against the sound in real time.
05:15(Recording: These pretzels are making me thirsty.)
05:17(Recording x2: These pretzels are making me thirsty.)
05:21So there you have the track read.
05:23Now when reading a track, be sure to match your phonemes against the waveform
05:28and once you have it, it's time to start animating dialogue.
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Phonemes and lip-syncing
00:00Now that we have read the track and know where the phonemes lie in time, we can
00:05match up our mouth shapes to our phonemes.
00:09So let's go ahead and play the track, as we have read it.
00:13These pretzels are making me thirsty.
00:16(x2) These pretzels are making me thirsty.
00:19So now let's go ahead and insert in our mouth shapes.
00:23And I have already setup a simple set of mouths that has basically all the
00:28shapes that we need to animate to this dialog.
00:30And let's go ahead and just do our animation.
00:35When we start animating we have to scrub against this waveform, recognize the
00:41phonemes and insert the proper mouth shape at the time.
00:45But we also, need to make sure that it all animates well together.
00:49It's not just a mechanical process of matching mouths to phonemes.
00:54You really have to make sure that the mouths flow properly in the animation context.
00:59So let's go ahead and do this.
01:00Now our first phoneme is going to be Th.
01:02Let's go ahead and scrub this first word.
01:06(Recording: These...)
01:08So it goes "these," and you can see that the S is this kind of little tail end here.
01:13So up here is the Th, in the middle this broad part is the E and then at the
01:19end we have got the S. So we can almost just look at the timeline and see how this works.
01:25So right about here you can see this is where the Th starts.
01:28So I am going to go ahead and slug in that mouth sound.
01:31So I am going to keep it for two frames minimum.
01:34So I am going to go here. We've started here at frame 2, and 3 our Th, then I go
01:42to frame 4 and I am in the middle of that E.
01:46If I insert in the E sound, you are going to see that I really don't have a lot
01:51of contrast between this Th and the E. So when it scrubs like this, you are
01:57going to see it's not really going to pop.
02:00If you wanted to be accurate, you could do it this way.
02:03But I am actually going to break one of my rules and that is I am going to
02:08actually open this mouth a little bit more, and I am going to put in the
02:12wrong mouth shape here.
02:14I am actually going to put it an A just to get that mouth open a little bit more.
02:20Once I have got that A shape in, I can then bring it back down to the E.
02:27Now this will give a lot more contrast in how you animate.
02:31And then once I have that, then I am at the tail end where I have my S sound.
02:39So I am just putting in my hard consonant.
02:42Kind of closed teeth for the S.
02:45So let's go ahead and scrub this.
02:46So you could see we have "these."
02:53Now just by opening the mouth here, you get a lot more contrast.
02:56And a lot of times when you are animating dialog you want to get contrast
03:01between your phonemes to make certain phonemes pop.
03:04So let's go on to the next word.
03:07These, okay now, the next one is pretzel.
03:10So we have got pr and then EH, puh-er-eh, pretzels.
03:16So we need to put in actually three shapes in order to make this work.
03:23So right after the S sound, I am going to go ahead and animate that from frames
03:288 to 9 and then right here around frame 10, which is actually almost a little
03:34bit early, I am going to go ahead and put in that P sound.
03:39So I am just going to have a closed mouth shape, I am going to hold it for two
03:44frames and then I am going to go to an R shape.
03:50Now what is an R shape?
03:52Well an R, if you think about it, R is almost the same as the Oo sound.
03:58So pr, puh-rr, but it's actually p-r and then we go into an EH, which would be this shape.
04:08So let's go ahead and scrub this.
04:10So we go Pa, two frames, r, two frames EH.
04:22pr-EH and then we hold the Eh for a while and then we go into a teh, another t sound.
04:28And a T is a hard consonant so again we are just going to use that
04:33catchall consonant sound.
04:42So pr-EH-tz, I am going to hold that so that's a T and then we have
04:48eh-llll-ssss, these pretzels.
04:51Eh, that's not an e. That's not pretz-eels. It's pretz-uls.
04:55And so I am going to use that kind of EH sound.
04:59So I am going to go ahead, and put in this Eh sound and hold that for a little bit.
05:03But as you can see on this timeline here, we have got actually a long L and then a long S.
05:10So let's go ahead and scrub through that.
05:15It goes from E to L to S. So it's kind of unspecific as to when this happens.
05:22So what I am going to do is this actually goes from about frame 19 to about frame 29.
05:30It's actually about 10 frames.
05:32So I am going to give each about 3 frames, just kind of break it up.
05:35And we can actually almost see where the S starts.
05:38You can see this is where the L ends and this is where the S starts.
05:43So I am actually going to start my L right about here, and then hold it to
05:48about right before that start, again that is almost three frames, and then here
05:54at frame 26 I am going to go ahead and put in the S sound, which again is that
06:00hard consonant sound.
06:01And then right about here is where I am going to have the word "are." So I am just
06:07going to go ahead and close it.
06:10Now typically, when animating dialog it's better to go a little bit early with
06:14the mouth shape then it is to go late.
06:17In fact, the Disney animators would always animate two frames ahead of where
06:22they were animating.
06:23Now a lot of this was because they would play their cartoons in big
06:26theaters and it would actually take a fraction of a second for the sound
06:30to actually hit the audience.
06:32Now for animating for something a little bit more immediate such as a TV or at the computer,
06:37you may want to animate right on the phoneme.
06:39It just depends, but typically it's better to go a little bit ahead, because it
06:44does take sound a little bit of time to hit the audience.
06:49So here I am going to actually go a little bit early in my "are" shape.
06:52So I am going to go AH-r.
06:57And now the R again, the R shape is actually pretty much the same as the Ooh shape.
07:10R and again hold that for at least two frames, and then I have got my M shape.
07:16Making me thirsty.
07:20And again, it's just A.
07:21So now, we have worked away about half way through this track and you can see
07:25what the process is.
07:26It's really just scrubbing through the track, seeing where the phonemes are and
07:31applying the proper mouth shape to the phonemes.
07:35So let's go ahead and see the final version of this.
07:39(Recording: These pretzels are making me thirsty, these pretzels are making me thirsty.)
07:46So there's the final version.
07:48So let's go ahead and scrub through it once just to see how this works in slow motion.
07:53(Recording: These pretzels are making me thirsty.)
08:07So there we go, these pretzels are making me thirsty.
08:10So as you animate your phonemes to the track be sure to get contrast between
08:19your phonemes, so that your vowels will go ahead and pop out of your consonants
08:24and be sure also to give at least two frames per a phoneme so that your dialog
08:29doesn't appear chattery.
08:31So that's how you get your mouth assigned to your sound track.
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Animating dialogue: Animating the body
00:00Let's go ahead and move on to the next logical step, which is animating the
00:04entire character to dialog.
00:07Now, when you animate a character to dialog you want to make sure that you get
00:10the body animation first, then do the phonemes and then do the whatever
00:16fine-tuning you need to make sure it all syncs up.
00:20Now the reason we want to animate the body first is we want to get the broad
00:23motion of the character blocked in before we do any phonemes.
00:28There may be situations where the head is in a strange place and certain
00:32phonemes won't work.
00:34So we want to make sure that we get the poses and then do the phonemes, because
00:38again the body is more important than just the mouth.
00:42So let's go ahead and take a look at the dialog that we are going to be using.
00:45And I am going to go and play this.
00:49(Male speaker: I can't figure this out, I can't figure this out.)
00:54So as you can see the dialog is "I can't figure this out."
00:57Now when reading the track for body animation, you don't want to do it a phoneme at a time.
01:04If you animated the body to every single phoneme, you totally over-animate the track.
01:09What we were trying to do here is get the broad sense of the track and get the
01:14major beats or major points of emphasis in the track.
01:18So which words in the track are emphasized?
01:22So in this particular track, I am thinking the words "can't" and "out" are the ones
01:27that I want to emphasize.
01:28So I want to go, "I CAN'T figure this OUT."
01:34So let's go ahead and scrub through this and see what the track looks like.
01:38(Male speaker: I can't figure this out.)
01:45Again, the word "can't" and "out" seeing to be the points of emphasis.
01:50So if I emphasize those two words, the rest should fill in just fine.
01:57So let's go ahead, and start doing some animation.
02:00So the first thing I am going to do is go to the beginning of the word can't
02:04and set some keyframes, and then I am going to go to where the word kind of
02:10comes to it's peak, which is in the middle of this word an't or the AHH sound in the word can't.
02:17And go ahead and animate the character, so that he is in a nice pose.
02:22So I am going to go ahead, and rotate him up a little, and then, because he is
02:27saying the word can't, which means I don't know,
02:30I am going to go ahead and bring his arms into a shrug.
02:32So I am going to go ahead and rotate his arm out a little bit and move it up.
02:38So it seems like he is shrugging.
02:39So he is saying I can't.
02:41Now, let's go ahead and do that for the other arm.
02:43So I am going to do the same for the right arm. I am going to go ahead and rotate
02:46his arms out just a little bit, and again move it up so he has a shrug.
02:52So now we have (Recording: I can't) figure this...
02:58I am going to keep him arms out for that so when he is saying "I can't figure
03:03this out," he is still going to be shrugging and then he is going to basically
03:08relax the shrug on the word out.
03:11So he has got (Recording: I can't figure this..) and then out,
03:18he is going to go ahead and relax his pose.
03:21I am going to go ahead and bring his arms back to the side.
03:25Now this is just the basic blocking. I am just getting the basic pose.
03:29So let's go ahead and see what this looks like.
03:31Let me go ahead and just scrub it.
03:33(Recording: I can't figure this out.)
03:37Now I want to get a little bit more animation into this.
03:40I want to anticipate both of these points of emphasis.
03:43The point where he is shrugging and the point where he relaxes the shrug.
03:48So I am going to go ahead and do some more animation with his body.
03:53So I am going to go ahead and before he actually comes up into this pose I am
03:59going to actually drop him down a little bit.
04:02So I am going to actually drop his body, maybe even rotate him a little bit in
04:09the opposite direction.
04:11So now, he is going kind of like this.
04:15And so he is kind of dropping down and then popping up, and then again I want
04:21to kind of sink him down just a little bit, and maybe even rotate him over a
04:24little bit and just kind of drop him down.
04:28So I have got him coming up and then dropping down. In fact, I can probably drop
04:35him down a little bit faster.
04:38So drop him down and then again, I want to kind of keep him moving. I don't want
04:43him just to freeze there and maybe even relax the arms a little bit.
04:47So we go ahead and take these arms and rotate them in, just so he is relaxing.
04:55One of things that will really help your animations is learning a little bit
04:58about drift, and that's gravity will always tend to pull things down.
05:02So when your arms are out, their tendency is to sink down.
05:07So his arms will try to sink down.
05:10So he comes up and then he kind of relaxes down, and then he should actually
05:17come up again on the word out and then settle back in.
05:22So what we were going to do here is as he says the word out, I am going to go
05:26ahead and pop him up one more time.
05:31And keep those arms out.
05:39So now, we have got "I can't figure this out."
