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Flash Professional CS5: Character Animation
Petra Stefankova

Flash Professional CS5: Character Animation

with Dermot O'Connor

 


In Flash Professional CS5: Character Animation, Dermot O' Connor explains the process of character animation in Flash, using nested symbols and motion and shape tweening to create believable characters. The course covers the process from start to finish, from rigging a character to creating a walk cycle animation. Along the way, Dermot demonstrates techniques such as animating eye blinks, head turns, and mouth movements during dialogue. Exercise files accompany the course.
Topics include:
  • Rendering in SWF or AVI
  • Creating vectors for the the character body
  • Coloring the body
  • Rigging a mouth in Flash
  • Posing the rig
  • Animating head and body movement
  • Creating hands
  • Understanding facial expressions
  • Making the contact poses
  • Creating passing poses
  • Animating in-betweens

show more

author
Dermot O'Connor
subject
3D + Animation, Web, Animation, Character Animation
software
Flash Professional CS5
level
Intermediate
duration
9h 19m
released
Nov 17, 2010

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Introduction
Welcome
00:04Welcome to Flash Professional CS5 Character Animation.
00:08I am Dermot O'Connor.
00:10This course will take you through the process of animating for TV or the web.
00:14In this course I'll show you how to set up a project and make your work process
00:18as fast and smooth as possible.
00:21Then we'll take a traditional character design and convert it into a puppet or
00:25rig that can be animated in Flash.
00:28Once we have the rigged figure set up, I'll show you some of the different
00:31styles of animation in Flash, motion tweening and shape tweening.
00:36The first scene will be a simple head turn, which will allow us to animate some
00:40nice facial movements.
00:41Then I'll show you how to animate a couple of walk cycles and finally, a dialog scene.
00:48I have been working in animation for 20 years in feature television, games,
00:52mobile phones and the Internet.
00:54Flash can be used to create animation in all of these formats.
00:59By the time you finish this course, I hope you will feel ready to begin work
01:02on your own projects.
01:03So please join me as we create an animated character from scratch in Flash CS5.
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Using the exercise files
00:00If you are a premium member of the lynda.com Online Training Library, you have
00:05access to the exercise files used throughout this title.
00:09The exercise files are in the Exercise Files folder, which I have placed on the Desktop.
00:14You can store it wherever you like.
00:16There are files for most movies.
00:19They reside in subfolders named according to the chapters.
00:22It is not necessary for you to use these files.
00:25You can use files of your own in place of them.
00:28If you are a monthly or annual subscriber to lynda.com, you don't have access to
00:33the exercise files, but you can follow along with your own work.
00:37Let's get started.
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Prerequisites
00:00In this course, I assume that you are familiar with the basic Flash interface.
00:05So as long as you know how to use all of the tools, you know, not in any great
00:08detail, but you know how to make a line, you know how to make a rectangle,
00:12you know how to turn that into a symbol, the essential stuff, you know how to move
00:16objects on the stage, how to set a keyframe or blank keyframe, and also how to
00:22navigate the Library.
00:23As long as you are reasonably aware of that, then I think you're ready to go.
00:27I'm not going to use ActionScript, so don't worry about that.
00:30This is a fairly artist friendly program.
00:32I am ActionScript-phobic.
00:34I have also used all CS4 friendly assets. Even though this is going to be a CS5 course,
00:40all of the exercise files have been saved in CS4.
00:44If you use CS4, I think you can probably stick with this class.
00:48I don't think there is going to be any major issues.
00:51I've used the basic traditional tools to create this.
00:55If you are using an older version than CS4, things obviously will be different.
00:59The Properties panel will look quite different.
01:01So I'm afraid it's at your own risk, but all of the general principles that I'm
01:05teaching in this will be applicable backwards to all, I think, all the way to
01:09Flash MX to be honest.
01:10You'd have to be of course patient, but it might be worth your time looking at.
01:15I think this is probably the fastest way for any artist to break into the world
01:19of computer animation.