05:44So I have gone ahead and tweaked this a little bit.
05:46So let's go ahead, and see what my final version of just this phase of the animation looks like.
05:53(Recording: I can't figure this out. I can't figure this out.)
05:58So there we have our first pass at the animation.
06:01So we have got the body animated.
06:04Now we need to go ahead and fill in the phonemes.
06:07But when animating the body make sure you hit the major points of emphasis in
06:12your dialog, be sure to anticipate those points of emphasis and be sure to not
06:18over-animate by trying to animate every word.
06:22And if you do that, you'll have a good start on your dialog animation.
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Animating dialogue: Assigning mouth shapes
00:00So now we have the rough body animation blocked out and let's go ahead and see
00:05what that looks like.
00:07(Recording: I can't figure this out. I can't figure this out.)
00:12So now that we have the body animation done, let's go ahead and
00:16start animating the mouth shapes to the phonemes.
00:20So as we go through this track you'll see have "I can't."
00:25Let's go ahead and scrub through that.
00:29So it goes I and then it goes silent for the C. So let's go ahead and start with the A sound.
00:37So the first thing I am going to do is go here to where this starts.
00:41In fact, I can just look at the track and see where the sound starts and I am
00:46going to go ahead and put it in my A mouth shape.
00:49Then I am going to scrub through to where we have the C, and then I am going to
00:55go ahead and put in my consonant sound.
00:59Now the one thing is I have got a lot of space between here and here.
01:05I have got about eight frames.
01:06So I really want to take and put in a middle frame here, somewhere around here,
01:12I want to actually put in an in-between.
01:16So that way it kind of gives a little bit more of in-between between this and this.
01:20So now we have got...
01:23Okay so now we have got the word can't, and again,
01:26you can see, you can even just look at this timeline and see where the A starts.
01:31It starts right here, at frame 24.
01:32So I am going to put in my A sound, "I can't" and then the nt again.
01:41You can see right here that's where this A sound ends.
01:46So I am going to go ahead here and at this frame which is somewhere around frame 28,
01:51and again, put in my consonant sound, "I can't" and then.
02:00So let's go ahead and scrub this.
02:05Here is the f for figure, so let's go ahead and put that in, so that would
02:10be this mouth shape.
02:13So this mouth shape is for f, figure.
02:16Now figure is actually f-eh.
02:19So it's more of an EH or an E sound.
02:22So I am going to go from this mouth shape to this mouth shape.
02:25So I am going to go "fig," and then it goes back into a consonant for figure.
02:31The G is a hard consonant, so I am going to go ahead and put this shape in.
02:40Now the next one is UR.
02:43Now with UR, it's mostly round mouth sound.
02:45So I am going to actually start with an open O sound and then just bring it
02:51down to an Ooh half way through this phoneme.
02:55So now, I have got... "figure this."
03:02So here, we have got the th mouth shape, this.
03:06So again, I am going to hold this for two frames, then put in an e, this, and
03:11then we'll go back to our consonant sound for the S and then for "out,"
03:17what I really want to do is I want to get a really good emphasis for this.
03:21So I want to open the mouth up pretty wide.
03:24So for the word out, I am actually going to start with an A sound then go to an O.
03:31So we are going to from Aoo and then go into an Ooh.
03:37So that's pretty much it.
03:39So let's go ahead and take a look at the final version of this.
03:44(Recording: I can't figure this out. I can't figure this out.)
03:49So as you can see we now have the body and the phonemes animated together.
03:55Now when you are putting in the phonemes, be sure to pay attention to where the head is at.
03:59But also pay attention to the rules of phoneme placement, which is two
04:02frames minimum per phonemes, and try and get contrast between your vowels
04:07and your consonants.
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Animating dialogue: Finalizing
00:00Now we have the body animated, as well as the phonemes.
00:04So let's go ahead and take a look at where we're at right now.
00:08(Recording: I can't figure this out. I can't figure this out.)
00:13So as you can see, it's getting closer.
00:15We're doing this a layer at a time, but we still need to do secondary motion.
00:20Then also I want to do a little bit of eye direction.
00:23I want to do some blinks and also give a change in eye direction.
00:27So let's go ahead and do that first.
00:29I'm going to go ahead and scrub in here, and as you can see as he changes his
00:34pose from this through the shrug, I want to go ahead and do a change in eye
00:39direction, which means I want to go ahead and make him look up and away.
00:44So right about here, I'm going to go ahead and change his pupils to move basically up.
00:55So he's going to be kind of looking almost to the sky, because he doesn't know.
01:01Now, let's go "I can't figure this..."
01:06Then as he comes back, I'm just going to go ahead and have them go back to
01:09my normal pose here.
01:12So I'm going to go ahead and move that eye back.
01:18What was that? So now he's going...
01:21(Recording: I can't figure this out.)
01:26So I can't figure this out.
01:31So what I'm doing is I'm changing the direction of his eyes on each of the major points.
01:37That will help to sell the animation.
01:39But when I change eye direction, what else do I need to do?
01:42I need to add in a blink.
01:44So let's go ahead and do that.
01:47I'm going to go ahead to each eye and just add in a blink.
01:52So as he comes in he blinks up, and then he opens his eyes again.
01:58Let's do the same for the other one.
02:02So as he changes his eye direction, I'm going to go ahead and add in
02:09a blink for each eye.
02:14So now he goes, "I can't figure this out."
02:21Very simple!
02:22So let's go ahead and scrub that against the track.
02:25(Recording: I can't figure this out.)
02:28So that works pretty good.
02:29But I still need to do a little bit of secondary motion.
02:33The first place I'm going to concentrate on is the head.
02:36Now the head is going to move because of two reasons.
02:40One is it will have secondary motion. In other words, it will lag behind the
02:46motion of the body, because again the head wants to stay put.
02:50So it's going to try and stay where it is as the body moves.
02:53So it's going to drag behind the motion of the body.
02:56But there is another reason why the head is going to move, and that is because
03:00when the mouth gets large, such as in A or I sounds, the head will tend to tilt
03:07back just a little bit to open the throat.
03:11So what we're going to do is as we get into our big sounds, we're going to
03:14bounce the head up and then we're going to combine that with secondary
03:17motion against the body.
03:19So right here, he goes into an I sound.
03:23So what I'm going to do is just take the head and just kind of drop it down a
03:28little bit and maybe rotate it.
03:30Again, one of the things I'm going to do is rotate the head just a little bit.
03:33If I rotate his head like that, it gives a nicer line to the pose.
03:38So what I'm having him do is kind of just tilt over a little bit and then he goes "I".
03:45So, I'm going to pop the head up just a bit on that word I,
03:54and then he kind of comes down.
03:58So again, I'm giving a little bit of a contrast there, but then as he
04:03starts pushing up, I want to actually bring his head way down kind of into his shoulders.
04:09We'll squash his head a little bit.
04:14Then as he gets into this other A sound, I want to pop the head up and maybe do
04:20a little bit of rotation.
04:22So now we've got, "I can't." So you can see how the body pushes and then that head
04:31pops up almost as emphasis and it actually tends to emphasize that word.
04:39Then we can go ahead and settle that had back down.
04:45Let's go ahead and scrub this.
04:47(Recording: I can't...)
04:49See how that word can't is now super- emphasized, not just by the mouth, but by
04:54the body and the head.
04:56(Recording: I can't figure...)
04:59Figure. So what we need to do know is just start animating the head against these
05:04phonemes at this point.
05:06So I'm going to go ahead and drop the head down just a little bit, and then as
05:10he comes into that phoneme, I'm going to pop him up and again, drop him down.
05:21Again, I may add a little bit of rotation just to add some variation, just to
05:24give it a little bit of life.
05:31Then again, we're coming up into another big motion here.
05:34So I'm going to go ahead and get this ready, anticipate it.
05:42As he's coming into this big move right here, I want to squash the head and
05:50then overshoot it and then settle back in.
05:54So now we have something like this.
06:00I can't figure this out.
06:02I want to add one more little bit of secondary animation.
06:06That's on the arms.
06:07Now notice how the arms are actually fairly stiff when they move, particularly
06:11when they come down.
06:13So right about here, as they start coming back down, I want to actually add a
06:19little bit of drag into those lower arms.
06:23So at this point, as they come down, I'm going to take the left arm and I'm
06:30just going to rotate it out a little bit and do the same for the right arm.
06:38Again, just put a little bit of a bend in that elbow and it will give it a much
06:42stronger sense of flexibility.
06:45It will actually make the character look a lot more realistic and flexible.
06:49So now if you look at the arms, you can see now how I'm kind of bending those,
06:54as he's coming down. In fact, I could probably do that a little bit more right
06:57there and there we go.
07:00That pretty much completes it.
07:03So let's go ahead and take a look at this final version of the animation.
07:08(Recording: I can't figure this out. I can't figure this out.)
07:13So as you can see, we've done this animation in layers.
07:17We first blocked out the body motion, then we added in the phonemes, and then we
07:23did our fine-tuning.
07:25By doing it in this way, you get a really good animation.
07:30It's good to do it step-by-step, because that way you have a firm foundation on
07:35which to build the next step.
07:37So go ahead and continue to practice with your own characters and do some
07:42additional dialog animation.
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7. Animating Characters in After Effects and Flash
Animating a scene
00:00So now that we understand the basics of animation, it's time to actually
00:04start animating a scene.
00:07Now, we're going to animate the exact same scene in Flash CS4 as well as After Effects CS4.
00:13So if you're familiar with one or the other, just go ahead and jump to
00:17those particular movies.
00:19Now, the scene we're going to animate actually has walking as well as dialog.
00:23So we should give a broad coverage of the techniques for both of these packages.
00:29Now, before you start animating your scene, you need to plan and direct your scene.
00:33This means we start off with something like a script or a storyboard.
00:38Now, you can always just go directly to storyboard if you want, and once you
00:42have the basic story down, you can record your dialog.
00:46Once you have the dialog, you can marry that with the storyboard to create an animatic.
00:53So let me show you the storyboard for the animation that we're going to be doing.
00:58It's really very simple.
01:00We have a character who is a woman and she walks into the scene, center stage,
01:05stops and then she just says "Welcome to the show," and does a quick gesture.
01:11So let's go ahead and take a look at the animatic with the dialog from our lovely Samara.
01:17(Samara: Welcome to the show.)
01:19And there we go. It's really a very simple scene.
01:22It's only 80 frames long, but it does cover a number of techniques.
01:26Now, before you start animating any scene, you really need to go through an
01:30entire process to actually animate it.
01:33The animation process starts off with blocking.
01:36You need to make sure that you get your character into the right place at the
01:39right time, so you block out your major poses.
01:43Once you have your blocking, then you actually go through and do your animation,
01:48then you lay in your dialog and then you do some fine-tuning.
01:54So let's go ahead and take this basic scene and let's animate it in
01:58several different packages.
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Setting up the scene in After Effects
00:00Now let's go ahead and animate our scene in After Effects.
00:04So I'm going to go ahead and open up After Effects CS4 and we're going to go
00:09ahead and open a file here called Woman_ Stage and that's in the Chapter 7 folder
00:14of your exercise files.
00:16Now, this actually has a number of different compositions.
00:21The first composition is the actual storyboard and then we have a composition
00:26with just the woman rigged and ready to go, kind of like a blank slate.
00:31Then as we go through all of these other compositions, it just gets more
00:34and more animation.
00:35So these are all the stages in the process, finally ending in the composition
00:40called Woman_07, which is the final scene.
00:43So let me go ahead and play that so we can see where we're going.
00:48(Female Speaker: Welcome to the show.)
00:50(Female Speaker x2: Welcome to the show.)
00:53So let's go ahead and start working towards that scene.
00:57Now, let me describe the setup a little bit here.
00:59Now we have a Null object here at the very bottom.
01:03This allows us to position the entire character.
01:06So we can go ahead and position her wherever we need and then each part of the
01:11character is basically just jointed.
01:13So we can just rotate the joints.
01:16Now I did not use the Puppet tool in this because for these types of joints,
01:20it's probably easiest to just use rotations and use hierarchies.
01:24Everything is kind of put together in a hierarchy, so that when you move the
01:28shoulder, the lower arm moves and so on and so forth.
01:31Now, the one thing I didn't do was I broke the hierarchy at the hips.
01:35So the legs are not connected to the hips.
01:39This really lends itself to the way that I like to animate, which is to animate
01:42the feet and the hips, and then just put the legs in between them.
01:47That's basically my choice and how I like to animate.
01:50I think it works really well.
01:52Then the rest of the parts of the character are kind of just put together,
01:55so we've got the head and so on and so forth.
01:58So let's go ahead and set up this first pose.
02:01I'm going to go ahead and take a look at this storyboard here.
02:04The first pose really just has a character ready to start walking.
02:08So she's stage right and with both feet facing forward.
02:12So here I've got her feet kind of facing out.
02:15So let me go ahead and grab the left shoe and go ahead and just scale that in
02:22the opposite direction.
02:23In fact, if I want to get that very accurate, I can go into the Scale function here,
02:28and just go ahead and type in -100, so it's exactly of the right size.
02:33If I want, I can go ahead and zoom in and get this position exactly the way that I want.
02:38Now once we have this basic pose, then we're ready to actually start animating.
02:44Here is the actual pose that I'm going to start with, which is called Woman_01.
02:50So before you start animating anything in After Effects, you need to get your
02:53character position properly on the scene and get everything set up and rigged
02:58and ready to go, which is what we have here.
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Animating the feet in After Effects
00:00Now let's go ahead and start animating the walk.
00:02We need to block out the steps of the walk and also get the hips moving, so that
00:08they stay between the steps.
00:09Now the way that I animate is I like to animate the feet and the hips first and
00:14then fill in the legs.
00:15So what we are going to do is we are just going to isolate the feet and the hip.
00:20I am going to go ahead and select the right the right and left shoe as well as the hips.
00:25So these three objects here are going to be highlighted.
00:29Now, I am working in the Woman_01 composition.
00:32Now what I need to do is get this character from point A to point B, point B
00:38being the center of the screen.
00:40I'm going to go ahead and turn on the Grid here, so that we can see that this
00:44line here is the center.
00:45So we want to get it pretty much around this line.
00:49But we only have about a second or so to get it there.
00:53Let's take a look at this board.
00:55So what we have is we have got her walking in and then the dialog starts right
01:02here between 40 and 50.
01:05Now we are animating this at 30 frames per second, which means that I have
01:10about from frame 0 to frame 30, maybe a little bit past frame 30, to get her
01:15into the center of the screen.
01:17Now the reason I am kind of shaving off those 10 frames is that we need time to
01:22get her into her first pose.
01:24So I want to make sure I get her to that spot a little bit early so that we can
01:28get her into her first pose.
01:30So what we have got is we have got to get from here to here in about a second
01:34and that means we need to take how many steps?
01:37Well, let's go ahead and take a look at this.
01:39So we need to get from here to here.
01:42Now it looks like we are going to need about three to three-and-a-half steps
01:46in order to do that.
01:47Three steps over 30 frames, that's about 10 frames per step, but actually I'm
01:52going to shave it off even a little bit more.
01:54I'm going to make it about 8 frames per step, which is actually a fairly fast walk,
01:59but I think it will work.
02:01So let's go ahead and start animating the feet and blocking in this walk.
02:06Now I'm going to go ahead and start this with the right foot.
02:10Let's go ahead and make sure that we understand why I'm starting with the
02:13right foot. Because we are going to step here and then that third step is
02:17going to be crossing that line.
02:19I'm figuring about one of these grid lines per step.
02:23So we have got one step, two steps and then that third step is going to go ahead
02:28and cross over that line.
02:30So this would be 1 and 3, and this step would be step 2.
02:33So I need to start with the right foot.
02:38So let's go ahead and lay in some keyframes.
02:41Now for this first step, you got to realize that she is standing with her feet together.
02:45So it's not going to be a full step.
02:47It's going to be a little bit more than a half step.
02:49So if I am doing 8 frames per step, I am going to do this one at say 6.
02:54I could do it at 4, but I think 6 is actually going to work a little bit better.
02:57So I am going to go to frame 6, make sure the right shoe is selected and then
03:02I'm going to go to this position value here and I'm just going to click and
03:07scroll this so that it's about a half-a-shoe length ahead of the left foot.
03:14So this distance here is about one half of a shoe.
03:18So now that I have got that blocked out, I have got kind of the first step.
03:23Now what I'm going to do is just block it in with the feet shuffling and then
03:27we'll go ahead and make this a little bit more of a solid walk.
03:31So now that I have got the right shoe, we need to work with the left shoe.
03:34So I am going to go ahead and expand this, go back to frame 0, and set in some keyframes.
03:40Now I would like to set in keyframes at 0 just so I know I have my first pose
03:43locked in, and I'm going to go ahead and just select and copy and paste those to frame 6.
03:49Even, so they are the same keys, I like having once at 0 just so I have
03:53them for reference.
03:56Now we are going to go from frame 6 plus 8. Remember it's 8 frames per step, so 6+8=14.
04:04So I am going to go to frame 14, select this left shoe and again bring it about
04:11a half-of-a-foot or half-of-a- shoe length ahead of that right foot.
04:18So now I have got this.
04:19So you can see we are starting to make our steps.
04:23Now, let's do the same for the right foot.
04:26Now here, I want to make sure that this foot stays in place, so I'm going to
04:29go ahead and copy and paste the keyframe at frame 6 to frame 14, just to lock that in place.
04:37Then I'm going to go another 8 frames, which is going to be frame 22. 14+8 is 22.
04:44And again just slide the horizontal one until I get that foot just right
04:50around that center line. So here we go.
04:55So let's go ahead and just play this and see what it looks like.
04:58So you can see we have got a nice little walk.
05:02One of the things we have to do is we have to get her into her final pose.
05:06So as you can see, her final pose has her heels together and her toes out so
05:12let's go back to this and we have to get this left foot into that position.
05:19So what I need to do is as the right foot passes the left, I want to take that
05:24left foot, pivot it around, and then slide it up against the right foot.
05:31So what I'm going to do is right around the passing position, right where
05:34the one foot passes the other, I'm going to take this left shoe and I'm
05:39going to flip it around.
05:40So I'm going to take probably maybe three or four frames and I'm going to scale
05:46it in the opposite direction.
05:50So where it was -100, now it's 100.
05:57But I have got that a little bit wrong, because I need to go ahead and lock
06:00that pose down at frame 19, so I'm just going to go ahead and copy that first frame,
06:04the scaling in the first frame, and paste it to frame 19.
06:10And then as it flips over, you'll see here we have got pretty much a nice flip here
06:16but it's getting way too skinny here, so I'm going to go ahead and expand
06:20that and then just rotate it down just a little bit, so that it looks like it's
06:27pivoting down and again I'm going to have that same problem with the toe moving.
06:31So I'm going to go ahead and copy the rotation key from frame 1 again.
06:36So that's going to rotate down and then I'm going to again scale it and rotate it.
06:46So again, what I'm doing is I'm kind of pointing the toe down to give almost
06:49like a false sense of perspective.
06:52And then I'm going to go ahead and put it back to the original rotation and
06:57scaling and I'm going to go ahead and lock in the position as well.
07:01So now we have got it kind of flipping over.
07:04You can see how that foot is flipping over.
07:07In fact, let's go ahead and take a look at this up close.
07:11So now we have got this left foot, scales down, rotates so the toe is down,
07:17flips over and then goes back to normal.
07:21I need to slide that up against the right foot.
07:26Now the right foot stops and plants at frame 22.
07:30So that means from frame 22 to about say 26, I have room to slide this foot up
07:38against the other one.
07:40So now we have got that.
07:43So we are going to step, step, step, slide.
07:47Now I still have a little bit more work to do, which means that I have to get
07:52these to look like it's walking.
07:55So what I need to do is let's go ahead and zoom out a little bit.
07:57So let's go ahead and take this right foot and what it's going to do is as it
08:03lifts off, remember that the foot will pivot off the toe as it lifts up.
08:08So I'm going to go ahead and rotate that foot down and lift it up.
08:15So now it looks like it's lifting up and then right before it sets down, which
08:20is at frame 6, I'm going to go ahead and rotate it up so that it looks like it's
08:27setting down a lot more solidly.
08:30So now it goes like this.
08:34Rolls off the toe, toe lifts up, it sets down.
08:38Let's do that one more time for the other foot.
08:40So I'm going to go ahead, and go about 2 frames out, lift up the foot and rotate
08:49the toe down so it looks like it's rotating off of that toe.
08:53Then when I get to the very last frame, again I want to make that 0 so the foot
08:58is flipped and then I want to go one more frame before that and lift that toe up
09:04and maybe even lift the foot up just a little bit.
09:08So now I have got it looking like it's an actual walk.
09:14Now the next thing I need to do is I'm going to go ahead and stop here.
09:17You can do the rest of the feet by yourself.
09:20But let's go ahead and just show you a little bit about how the hips would work as well.
09:23Now once I have the feet moving properly, I need to get the hips moving as well.
09:29So let's go ahead and do them.
09:31So I'm going to go ahead and just drop in some keyframes.
09:37Now as the feet go apart, the hips are going to drop.
09:41So I'm going to go ahead and drop the hips and move them forward just a little bit.
09:45Now this is going to be very subtle.
09:47You are not going to have a whole lot of motion here.
09:50Then as the feet pass each other, again the hips are going to go right above,
09:55the feet and they are going to go high, because again the passing position is
09:58the highest point of the walk.
10:01And then, as they set down again we are going to go again about halfway between
10:06and we are going to come down again, and so on and so forth.
10:09So let's go over to Woman_02, which is the final version of the feet and the hips,
10:15and let's see what these look like.
10:16Okay, so as you can see, they walk and they set into place.
10:22So they walk, look at how the feet move, and then the foot flips over and again
10:28the hips just stay pretty much centered between the feet.