01:20It's not like 3-D, because you can really get into the animation process very
01:24quickly with this, and as long as you have a little bit patient and you are
01:28ready to work around a couple of quirks, I think you want to find yourself
01:30animating a lot quicker than you might think. So that's it.
01:35Let's go on to the first part of the course.
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1. Setting Up the Project
Creating Flash-friendly character design
00:01When you're working in Flash, it's important to know the strengths and
00:04weaknesses of the program.
00:05This is going to affect how you design your project and your characters.
00:09Now unlike in 3-D programs like Maya or 3D Studio MAX, Flash works with a
00:13series of flat layers.
00:15This means that we should favor design styles and movements that recognize
00:19this and allow for it.
00:20Now we have to work around this flatness and create the illusion of
00:24dimensionality, that the character actually is in a series of squished levels.
00:29So I'm going to show you the rig that we're going to create during the course of this class.
00:33Let me change the workspace layout a little bit. So it's easier to see
00:41the vertical stack. That's good.
00:43Let me switch this to Outline mode.
00:47Each layer has a different outline color.
00:49I'm going to pull the figure apart a little bit.
00:52Let's go back to color.
00:56So you get the idea.
01:01Essentially think of it like a one of those little flat dolls on strings that
01:05you pull and yank the legs out.
01:07It's pretty much no different.
01:08That's the physical structure of the character.
01:10I'm going to reverse them back now, okay.
01:16So the simpler and the more graphic your design, the easier it's going to be for
01:20you to pose the character and to animate them, and the more realistic and the
01:23more detailed the design, the harder it's going to be.
01:26So let me show you.
01:27In fact these layers are old one single color means I can move them, align them
01:32into different positions and poses, and I don't have to worry quite so much.
01:36I can split the legs over here.
01:41Quite drastically change the pose of the character, even without doing
01:45anything really substantial.
01:47I don't have to worry about lining up too much details.
01:50That's pretty good.
01:51I can flip the head over, all kinds of things, and that's just a simple example.
01:58Now, let's suppose that our figure has lines, one of the big design no-nos of Flash.
02:04Try to avoid stripy lines that cross the seams of the levels.
02:08You got to try to avoid polka dots, and I've seen all these things in actual
02:12productions and they caused havoc, because lining up the seams, if stripes cross
02:17them or dots cross them or some other graphical element crosses these points,
02:21the animators have to spend quite a lot of time making that work.
02:24So let's try to do something similar with this guy.
02:27If I move that arm, you can see immediately on the shoulder area, if I move that hand,
02:33try to do anything with that hand to make him look like, "Come this way sir,"
02:37oh dear, oh dear.
02:38That's going to be someone's lunch break ruined.
02:41So this is the problem with being too ambitious and too fancy with
02:46these graphical elements.
02:47You have to be very careful about how you structure them and where you put them
02:51and if I wanted to do something even more important with one of these shapes.
02:55For example, if I wanted to take the arm and work inside the arm, to do
03:03something really interesting and position it into a different gesture,
03:07it's easy enough to do it.
03:10It's just a single area of flat color. To do this same thing with the striped arm
03:21involves point after point after point.
03:26It's going to take a long time just to do something, the smallest change.
03:33That's not going to be fun and the chances are it's not going to look good.
03:38So that's one of the cardinal rules when you're designing a character for Flash.
03:41Don't inflict this on yourselves, because it will wear you down.
03:45I'm not saying it's impossible.
03:46There are ways and means to do some of these effects, but they require quite a
03:50bit of engineering and they're certainly not for somebody who's beginning to
03:53work in Flash and you should have a lot of time to decide to do it.
03:57As a good rule of thumb, the more complicated your design, the less energy and
04:01time that you're going to have to actually animate the character.
04:04Let me show you just the simple example of a simple design, little dollar bills
04:09walking in great numbers. These are marching.
04:12Let's go in a little closer.
04:19Okay, let's go try it again.
04:23So there we see a little shape, a simple shape tweened animation.