10:32Once you have this, you have the basic structure of your walk and everything
10:37else will fall into place.
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Animating the legs in After Effects
00:00At this point, we have the feet and the hips moving and this gives us the basic
00:04structure of our walk.
00:06Now we need to fill in the lower part of the body by animating the legs.
00:11So what I'm going to do is I'm going to take the left leg and we are going to go
00:16ahead and animate that.
00:17So I'm going to go ahead to solo that and I'm going to turn off the right shoe,
00:21so all we are working with is the left foot and the left leg.
00:27So let's see what we have got here.
00:29So as you can see, we have got this foot and hip moving, but the legs don't match up.
00:35Well, we can fix that fairly easily just by animating the legs.
00:39I'm going to zoom in here so we can see this a little better.
00:42So as you can see, everything is moving but the legs.
00:46So let's go ahead and start adding in some keys for the legs.
00:50Again, I'm putting in some keys at frame 0, just so I have a good strong pose
00:55and now let's go ahead and go out to frame 6 because what happens is this foot
01:00stays solid until frame 6. Nothing really happens.
01:06So what I can do is I can just rotate and move the upper part of this leg,
01:12which should be left upper leg, and again just match it up so that it looks like it's moving.
01:19So now you can see it looks like it's pivoting off of that leg.
01:26And then I'm going to go ahead and copy and paste keys for the lower leg as well,
01:30just so that we have them in place.
01:33Now, as that foot lifts up, we need to do some more complex keying.
01:37So what I'm going to do is I'm going to go to the passing position, which is
01:41about four frames in, which is about frame 10, and I'm going to start with the
01:46upper leg and move it and then take the lower leg and rotate it so that we have
01:53got a nice pose here, so something like that.
01:58Now you can see that the in-between doesn't really work all that well.
02:04So what I'm going to do is I'm going to go halfway in-between there and see if
02:08we can get a better pose.
02:10Now in some of this you may have to tweak a frame at a time.
02:20So now we have got the leg moving and let's go ahead and get this extended
02:27position, which is at frame 14.
02:29So again, I'm going to straighten out that knee and go ahead and move it over.
02:37So really it's just a matter of connecting the dots.
02:40What you have got is you have got these two points, you have the hip and the foot,
02:43and you just need to make the leg bridge that gap and I find this is much
02:49easier than trying to animate the foot from the leg down.
02:53Keeping that foot separate really helps a lot and again what you need to do is
02:59just kind of go back and tweak it.
03:01But it's really not that difficult of a task.
03:04It's really just kind of lining things up.
03:06Now I'm going to go ahead and switch over to Composition:Woman_03 and let's take
03:12a look at what that looks like.
03:13So let's go ahead and zoom in and we can see a little bit closer, as to
03:17how this leg works.
03:19Just scrub through that a little bit more slowly.
03:24So as you can see, it bends, extends, squashes and then as it pivots,
03:34I'm actually not animating the leg hardly at all.
03:36It's the foot that's really doing most of the work.
03:38If you notice that this curve here is always on the right side.
03:43Now if I wanted to, I could actually use the Puppet tool or something like that
03:46to give it a little bit more balance, but this seems to work just fine.
03:50Now once you have one leg, the other leg pretty much works the same.
03:55I'm not going to go ahead and go through all that process.
03:57So let's go ahead and take a look at what the final version of the hips,
04:00legs and feet look like.
04:04So again, for the right leg, it's exactly the same process as the left.
04:07You just have to match it up and make sure that everything holds together.
04:12Then once you have that, you can start moving on to the upper body and
04:18the rest of the character.
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Animating the upper body in After Effects
00:00Now we have the whole lower body animated and we can move on to the upper body.
00:06Now, what we need to do here is put in a little bit of our body turn as well as
00:11work with the hands.
00:12So, let me show you where we are at right now.
00:16So, we have the lower body animated.
00:18Now, one of the things I've done just in the sake of time is I've actually
00:23animated the hands a little bit.
00:25So, let me show you where we at, at this point.
00:27I've just kind of animated the hands coming down to the side and we're going to
00:32actually do some more hand animation to actually do the poses of the character,
00:37but also what I want to do is actually put in a little bit of a body turn,
00:42because right now she is kind of facing a little bit to her right, and I want
00:47kind of pull her body a little bit more forward.
00:51So, we can do that by animating just this upper part of the body.
00:55So it's a little bit more centered.
00:58So let's go ahead and do that.
01:00Now, as she comes into this pose, you can see that she actually sets down her
01:04foot at frame 22 and then slides up into this pose.
01:10So from frame 22 on is really where we need to kind of put in this body turn.
01:15Now, I'm going to start with the neck.
01:18So what I'm going to do is put in some keyframes at frame 22.
01:23Now, as this character slides up I'm going to go ahead just do little bit of
01:29motion and I'm just kind of go ahead and slide that over just a little bit and
01:34maybe even rotate it just so that it's a little bit more centered.
01:39So, as you can see now as she comes up into this pose, the neck now goes from
01:45facing that way to being a little bit more centered.
01:48Now, when this is centered and this is actually moved off to the side, the chest
01:53also needs to be animated as well.
01:56So, we're going to go ahead and do the same thing for that.
01:59So, I am going to go ahead and put in a Position key for each of these at frame
02:0422 and then move over to frame 28 and then just kind of select them and slide
02:13them over just a little bit so that they are a little bit more centered.
02:17So, now we've got this, so that as she comes into this pose you can see now,
02:24especially the edge right here, how it kind of comes over.
02:28Again, it just makes her a little bit more centered in the frame.
02:31It looks like she is facing forward.
02:34Now, let's go ahead and put her into some poses here.
02:39So, as she comes into this final position here at frame 30, what I want her to
02:43do is I want her hand to come up on her hip and then I also want her to gesture
02:49to the sound track, so let's go ahead and first of all put her hand on her hip.
02:56So, I am going to go ahead and zoom in.
02:58Let's zoom in a little bit further and let's take this arm and we'll get into this pose.
03:06So right here at frame 30, I'm actually going to take my left arm and
03:16I'm going to just go ahead and make sure I've got some keyframes there, because
03:21I'm going to start this at frame 30 and I'm also going to put in a keyframe for
03:29the hand as well. And again this is just a rotation keyframe, because
03:33everything is rotating.
03:35I just need to slide her hand up onto her hip.
03:40So, I'm going to do that over the course of maybe about eight frames or so.
03:46I'm going to start with the upper arm and just slide that in and then again what I'm
03:54doing is I'm just creating some keyframes here.
03:57So as you can see, it just kind of comes up like this.
04:02So you just need to make sure that that's right and then the hand itself is
04:09going to put itself on the hip.
04:15But the problem is that this hand is actually ahead of the hip.
04:20So, we've got this hand coming in front of the hip when we really want it to
04:24kind of clasp the hip.
04:26We want these back fingers to be behind the hip and the front fingers to be on top of it.
04:33We can fix this by just putting in a mask.
04:36So, I'm going to go ahead and select the left hand and I'm just going to go
04:39ahead and draw a little bit of a mask here.
04:41So, I'm just going to select my Pen tool and draw a mask that's about the same
04:48shape as that hip and then go ahead into the mask and let's just make it
04:54Subtract mask and let's see what we got.
04:59So, now that looks pretty good, but of course, this is now attached to that hand.
05:06So we need to animate it off of the hand until we get to that point.
05:11So, where's that? Frame 38 is where our mask comes in.
05:16So we're going to take the mask path, put a keyframe on it, go one or two frames back,
05:22and just animate that off, and then just kind of get that.
05:34So, now just pull that off. There we go!
05:36So, now you can see it comes in and then just masks it off.
05:45Now this is a little bit rough, but you basically get the idea of how to do that.
05:50Now, let's go ahead and take a look at the other arm.
05:53Now what I want to do is to bring this up and actually animate it to the dialog.
05:59So she says, "Welcome to the show!"
06:02I want it to hit on the word show.
06:05I want her hand to flip over on the word show.
06:08So, let's go ahead and take a look at the dialog.
06:11And we can actually go ahead and unmute this and let's go ahead and hold down
06:15the Ctrl key and scrub.
06:17(Female Speaker: Welcome to the show.)
06:24So, welcome starts right around frame 42 or 43.
06:32And then show hits right around frame 60.
06:35So, I'm going to ahead and start animating this right arm up around frame 42.
06:42So, I'm going to start by finding the right arm and let's go ahead and put in some keyframes.
06:48So, right now it's at this position, so I'm just going to lock in this position
06:52by copying and pasting the keyframes that were there and now start raising up
07:00the arm and I also need to do same for the hand as well.
07:09So, as this comes up, let's go ahead and start rotating this up.
07:13So, at the position I want it to be in is somewhere around here and then I
07:23want it to flip over.
07:24So, it should go Welcome, but as this comes up, again we're going to have a little
07:30bit of drag here on the hand.
07:32So, this hand is going to go like this and as it flips over,
07:43I am going to go ahead and straighten out this lower arm as well as this upper arm, but I also
07:56need to get the hand to flip over.
07:58So, you can see what I've done here is I have created a kind of secondary motion
08:02here, but I need to get this hand to flip over.
08:05So right here where the hand is at its peak, I'm going to set a key for this hand.
08:12Now, this hand is set up on a Time Remap which means that if I take a look
08:18at the right hand composition here, you can see that each frame is a different hand.
08:26So, by selecting that frame, when we want to flip over that hand we can animate
08:33the shape of the hand.
08:34So, I'm going to go ahead and keep it here on frame 3 and then as it flips over,
08:40I believe its frame 4, that's the opposite side.
08:46So now it goes like this.
08:48So, really all we're doing is we're switching the hand.
08:52Look at this right hand composition. You can see that I've got just a bunch of
08:58different hands that are just animated in and we're just selecting those here.
09:04So, as it comes at, we come over and then we can bring her hand out, palm up
09:11like we're supposed to have..
09:13So, now she is coming in.
09:16(Female Speaker: Welcome to the show.)
09:19Very good.
09:20With all of that in place, let's take a look at Woman_06, which is the final version.
09:27(Female Speaker: Welcome to the show.)
09:31So, as we did before, we're animating the major poses of the character before
09:36we ever do lip-sync.
09:37So, now that we have the basic poses in place, we can go ahead and move on to lip-sync.
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Animating the mouth and blinks in After Effects
00:00So at this point we have the entire body animated.
00:04So we kind of almost have the lip-sync in place.
00:06All we need to do is add in the mouths and maybe a few blinks and we'll have
00:11this animation done.
00:13Let me show where we are at so far.
00:15(Female Speaker: Welcome to the show.)
00:21So you can see the gestures of the body are in sync with the dialogue.
00:26So now all we have to do is fill in the mouths and some blinks and we are done.
00:31So let's go ahead and work with the Mouths.
00:33I am going to go ahead and zoom in here so we can see how these are put together.
00:40So the mouths are set up as a sub- composition and they are actually set up so
00:45that the Time Remap value controls which mouth we have.
00:51So if I double-click on that Mouths composition, you can see what it looks like.
00:56All it is, is one mouth per frame or one phoneme per frame, for a total of
01:02about eight frames.
01:05So all we need to do is in our composition select which one we want.
01:09So if we selected 1, it would be the open or the A sound, if we selected 3,
01:15it'd be the consonant sound and so on.
01:18So by setting it up this way, all we have to do is animate this value and we
01:23can animate the mouths.
01:25So as we do this, I want to see this value against the waveform.
01:29So I am actually going to scroll down here find Welcome.wav, which is
01:33towards the bottom.
01:35And let's go ahead and drag this up, so it's right above the Mouth layer.
01:41So we can open up the Welcome.wav and we can see the waveform against this Time Remap value.
01:48So I am going to go ahead and move this up so we can see the waveform and then
01:53the Remap value so we can actually see how we are animating this.
01:56So let's go ahead and center her on the screen, so we can see her mouth and
02:01let's start animating.
02:04So this dialogue starts, you can even see it on the waveform here.
02:07It starts right around frame 43.
02:10So I am going to hold down the Ctrl key and scrub.
02:13(Female Speaker: Welcome to the show.)
02:19So the first one is "welcome."
02:21So it's the U sound or W sound and so what we need to do is bring in kind of
02:27like the oooo sound which is actually number 7.
02:31But just by putting in this keyframe, you are going to see that what happens
02:35is, is that it's going to in-between between the original frame 0 and this frame here.
02:42Now we can set the key type to like a square wave.
02:45But I find it's just easier to just copy the key beforehand.
02:49So now we are going from the M to the oooo.
02:52So what I have done is I have copied this first frame to frame 42 and on frame 43,
02:59I go to the oooo sound.
03:03And then I am just going to copy and paste that to frame 43, so we have
03:07two frames of oooo.
03:09And then it goes into a bigger sound, so it goes welcome.
03:13So when it says Eh, the Eh in welcome, I am going to actually open it up a lot more.
03:19A lot of contrast in the mouth shape here.
03:22So I am just going to go ahead and create, "wel," and then the L
03:29is this shape here, 4.
03:35And again what I am doing here is I am just copying and pasting this
03:38keyframe here, so I have it.
03:40And then it goes wel-k with the k sound, which is a consonant.
03:44And so the consonant is frame 3 of that Time Remap and again I am just copying
03:51and pasting that so we will have a double frame here. Wel-come.
03:57So for the "ome," I am going to actually have the O sound which is this one here.
04:06Copy and paste that and then we go welcome, and now we have got welcome to.
04:18So again I am going to go frame 7 for oooo, welcome to.
04:26To the, ah, so that's an ss sound.
04:29So I am going to use frame2, welcome to the show.
04:39So that sh actually lasts for a long time.
04:42It goes for-- let's scrub that again.
04:49Right there is where it stops.
04:50So you can even see it on the Timeline.
04:51You can see that little clip there.
04:53That's where it goes shh-ow.
04:55So the sh is actually last for a little bit longer than two frames.
05:00It actually last for about three frames.
05:08Okay, so shh-ow. I really want this to open up a lot because this is actually the most
05:14emphasized word here.
05:16So I am actually going to open it up to an A sound first and then go down into the O shape.
05:30And it goes aauu and it goes down to an oooo.
05:33So it goes--
05:36(Female Speaker: Welcome to the show.)
05:39It kind of trails off and then after that I am just going to go
05:43back to a neutral mouth shape, so she has her mouth closed.
05:47So now let's take a look at where we at.
05:54(Female Speaker: Welcome to the show.)
05:55So that looks pretty good.
05:57So now all we have to do is add in some blinks and a little bit of head
06:00motion and we are done.
06:02Now I am not going to go through the whole process of this, but let me just show
06:06you quickly how the blinks work.
06:08The blinks works exactly like the mouths.
06:10We have a Time Remap value here and all we have to do is just open and close
06:16the eyes like this.
06:19So value 1 is 1/3 closed, 2 is 2/3 closed, 3 is completely closed.
06:27So all I have to do is animate those and you have got a complete blink.
06:33So let me show you the final version of this animation.
06:36(Female Speaker: Welcome to the show.)
06:41Now all I did on this final version was I just added in some blinks to cover
06:49the change in eye direction.
06:50Now she is looking at the audience, so she is going to be looking left and right
06:54and looking around to address everybody in the audience.
06:57So now that we are done, you can see the general process of animating
07:01characters in After Effects.
Collapse this transcript
Setting up the scene in Flash
00:00Now let's go ahead and animate our scene in Flash.
00:03I am going to open up Flash CS4 and we are going to open up a file.
00:08It's in our Chap_07 folder and it's called Women_Stage_00.
00:14And this basically has our female character rigged and ready to go and she is
00:18on a stage backdrop.
00:20So we can have a full scene.
00:22Now, I have done a few little organizational things to this rig and one of the
00:26things I have done is I have added some folders here so that we can organize
00:30this by the upper and lower body.
00:33Now, I also have the right-hand below the lower body because ultimately it's
00:38going to have to swing behind this body.
00:41So the right arm and hand are not in a folder.
00:44Now before we get started we do need to import our sound file.
00:48So let's go ahead and go File > Import and let's just Import to Library and the
00:53name of the file is called Welcome or Welcome.wav and it's just a wav file, just
00:58an audio file and you can see when I import it here, it comes up in the library.
01:03Now if I want this to show up on the Timeline, I need to just create a layer for it.
01:07So I am going to go ahead to the Timeline, right-click, Insert Layer and then
01:12you have to do is drag that in.
01:14Now you are not going to see this until you have enough frames to actually see the waveform.
01:20Now, I know the waveform is about 80 frames long.
01:23So all I have to do is just add in those frames.
01:26So let's go ahead and open up all the folders.
01:29Click and drag to select all the layers and then just hit F5 and that will put
01:34in some blank frames that we can use to animate this scene.
01:37Now, once we do that you can see that here is the waveform.
01:40So if we want to, we could actually play this.
01:44(Female Speaker: Welcome to the show.)
01:46So there is our dialogue.
01:48At this point I really don't need to hear the sound.
01:50So I am just going to go ahead and mute it by clicking on the Mute layer, and
01:55now we can just go ahead and start setting up our scene.
01:58Now the first thing I want to do is get the character in the proper position.
02:03Now, if we go to our storyboard here, you can see that she starts stage right,
02:08walks in and then stands center stage and starts acting and delivering her line.
02:16So the first thing we are going to do is set up our first pose.
02:19So I am going to go ahead and select this arm and I am going to go ahead and
02:22take this pivot point, put it to the shoulder and then just rotate it down.
02:27Now the one thing I am noticing is that the thumb of the hand is on the wrong side.
02:31So all I have to do is take this hand and then just scale it in the opposite
02:35direction and again just put it in place.
02:38Now, I may need to zoom in here just to see if I have got everything lined up.
02:44Now, for this right hand I actually don't want this palm open hand.
02:48So I am actually going to go ahead and delete this hand and drag in another
02:52symbol from the library.
02:55And the symbol that I am going to drag in is called L_HandSideA, so that's this one here.
03:02I am going to drag that into the library.
03:04Now, you can see it's actually the left hand because it's scaled the
03:07opposite direction.
03:08But we can just scale it the way that we want.
03:11Position that pivot point exactly where we want it, and make sure it's in place.
03:17So now that we have that, we can just go ahead and select all of these, again
03:24position that pivot point and rotate it down to her side.
03:30So let's go ahead and take a look with this looks like in the window.
03:33So that's a good starting pose.
03:35Now the one thing we do want to do is actually put the foot the
03:38opposite direction as well.
03:39So I am going to go ahead and select the left shoe and just scale that so it's
03:45in the opposite direction. So there we go.
03:49So let's go ahead and grab all of these layers.
03:51I am just going to go ahead and click and drag and then put her off to the side
03:56where we want her to start walking in.
04:00Now that we have our first pose in place, we can start animating our scene.
Collapse this transcript
Animating the feet in Flash
00:00Now that we have the first pose in place, we can start animating the walk by
00:04focusing on the feet.
00:07So let's go ahead before we start and actually take a look at our storyboard.
00:11Now in the storyboard we have her starting in this pose. She walks to
00:16center stage and stops.
00:18Then she delivers her line.
00:20So when she is walking her feet are pointed forward but then when she stops,
00:25notice how her heals are together and her feet are out.
00:29So we need to have her walk out and then turn her left foot so that she is in this pose.
00:35Now the next thing we need to do is figure out how many steps will it take to
00:38get her into the center of the stage and how long will those steps take.
00:43Well this we can just do by kind of rough estimation.
00:46Let's go ahead and take a look at our scene.
00:48What we have to do is we have to go from here to here.
00:51Now I notice we can probably take one, two, three steps.
00:57So I think it's somewhere around three to three and a half steps and if you
01:01notice from the dialogue line, the dialogue starts somewhere around frame 40.
01:06So we need to get her into position before then.
01:09In fact, I want to get her into position a little bit before that to give her to
01:13relax and get into her next pose.
01:16So that means I have to get her from here to here by about frame 30.
01:22So if she is doing three steps by frame 30, that means she has about 10 frames per step.
01:28Now we are animating at 30 frames per second.
01:31So she has got about a second to get into the center of the screen.
01:36I am actually going to animate this at about 8 frames per step and I think it
01:40will work out just fine.
01:42So let's go ahead and start this walk by animating just the feet.
01:47Now this is something I always like to do.
01:48I want to get the feet walking properly and then the rest of the body will follow.
01:54So let's go ahead and focus on the feet.
01:56So I am going to go ahead and turn off the upper body.
02:00I am going to also turn off the arm and then I am going into the Lower Body
02:06folder here and I am actually going to turn off the legs as well.
02:09So the only thing that's going to be turned on is the L_Shoe and the R_Shoe.
02:14So let's go ahead and start animating.
02:17Now the first step I am going to take is actually not going to be a full step,
02:20because she actually has her feet together.
02:23This is going to be a little bit more than a half a step.
02:25So for 8 frames per step, a half step is 4 frames but I am actually going to
02:30give myself a little bit more time to get started, so I am going to do it at 6 frames.
02:35So I am going to go to frame 6 and I am going to go ahead and insert a keyframe.
02:40I am going to go ahead and select the shoe and hit F6 and select the other shoe and hit F6.
02:47So now I have a keyframe.
02:49So I am going to go ahead and select this right shoe and we are going to move it
02:54out just a little bit.
02:56Now I am going to move it out just so that the heel of that foot is about a half
03:02a foot ahead of the other foot.
03:04So the right foot is going to be about a half a foot ahead of the left foot.
03:10So now we have this situation where it snaps from one point to the other.
03:15Now in Flash, in order to in-between that, all I have to do is click in this gap
03:20between these two keyframes, right click and go Create Classic Tween and I am
03:25going to do that for both of these.
03:27Now I am not going to be using any motion tweens or any of these sophisticated
03:31things in Flash CS4, because well, this is actually a better way to animate for
03:36this type of animation and also this applies to almost every version of Flash.