04:26A lot of personality in that, a lot of fun to work in, and all this is a
04:30couple of layers, so if you're in the process of learning this program, I think
04:34you'll get a lot more enjoyment out of animating something that's easy to work
04:38with, and not overly laden with graphical elements, things around the perimeter
04:44or any of the detail.
04:45So that's initially, we'll try to keep these symbols as simple as we can, and
04:49make your time as free as possible to focus on actually making our little guy
04:53perform and act and walk.
04:55So let's move on.
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Animation rendering: SWF or AVI
00:00There is a technical issue that I'd like to address.
00:03This is going to affect your character and your animation and the visual
00:07style that you choose.
00:09If your animation is going to be played online as an SWF file, like on the
00:14phone or any kind of way that keeps it as a vector image, then your file size
00:19and your frame, they're going to be very important and they're going to set
00:21constraints to some degree on the choices that you make.
00:25Your characters should be optimized, not too complex, or the frame might
00:30slow down and become choppy.
00:31So for example, you're currently looking at a scene from a short film that
00:35I've been working on.
00:36This is a scene that actually can't play in Flash because it has gradients.
00:40It has all these color layers and effects and transparencies that slow down the Flash Player.
00:47If I try to play this in the Flash Player, it gets very ugly.
00:49I'm going to show you the scene straight through. It starts well.
00:54The little guy doubles and he keeps doubling.
00:56But each time he doubles, his numbers double, as you can see the gradients double,
01:00until soon we have too many symbols, too many gradients, too much stuff going on.
01:04By this point we are not even getting one frame per second.
01:07So effectively we're stuck. So what do we do?
01:11If our target audience is going to be watching this on a DVD or television,
01:16then there is no problem.
01:17They can simply export it in the AVI file or an MOV file or a PNG sequence,
01:21bring them into After Effects and do our work in there.
01:24So now I'm going to show you the same scene rendered out and we're going to
01:29play it in Media Player.
01:42That's it. So, as you can see, no problems with frame rate there.
01:45So, again you should bear that in mind when you are building your character.
01:49If you're going to be keeping it as an SWF file all the way through your
01:53production right to your final destination, you don't want to go too heavy with gradients.
01:57You've just seen what happens when you overload your rig with fancy effects.
02:01You could probably have one or two or three or four characters looking like this,
02:04lots of nice little effects and things, but if you had a crowd scene
02:08you'd be in big trouble.
02:10So this is a pretty good example of how you're going set your limitations based
02:14on your audience and the format that they're going to be watching your movie on.
02:17We'll proceed on to talk about the Line tool and other stylistic limitations
02:22that you might face.
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Understanding line tool drawbacks when animating
00:01When you create your images in Flash, there are several different looks that you
00:04can assign to your character and each of these looks has its own pros and cons
00:08and I'm going to be covering each of them.
00:10So the three major looks that most people use are the Line tool, the Fill or
00:14the flat color, so you can see the line on the left, fill in the middle, flat on the right.
00:19So the pros of the Line tool are it's very fast and easy to draw.
00:23So let's just pick that nice little solid area and do a
00:29good demonstration.
00:30So I'm going to match the line weight of the character we were looking at
00:33here, a little bit heavier.
00:36So we just draw and we can create our character very quickly, very easily.
00:41So it has speed on its side and ease-of-use. The line weight can be changed very easily.
00:47Let's just select everything, go into our Line tool, and as you can see I'm
00:50changing the Stroke size, quite brazenly.
00:52Let's make it lighter.
00:53That gives you a great deal of power over the weight of the image.
00:56And then also it has a very small file size, because we're dealing with many of the
01:00smallest number of points that we could use to create this image.
01:03It's hard to see how we could make it much smaller than this.
01:07Now on the downside, when you scale the Line tool, it tends to clump and it looks quite ugly.
01:15Let me show you what that looks like.
01:16I'll do all three together for comparison.
01:19Let's scale this down, and zoom in just a little bit, and the weird thing happens with the
01:24Line tool when it hits a certain point, it seems to stop getting smaller.