03:41So now we have got this foot coming out and if you notice the foot really is
03:45just sliding along the floor but that's going to be okay for now because all
03:49I want to do is get the basic motion of the feet and then we will go ahead and fine-tune it.
03:54So now that we have this first half step, let's go ahead and go 8 frames
03:58forward to frame 14 and again, I am just going to go ahead and select those
04:04frames and hit F6 to give me a keyframe and I am going to go ahead and select
04:10the left foot and again, just slide it over so it's about a half a foot length
04:15ahead of the right foot.
04:17So now we have got right and then left and of course, I can certainly just put in the tweens.
04:26So now we have got the feet kind of sliding and then the last one is at frame
04:3122, 14+8 is 22 and again, F6 sets in my keyframes and this time it's going to
04:39 be the right shoe.
04:42And I am going to put that somewhere around the center of the screen, somewhere
04:46around there and again, just in-between that.
04:50So now we have got right, left, right.
04:54So I am going to go ahead and create a tween for the left as well.
04:58This isn't fully done, because this foot has to flip around and come up into
05:04this other foot in order to get that final pose.
05:07But before we do that I want to actually put in a little bit of
05:10in-betweening here.
05:11Now when the feet walk, they are actually going to lift off of the ground.
05:15So I am going to go one or two frames into this animation and then I am just
05:20going to go ahead and move this foot up and notice how it automatically creates
05:24a keyframe and then I am just going to tilt that toe down.
05:27Again, remember how the feet roll off the ball of the foot and this
05:32will simulate that.
05:34So again, it's kind of rolling up and then right before it sets down, I am
05:38going to go one frame back, select this and then just rotate that toe up so it
05:45sets down on the heel.
05:47So now we have got something that looks like this.
05:49So let's take a look at this.
05:51So you can see it goes rolling off the foot and then that toe comes up and it
05:56feels like it sets down on the heel.
05:59So let's do the same for the left foot.
06:01So I am going to go one, two frames in, select that left foot, lift it up just a
06:05little bit, tilt that toe down, then go to this keyframe here, one frame back,
06:14lift it up just a little bit and lift up that toe.
06:18Now we have got that and again, the same for that right foot.
06:23You can roll off the toe, set down on the heel.
06:35So now we have this.
06:40We still have to get this foot up against that foot.
06:44Now what I am going to do is actually take this left shoe and I need to flip it
06:50around and then slide it in.
06:53How this is going to work is that as this foot passes, I am going to go ahead
06:56and spin on the toe and then once as right foot is planted the left foot is
07:01going to be facing the other way and sliding up into it.
07:05So I need to add in some keyframes here.
07:07So I am going to go in one, two, three frames back, set a keyframe for this,
07:16then I am going to go and I am going to scale it down.
07:20In fact, let's go ahead and zoom in here, so we can see how this looks.
07:23So I am going to scale this a little bit and make it look like it's turning.
07:33So it basically look like it's turning on its toe, maybe even rotate a little
07:38bit more and then on this frame it actually is going to go ahead and flip over
07:46to the other side and again, I am trying to make this look like it's kind of
07:52in perspective here.
07:54So it kind of flipping over and then the last frame is going to be that foot
07:59flipped over on the opposite side.
08:01So now we have got something like this.
08:06Now I need to slide this up against the other foot.
08:08So I am going to take about 4 frames to do that.
08:10So I am going to go to frame 26 and again, insert some keyframes, F6 and then
08:16just slide that up against there and let's do our classic tweens.
08:23So now we have got, here we go.
08:27So let's take a look at this in frame and I am actually going to go ahead and
08:32lock these so you can actually see them without the brackets on them.
08:36So let's go ahead and see how this works.
08:37Okay, so that looks pretty good.
08:41So let's scrub that again, great.
08:44Now here is the final version.
08:46I have stored that in Woman_Stage_01.
08:49So let's go ahead and see what the final version of that looks like. Very similar.
08:54So now that we have the feet animated, we can now start animating the body
08:58and the legs.
Collapse this transcript
Animating the body in Flash
00:00Now that we have the feet animated, we can go ahead and start animating the body
00:05to match the motion of the feet.
00:07Let's go ahead and see where we are at.
00:09We have basically the feet moving into position over the course of about 26 frames.
00:17Now, let's go ahead and take a look at the upper body.
00:19What we need to do is basically make the hips float above the feet to make it
00:23look like she is walking.
00:25Now we also need to animate everything else.
00:28Now when we are animating something like this in Flash, we want to set keyframes
00:32for anything that's on a layer.
00:34So, let's go ahead and expand all of these.
00:36Now, one thing I'm noticing is that her arm is actually all the way down here
00:41and the rest of her parts are up here.
00:43So, I'm actually just going to do a little bit of a cheat here.
00:45I'm going to Shift+Select all of these and go ahead and just move them up
00:49into this folder here.
00:52So that way, I can have all of these together when I animate.
00:56It's just going to make it easier on the timeline and once I get everything
00:59animated, I can always re-layer them and put the hands back where they belong.
01:04So, let's go ahead and start doing keyframing.
01:07Now, the first major keyframe is here is around frame 6 where she actually
01:12takes that first step.
01:14So, let's go ahead and select that frame and hit F6 to lay-in a keyframe for that.
01:21And then we are going to go ahead and position her.
01:24So, what I'm going to do is actually bring her down and forward just a little bit.
01:29So, you can see she snaps down and then I'm just going to go ahead and select
01:34all of these, right-click and go Create Classic Tween.
01:37So, now we've got her coming down.
01:40Now, the next major pose is where this foot passes the other foot.
01:45So, this is somewhere around frame 10.
01:48So again, I'm just going to go ahead and select the upper body parts, F6 to
01:52create the keyframes and then just drop her into place.
01:56Now, when she comes into this passing position, she is actually going to be
01:59a little bit higher.
02:01Again, I want to center her above the feet and lift her body up just a little bit.
02:06You can see this is ghosted, so I can bring her over and then up.
02:10So, I'm just going to bring her up just a little bit here and there we go.
02:15And again, let's just go ahead and just keep doing these classic tweens.
02:20So now you can see what I'm doing is I'm actually getting that body into position.
02:26Now, one thing I can also do is I can start to rotate her.
02:30So, as she comes into this pose here, I can take her and I can rotate her
02:36a little bit forward.
02:37So, I'm going to take the pivot point of all of these and then just rotate her
02:42forward just a little bit.
02:43So, she is just going to lean forward going into this and then come up.
02:48So, the next major position is at frame 14, where her feet are completely apart.
02:53And again, I'm just going to go ahead and select all of those frames and F6 to
02:59put in my keyframe and then position her.
03:01So she is going to be halfway between these, a little bit down and then maybe
03:06leaning forward just a little bit.
03:09And again, right-click, Classic Tween and there she is, one, two.
03:19And then again, another passing position here somewhere around frame 17 or
03:2518, and again she is going to move over and up and again just create that Classic Tween.
03:35You'd really get into rhythm here.
03:36What you do is F6, create the key, position your parts, and then Create Classic Tween.
03:42So, now here is what we've got.
03:44So, now she is going left, right, and so on and then she kind of comes into
03:50that final pose somewhere around frame 22, but then she slides up to 26.
03:56So, let's go ahead and do 22.
03:59If you want, you don't have to hit F6; you can just choose it from the
04:01menu, Insert Keyframe.
04:04And again she is going to be right about here, leaning a little bit forward
04:09again, and now let's go ahead and Create Classic Tween.
04:14And then the last one is right around frame 26 where her feet come together.
04:18Now, what she is going to do is she is actually going to come up.
04:22So, let's go into frame 26. Insert Keyframe.
04:27She comes over, up and let's go ahead and make sure she straightens out to
04:33somewhere like that and Create Classic Tween.
04:39So, now we've got her walking in.
04:42We've got everything but the legs.
04:44So, let's take a look and see how this works. It looks pretty good.
04:50Without the legs it even looks she is walking.
04:52Now, all we have to do is bridge the gap with her legs and we'll have the
04:57majority of her body walking.
04:59So, now I've gone ahead and saved out the animation as Woman_Stage_02 and let's
05:05go ahead and see what that looks like.
05:10Now you can see what we have is we have the feet, the hips, and the body all animated.
05:16All we need to do now is bridge the gap between the hips and the feet
05:20by animating the legs.
Collapse this transcript
Animating the legs in Flash
00:00At this point we have most of the body animated, we have the feet animated
00:05and now all we need to do is bridge the gap between the feet and the body by
00:09animating the legs.
00:11I have a file here called Woman_Stage_02 and this has the animation to this point.
00:18So let's go ahead and just play this to see where we are at.
00:20So as you can see I have animated the body parts and the feet and all we need to
00:27do is bridge the gap with the legs.
00:30So the first thing I am going to do is actually just turn off most of the body
00:34parts except for the hips and then I am going to turn on the legs.
00:42So we are actually going to go ahead and start with the left leg.
00:45So I am going to go ahead and turn off the right shoe as well as the right
00:49upper and lower leg and all we are going to be working with is the left leg,
00:54the left shoe and the hips.
00:57The hips and the shoe are already animated, all we have to do is work with these
01:00two points and make sure that they bridge the gap and we'll be golden.
01:05So let's go ahead and start animating.
01:07I am actually going to zoom in a little bit so we can see what we are doing.
01:12So first thing I want to do is go to this first pose, right before this
01:16foot leaves the ground.
01:18So it leaves the ground here on frame 6.
01:21So I am going to go ahead and select these two, left upper and lower, and hit F6
01:26to put in a keyframe.
01:28Now I am going to position these.
01:30So I am going to go ahead and take this pivot point, position it somewhere
01:34around the hip and move this so that it's right up against that hip and then
01:43rotate it to make sure that it lines up.
01:50Now let's do our Classic Tween.
01:54Let's see what happens.
01:57Okay, that looks pretty good.
01:59So now the next part of this is where the foot lifts off the ground, passes the
02:04other foot and sets down again.
02:06So I am actually going to go and do this passing position first, so you can see
02:10its right about here and so let's go ahead and blow in some keyframes here and
02:16let's start positioning this.
02:17So the first thing I want to do is just get the rough position of the upper leg,
02:21 so I am going to position that pivot point and just rotate everything.
02:26One thing I will do is I am going actually lock the hip, so I don't
02:30accidentally move them and then let's go ahead and just move this so that it's
02:36right about the right position.
02:38Now I also have to select this lower leg and rotate that so it's in position as well.
02:45And notice how this isn't quite lining up with the foot.
02:50Well, one of things we can do is select both of them and just scale it or skew
02:54it just a little bit so that it does line up a little bit better.
03:01Once we have that let's go ahead and create our Classic Tween.
03:04You can see it looks pretty good, although it looks like this is off just a
03:10little bit, so I am actually going to go ahead and move that into place and
03:12maybe even scale it down just a little bit.
03:14It kind of blew it there. There we go.
03:21If you get this right you can see how it's pretty darn close.
03:24There is a point right there where it doesn't quite line up here.
03:28So let's go ahead and just add in another little keyframe, so that we can
03:32just get that lined up.