01:28The flat color and the fill character are legible, even at this tiny size. You can
01:34still kind of make out arms and legs and such.
01:38The line character is a bit of a clumped thing and if you have a lot of these it
01:42looks quite ugly and eye-catching.
01:45This causes pretty large problems.
01:47So let's undo that.
01:50The other disadvantage is that the line weight is so consistent that it doesn't vary,
01:55so therefore it just ends up looking extremely mechanical.
01:58If you especially need to compare to the middle character who looks like he was
02:01drawn by an ink brush or something a little more creative, this seems to
02:05have been carved in.
02:06It just looks like it's been machined.
02:07It's not a nice look I think.
02:10Another disadvantage when playing animation with the Line tool, I found that you
02:15don't get quite as good a frame rate strangely enough as you will when you're
02:18working with these flat color areas.
02:20Another disadvantage is that when different lines of different colors overlap,
02:25it can be very difficult to control which line is on top.
02:28So I'll show you what that looks like.
02:30If I grab this line here and pull it out,
02:32it's then blobbing over the black line.
02:34If I wanted to put the black line on top of that, I'm not quite sure how I would
02:38rather do it frankly. Even when I make a new black and pop it down, this one
02:41still wants to be on top.
02:43And if it happened to put the lines on different layers, it's a terrible chore.
02:46So let's undo all that.
02:51So slightly hard to control some of the graphical elements in there, and the big one for me,
02:56if you are into animation and you create your image out of these lines,
03:00and let's say you want to shape tween from this pose to this pose, here's what happens.
03:05All the lines disappear on the in-between frames, and if you wanted to
03:09correct out the process, it's pretty dire. You have to keyframe all of the secondary ones.
03:15You have to then fill them with the Ink Bottle tool frame-by-frame and if you
03:21have many, many frames, this is really tedious, and then you've got to paint out
03:25this little guy at the top because of course that's not going to look good here.
03:30So it's pretty boring and it's just honestly not suitable.
03:35So that's the Line tool and that's why we won't be using it.
03:38So that leaves us with the Fill tool and the Flat Color tool.
03:42So let's look at the Fill tool.
03:44The Fill tool has the advantage of looking much nicer, where you can taper the
03:47line so that it looks it's been drawn by an actual artist.
03:51It scales down much more nicely as we saw if we zoom out.
03:53It still looks good whereas this is clumpy.
03:56I've not been able to detect any major frame rate impact as I did with the Line tool.
04:03On the disadvantage, it takes a little longer than the Line tool to draw and if
04:07we look at the points, the geometry inside with the Subselection tool,
04:11just click on this, and you can see that of course there is an inter line.
04:15There is an outer line.
04:16They've been colored in.
04:17Let's go a little tighter on this, so you can see exactly what I mean.
04:21So I've got an inter line for one side of the stroke and then outer for the
04:24other, and then these are filled with a solid color.
04:27So of course this is doubled in points of the line version and the other
04:32disadvantage of this is that it can make shape tweening a little trickier and
04:37I'll show you an example there.
04:39Here's an arm where we've roughly colored it and painted it with the same
04:44technique and if I do a shape tween on this from this pose to this pose,
04:48it begins to break apart, and this means that I have to add lots of secondary shape hints
04:52and other points to try to encourage it to not mutate like this.
04:56So that by no means is a deal-breaker.
04:57We can work around this problem, but it does create a little more time that we
05:01have to spend tweaking all these points.
05:04So ideally what I like is a system that combines some of the strengths of both
05:08and also that looks good.
05:11So that would be our flat color version, and in this case you can see there
05:14are the areas that don't have any line work at all because the flat color
05:17basically speaks for itself.
05:19I think this style looks great.
05:21I think visually, stylistically, it's the most sophisticated of all the Flash looks
05:25and you have seen that all over the place. If you watch commercials very
05:28carefully, it'll come up a lot in some of the animated ads and there's a reason for that.
05:34The reason being it is the most adaptable to Flash and that's the fastest and
05:39it allows for very cool physical action.