03:35There we go, beautiful.
03:37So now we have got our first step and let's go ahead and go to frame 14 where
03:43that sets down and again, add in a keyframe, F6.
03:51Now this is where the leg is extended, so the first thing I am going to do is
03:55create a straighter version of this leg, make sure that that's all in place,
04:00then select both of them and just position it as best I can and I may have just
04:08skew it a little bit.
04:09Now this is a kind of the nice thing about Flash is that lets you kind of do
04:13this kind of cartoony stretching very easily. So there we go.
04:17Let's go ahead and Classic Tween that.
04:21You can see that that frame is right but these two aren't.
04:27So I am just going to go about halfway in between here.
04:30Now this is kind of a point where you really are kind of fine-tuning this and
04:34you really just want to make sure that this pretty much matches up, there we go.
04:39And all we are really doing is filling in the blanks here. So there we go.
04:42Now I have got a little bit of a nub kind of hanging out there, right here, but
04:49I don't think that's going to be all that big of a deal.
04:50So what I can do is take this pivot point here and skew it that way just a bit.
04:59So now the next part is where the foot starts to turn.
05:01So I am actually going to go to this point right here, right before that foot turns,
05:06so somewhere around frame 18 and let's go ahead and again, one more
05:11keyframe. I am going to straighten this out and again, I am just moving this
05:18pivot point here to where I need it, making sure that everything is in place and
05:26let's do our Classic Tween.
05:32There we go and then as it spins around, go ahead put F6 in for these and
05:41again, just position them.
05:44So you can see the workflow is pretty straightforward.
05:46All you are really doing is bridging the gap between the hips and the feet.
05:52Now once you have these legs in place, you will have a pretty decent walk.
05:55Now I am not going to go through all of this, but you can see what the process is.
05:59Now you have to do this for both legs.
06:01But let's go ahead and take a look at what the final version looks like.
06:04I have a file here called Woman_ Stage_03, which has this in it.
06:09So let's go ahead and just take a look at this one leg that we were working on
06:13and this is the final version of that and you could see that just by doing some
06:17nice in-betweens you can actually get that into place.
06:20So I went ahead and animated the right foot and the right shoe as well and let's
06:24see what that looks like.
06:27Now the process for these was exactly the same. What you do is you animate the
06:32legs to bridge the gap between the hips and the feet.
06:35Now once you have all of this in place, let's go ahead and turn on this upper
06:39body here and let's see what it looks like.
06:45There we go. It looks pretty good.
06:47Now the one thing is these arms are not in the right place, so I am actually
06:51going to go ahead and take the right hand and arm, I am going to move those
06:54down so that they are below the rest of the body.
07:00Now once that's in place, we have a pretty good little walk here.
07:04So there is our basic walk.
07:06Now we still need to get some fine details in the body as well as animate the dialogue.
07:13So we need to work a little bit on the hands, some secondary motion, as well as
07:17animate the face and animate the dialogue and lip-sync of the character.
Collapse this transcript
Animating the hands in Flash
00:00Now we have the basic animation in place, so now we can begin
00:04pose-to-pose animation.
00:05Now I want to show you a little bit about how to animate hands and how to swap
00:10one hand out for the other in a smooth fashion.
00:13So we are going to do some pose-to-pose animation mostly involving the hands of the character.
00:18So let me show you where we are at, at this point.
00:20Now I have added a little bit of animation. We are using a file called
00:24Woman_Stage_04 and let me show you what's in this.
00:28So she walks out and comes to the final pose.
00:32Now I added a little bit of secondary animation between the last lesson and this one
00:36and what I did was I switched this hand so that it kind of come into a side
00:42view as she comes through her final pose, as well as some secondary animation on
00:46the body and the head, just to give it a little bit more fluidity.
00:51Now we need to animate her posing to the dialogue.
00:55So let's go ahead and make sure that we have the dialogue in place. Now I have
00:58deleted it in this file.
00:59So we are going to go ahead and insert a layer and then just drag in the
01:03Welcome.wav and it should show up and if it's not showing up make sure that your
01:09Properties are Stream, make sure its Syncs to Stream and you should be okay.
01:16So let's go ahead and play this with the dialogue track.
01:20(Female Speaker: Welcome to the show.)
01:21Okay so she goes "Welcome to the show."
01:24Now I want her to actually put her hand on her hip before she says welcome and then
01:29lift her hand up and then gesture on the word show.
01:33So let's go ahead and first get her left hand on her hip.
01:36I am going to bend this arm up from frame 30 to about frame 35 or 36 and put
01:43her hand on her hip.
01:44So I am actually going to zoom in a little bit, so we can see this more in detail.
01:48I am actually going to take this whole upper body and I am actually going to set
01:52keyframes for everything and I am going to go ahead and change her pivot point
01:57here and I am going to lean her back just a little bit.
02:01I am going to go ahead and set keyframes here for the right arm as well.
02:05So I actually want to select the right hand, the right arm as well as all this
02:09upper body, so I am just doing Ctrl+Select.
02:12And now I want to just lean her back just a little bit.
02:16So we are going to go ahead and set this pivot point here and at this, I am just
02:19going to lean her body a little bit to this side because she is going to be
02:23putting her hand on her hips and now I want to get this arm into place.
02:27So let's go ahead and select this arm, change the pivot point and let's go ahead
02:31and just work our way down from the shoulder. So I am going to go ahead and get
02:35the shoulder in place and then get that hand and forearm in place and then flip
02:44this hand back just a little bit.
02:46Now what I am trying to do here is get this hand almost to the point where it
02:51crosses over. When she puts her hand on her hips, these fingers are actually
02:56going to be behind the hip.
02:57So I want to get right to the point where her fingers are about to go behind the hips,
03:02but aren't exactly behind the hips.
03:05So now we have got coming up here, so let's go ahead and in between that, and
03:15now she is coming up.
03:18In fact, go ahead and take this hand and flip it out just a little bit. So I am
03:23going to take this hand, insert a keyframe and give it a little bit of secondary
03:29motion, so now she comes in.
03:31And now I want to continue this in- between, but I want to make sure that the
03:36hand goes behind this hip and what I need to do at this point is actually swap out the hand.
03:44So I am going to go one frame forward from here and hit F6.
03:48Now I am going to keep this selected, hit the Delete key, get rid of that symbol,
03:56and scroll down until I find the other one. It's going to be L_HandSideB which
04:02has those fingers missing.
04:04This is the one I had before which has all of those fingers in place, but this
04:08one has the fingers missing.
04:10So I am just going to go ahead and drag that in and then just put that into place.
04:17Make sure I get the pivot point set.
04:19So now you can see we have got this looking as though the fingers are going
04:24behind the hip and then I could make sure I adjust that into place here and
04:29again, I want to set a keyframe for the forearm as well as the upper arm.
04:34So let's go ahead and make sure that all of this is in place.
04:37So now I want to make sure I flip this.
04:42You can see how it looks like her hand is coming behind her hip and then let's
04:48go ahead and just continue this animation and I want to go ahead and just a few
04:52more frames forward here and let's just put in a few more keyframes just to make
04:58this look more realistic.
05:01So just go ahead like that and then just make sure that hand looks like
05:09it's got the two back fingers behind there and then I want to in-between just this frame here.
05:18So this frame, right before it flips I don't want in-between on this one and then it comes in.
05:24So now just go ahead and view this a little bit more fully.
05:29You can see she comes in, hand comes up, and it looks like it's on her hip.
05:35So that's one little trick.
05:37Now let's go ahead and animate her hand to the dialogue.
05:40So we have got this hand coming up.
05:42(Female Speaker: Welcome to the...)
05:45So the word show starts somewhere around frame 56, so I need to get her hand up
05:51and ready to anticipate that gesture.
05:54So this is a good case of anticipation.
05:57Now I want to get this right hand coming up.
05:59So I am going to go ahead and select the right hand, forearm and upper arm, and
06:03let's go ahead and put in some keyframes here.
06:05Let's just start moving this up, so I am going to go ahead and bring this into
06:10about frame 42 or so and let's go ahead and just start rotating this up.
06:17Now this hand is going to drag. Remember we have got drag here.
06:22So go ahead and create a tween.
06:25So you can see it's coming up.
06:29So now I want the forearm and the hand to also come up.
06:36So again, just going to go ahead and just start keyframing that. Here we go.
06:41So this hand is coming up.
06:44Let's see what we have got here.
06:48And I can see as this rotates up we have got a little bit of a disparity here in this hand.
06:56Let's go ahead and zoom in here.
06:58You can see how this hand comes up and it's actually not in-betweening properly
07:06and this is something that happens every once in a while and all you need to do
07:09is just create another in-between frame here.
07:11So let's go ahead and just create some more keyframes and just move that out.
07:20Make sure this all lines up. When you have really dramatic rotations...
07:27So now let's go ahead and bring this up.
07:29Let me go ahead and mute this for a little bit and then I want to get this wrist
07:35flipped back, right before we have our gesture.
07:39So let's go ahead and again, create some more keyframes and I want to flip that
07:49wrist back as well as bring up the rest of the forearm and upper arm, drag those up,
07:56make sure that this in place here and let's go ahead and create our in-
08:06between for our Classic Tween.
08:07So now we have got a nice anticipation.
08:11I wanted to gesture on that word show.
08:14Now I have muted this, so I can talk over the dialogue and scrub.
08:17So let me go ahead and unmute this and let's see where we are at.
08:21(Female Speaker: Welcome to the show.)
08:25Now in the word Show, I want her to flip her hand over.
08:27So let me go ahead and mute this again.
08:29So we are going to do that by swapping out the hand.
08:32So let's go ahead and start moving this hand into place. So again, I want to get
08:36this hand almost to a vertical position.
08:39So I am going to go ahead and again, just add a few more keyframes here.
08:43So get it kind of vertical and also I want it to started bending at the wrist as well.
08:49So I am going to go ahead and select the forearm and the hand. Make sure that I
08:54have got this coming up this way.
08:56So let's see go ahead and tween this.
08:58So now she comes up and now as she moves over, this is the point where I am
09:04going to flip her hand over.
09:06So I need to go one frame ahead of this and insert a keyframe.
09:11Now this is the point where I am going to swap out this symbol.
09:14So I am going to do take this hand, delete it and then find the symbol that says
09:20left hand up, which is actually the hand flipped over the other direction and
09:25let's put that in and let's make sure we get that in the right place and again,
09:33make sure the pivot point is set about the right place as well.
09:38See how that looks.
09:42Now this is where I really want to flip this.
09:44Now you can see how it looks almost like it's flipping over just by going
09:47from one to the other.
09:49So that's what I really want to get and then I am going to go ahead and put in
09:52keyframes for the other parts of that upper arm and then bring it over just a hair.
10:01So you can see that's your standard British Royalty wave, there we go.
10:11And now bring it over into the actual gesture.
10:15So I am going to go say about 5 or 6 frames ahead and just straighten out the
10:21hand and then continue the rotation of that hand over so that the palm is up,
10:27and then also I want to get the shoulder flipped over as well.
10:43So let's see what we got here, there we go.
10:45So select these, Classic Tween.
10:49Now notice there is no tween between where it flips.
10:53Okay, so that's the key part is you don't want to tween that.
10:56So now we have got-- not too bad.
11:01Looks pretty good. Okay I am going to turn off mute here, so we can actually
11:04listen to this and let's see what we have got.
11:08(Female Speaker: Welcome to the show.)
11:09Looks pretty good.
11:11Now I have a more complete version of this here and it's in a file called
11:16Woman_Stage_05, so let's take a look at how that sounds and looks.
11:22(Female Speaker: Welcome to the show.)
11:24Beautiful.
11:26(Female Speaker: Welcome to the show.)
11:28So as you can see we have got pretty much all of our animation in place.
11:33Now all we have to do is lip sync and a little bit of eye animation and we
11:37are completely done.
11:39Now remember, when animating hands if you want to swap out a hand shape,
11:44make sure that you set a key before the swap and after and don't in-between those two
11:51keyframes and you will be fine.
Collapse this transcript
Animating the mouth in Flash
00:00So once you have your basic pose animation in place, you can animate your lip
00:04sync and your phonemes, as well as do some eye direction and some general head motion.
00:10So let's go ahead and do that and we're going to go ahead and do another
00:13technique for mouth swapping, where you can actually swap out a number of
00:17different mouths very quickly.
00:20Now before we get started, let's see where we're at.
00:22We pretty much have the poses of the character in place.
00:26(Female Speaker: Welcome to the show.)
00:33So we have pretty much all the animation in place.
00:36All we need to do is just finalize the head.
00:38So let's go ahead and zoom in to the head, and if we actually select the head
00:46and double-click on it, we can tunnel into the head.
00:49You'll notice that the head actually has multiple layers.
00:53There is Layer 1, which is basically the head and the hair.
00:56We have the mouths on a separate layer, as well as the pupils and then there is
01:01also a layer for the eyelids.
01:03Now what we're going to do is we're going to actually animate this here and then
01:07it will actually show up in our main movie.
01:10Now before we do this, we need to actually add in the frames that we need.
01:15Now it's an 80 frame animation, so I'm just going to go ahead and
01:18left-click and drag, and then just hit F5 to add in the frames that we need.
01:22Now let's go ahead to the mouths, and we'll take a look at how to animate those.
01:27If I select this mouth and double- click on it, you'll see that once I tunnel
01:32into this, it's actually a sub-animation.
01:35It's actually got one phoneme per frame for total of about seven or eight
01:42frames of animation.
01:44I've got a few blanks here, but those aren't going to be used.
01:47So what we can do is we can actually select which one of these frames is visible
01:53and actually animate between these mouths.
01:55All we have to do is select this mouth selection here, go over to our Properties
02:01panel and you'll notice here that we have a Looping control.
02:05If we keep this option at Single Frame, we can actually select which one of
02:09these frames-- again, let's go in here-- we can select which one of these
02:14frames is displayed.
02:17So double-click to come back out.
02:19So if I do frame 1, it's that one, frame 2 is the A mouth, frame 3 is the E mouth,
02:27frame 4 is that consonant sound, 5 is L or TH,
02:356 is the F sound, 7 is Oh, and 8 is Ooh.
02:41Now one of the things I like to do is I actually kind of like to write them down
02:45so I have them handy.
02:47I also like to standardize these between my characters, so that way I can just
02:53memorize the numbers and I don't have to worry too much about it.
02:56Now we're actually going to be animating this to the dialog.
02:59So, first thing I want to do is actually go ahead and select this mouth and
03:02let's go ahead and get our first frame set up, so she's actually going to have
03:05her mouth closed to start with.
03:07But I also need the sound track in order to animate to it.
03:11So I'm actually going to go find my Welcome.wav and I'm actually going to slug
03:16in a layer, temporarily, and just drop that in here.
03:22Let's make sure that we go ahead and select that and the Properties, make
03:26sure it's at String.
03:27So now all we have to do is just start keying the mouths.
03:30So let's go over to our Properties panel, select the mouth and our first frame
03:35is going to be closed mouth.
03:38So as you can see, we can go to frame 42 and that's where the "welcome" for
03:47"welcome to the show" starts.
03:49So the first phoneme is going to be Ooh or the W sound or the Ooh sound for welcome.
03:55So I'm going to select frame 42 on the Mouths layer in the Timeline, hit F6, and
04:03let's just go ahead and select that object and let's just put it to number 8,
04:08which is that phoneme.
04:11You can see it animates between them.
04:13So now all we have to do is go another two frames forward and let's go to our next phoneme.
04:19So I'm going to hit F6 and select that and let's go ahead and put in the next one.
04:25So it's going to go Well-eh, eh or A. I'm actually going to put in the A sound here.
04:34So that's number 2.
04:35So now you can see it's going Weh, and then let's just keep animating.
04:45So the next one is going to be the L sound.
04:49So again, you click on the symbol, change it to the proper phoneme, which in
04:56this case is number 5, Well, and again I'm trying to do at least two frames per phoneme.
05:07So I'm going two frames, so it's Ooh, A, L and then come, welcome, is actually
05:15going to be the consonant sound, which is I believe number 4.
05:23Then you just start working your way through.
05:26So now I've got the M sound, which is going to be frame 1,
05:34and so on and so forth. So you've got--
05:38(Female Speaker: Welcome to...)
05:40Now when I go out to my animation, you can see how I've got my animation in place.
05:49Now I'm going to stop here with the lip sync animation, and let me show you a
05:53little bit about how to animate the eyes.
05:54Again, I'm going to double-click on the head and tunnel into that.
05:58So now let's go ahead and start animating the eyes.
06:01I'm going to go ahead and mute my dialogue for right now.
06:06Now let's just go ahead and first of all get her eyes into a position.
06:09Now remember, she's walking to her right.
06:12Now, when we're animating this way, when we're actually tunneling into a symbol
06:16to actually animate, we don't get the luxury of actually being able to scrub the whole thing.
06:22So you kind of have to guesstimate.
06:24So actually you have to have a lot more planning in place, when you actually go to animate it.
06:29So I'm going to go ahead and put her eyes over to this side here.
06:33Now remember, she walks in and then right around frame 30, she comes to her pose,
06:39and then "Welcome to the show," and remember the "show" is on frame around 56 to 60.
06:48So let's go ahead and start her off with a blink.
06:50So I'm actually going to select the lids here.
06:54One of the things is that you're not going to actually see this, because I
06:57actually have a blank frame in here.
06:59In fact, if we click on this little spot, you can see I've got again, the same
07:04situation I have with the mouth, which is a symbol and we can select which
07:08frame of the symbol.
07:09So, for example, frame 2 is the eyes one-third closed, frame 3 is the eyes
07:16two-thirds closed and frame 4 is the eyes completely closed.
07:20So we can use this to create a blink.
07:22So let's go ahead and start with frame 1.
07:23I'm going to go ahead here to frame 6, and let's go ahead and insert a keyframe.
07:32Let's go ahead and do another keyframe, and again, just select the eyes and go
07:39frame 2, and then two frames, select them again, frame 3, and again all we're
07:48doing is just animating that number.
07:53Again, I'm just hitting F6, reselecting it and then closing the eyes.
07:59So now, you can see she's closing her eyes.
08:03So now what we want to do is just go ahead and open them back up.
08:07If you want, you could actually copy- and-paste these keys, but I find it's a
08:11little bit easier just to type in the numbers again.
08:13So actually, I'm going to open her eyes a little bit faster.
08:16So she's going to close slow and open pretty fast.
08:20So right by this frame here, she's going to be completely open.
08:28So now we've got a blink.
08:31Now let's go ahead and change her eye direction.
08:33In fact, I want to go ahead and go back out to my main composition and let's
08:37take a look at this.
08:42So she walks in, she doesn't blink, and now when she stops, I want to do a
08:46blink right around here.
08:47So right around frame 24 or so, I want to have a blink.
08:52So let's go ahead and go into her head here.
08:56Again, I'm going to zoom in so we can see this a little bit better.
08:58So now on frame 24, I want to go ahead and do another blink.
09:04The easiest thing to do is just select these frames, copy them, then just go to
09:09frame 24 and go Paste Frames.
09:12Now notice you're getting a little bit extra at the end here, all I have to do
09:16is select that and just go remove those frames.
09:19So now we've got another blink.
09:22Now in this blink I want to actually change the eye direction.
09:25So I'm going to go ahead and select each eye as it closes, and then set another
09:37keyframe. In fact, I need to zoom in a little bit better here. Just go ahead and
09:46move these eyes over to the other side.
09:47So now she comes in and she looks to the right and to the left. There we go.
09:55Let's go ahead and zoom out a little bit, there we go. There she blinks.
10:02I've got that, it looks like it's in the wrong place, so actually I want to go
10:06ahead and take this frame and move it a little bit, there we go.
10:18Then Welcome to this show, I want her to go ahead and blink.
10:23So I'm just going to select all of these and again, Copy Frames, Paste Frames.
10:34Then select these and just Remove Frames.
10:38So now I've got another blink.
10:41So right there, I want to keep her eyes in the right place and then as she
10:48brings them up, I can again just copy and paste the frames so that she's going
10:54in the opposite direction.
10:56So you can do that for the other eye as well, Copy Frames, Paste Frames.
11:04Let's go ahead and tunnel back out, and let's center this.
11:13Let's see what we've got.
11:18So you can see her blinks and everything.
11:20So I'm going to go ahead and turn on my sound, so we can hear this.
11:24I'm going to show you the final version of this with the blinks and all
11:27the dialogue in place.
11:29Now as you can see, animating something more complex like the head, a lot of
11:34times you want to actually animate within a symbol.
11:37So actually I have symbols nested within other symbols.
11:40The one issue with this is that you can't see the full animation.
11:43So a lot of times you have to pre-plan certain things.
11:48Now, dialogue really works well, because it's really just scrubbing against the sound track.
11:53Now something like blinks you may need to have a little bit more pre-planning
11:56because you'll have to get your eye direction just right.
11:59But let's go ahead and take a look at this final animation.
12:03(Female Speaker: Welcome to the show.)
12:05So, there you have an animation in Flash.
12:09What we've done is we've actually walked the character in, posed her and done dialogue.
12:13So we've covered most of the major things that you need to do with any Flash animation.
12:18So now that you understand the principles of animation and how to animate in Flash,
12:22you should be able to animate just about any scene.
Collapse this transcript
Conclusion
Goodbye
00:00This concludes 2D Character Animation.
00:03Now, I hope you learned a lot in this course and I hope you got the fundamentals
00:07of character animation
00:09so you can apply it to any sort of character that you use in your work.
00:13Now remember, character animation is an art and you do need to practice it in
00:18order to get really good at it.
00:20So go ahead and watch other types of animation to see what you like and
00:24go ahead and practice your animation to improve your skills.
00:28So with that, I'd like to say goodbye and see you next time.
Collapse this transcript


Suggested courses to watch next:


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


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