05:42So as a good rule of thumb, the more detail your figure has, the harder it'll be to animate.
05:47So obviously the flat color having fewer points is easier to animate.
05:51Now the disadvantage of the Flat Color tool occurs if you move two areas of the
05:55same color in front of one another. Hands can get disappeared and if you move
06:01the hand in front of the face, they're in the same color areas.
06:04There is no black outline to keep them separated.
06:06So that's why we've added these little areas of shades.
06:09We've had to add these and little areas of bright and these can be increased in
06:14color or contrast if needed to. A closer approach to what we're seeing here on the
06:18physical left arm of the character.
06:20So as you can see here with the dark color of the background hand, that's the
06:23workaround for not losing that against the body. If that arm were the same color
06:28and we began moving it around, we wouldn't know where the chest ended and the arm began.
06:33So I don't see extra engineering that we have to do on our character's color and
06:38these little shadow areas to be so dire that we have to not use it.
06:42So I think this look is definitely the optimal one and this is the design
06:46style that we'll be animating with, not for this particular character, but an
06:50original one of our own.
06:51So that's essentially it.
06:53So the weaknesses of the line and the pure fill character will be abandoned and
06:58we will work as best as we can with pure color.
07:01It'll be a lot less struggle and I think a little more enjoyable for us.
07:04The end result looks pretty cool.
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Using uniform project scales in Flash
00:01So even if you're just going to animate a single scene, bear in mind that you
00:04might at some point reuse it or the artwork in that scene in a later project.
00:09This can be fairly common.
00:10So to make this process easier or possible you should create and stick to a
00:14uniform project scale if you can.
00:16This means keeping your characters and your props roughly in the same size as one another.
00:22So this is going to make it possible to move your objects and props from one
00:24project to another and from one figure to another with fewer scaling issues.
00:29So here we're looking at some characters from a recent project that I worked
00:32on called Bounce-a-rama and there are seven major characters and they interact a lot.
00:37So I thought let's keep all these guys in the same size so that we can safely
00:41move them and share them in the same area without having one at 10% and one at 1000%.
00:44So I want to show you how that operates.
00:48Let's just empty the stage, work on a clean layer.
00:51Let's say we bring Amelia onto the stage, open her folder, drop her in, and let's
00:57pick another character. We'll bring Bounce in.
01:00By default he is the same scale. He is a kid.
01:02She is a grownup, so he is about the right size.
01:05So let's say we want to do a scene where one of these guys hands a pizza to the
01:09other, bring the pizza onto the stage.
01:11It's also the same scale, about the right size for one of these guys.
01:16Let's suppose we want to give that to Amelia.
01:19We'll make an even layer here. Drop in the pizza.
01:21It still is the right size.
01:22And if we went into Bounce's symbol, paste it in there, it's the same size.
01:26The reason being they're all to the same scale.
01:29It seems obvious, but let's look at what happens if you have your characters set
01:32up by maybe more than one artist or you've worked in one scale and then in
01:36another project you've worked in a totally different one.
01:39So we'll do the same thing.
01:40We'll bring Bounce onto the stage and this time we'll bring in Mr. Farling, and
01:47let's imagine that somebody took Mr. Farling's design and instead of matching it
01:53to Bounce they made him gigantic.
01:54So now every time we put him on the Stage, we have to scale him down, and
02:00we have to get it right. Maybe you have to check to make sure you've scaled it
02:04to the right level.
02:05Is this really how big he is supposed to be relative to Bounce? I don't know.
02:08So then you have to check that.
02:10Okay, so you finally get it, you're reasonably halfway, but that's the right
02:12size and then the same problem.
02:15You have to do a scene where somebody gives a pizza.
02:17So maybe we have Bounce go up.
02:20So here's his pizza and I want to give that to Mr. Farling and he made the hand off,
02:25so I put it in there and lo and behold, of course it's tiny because
02:28Mr. Farling's symbol is huge.
02:31Now you have to go in and resize the symbol, trying to match it to the one out here.
02:38Let's copy that and then later on in the scene if you have to hand it back, it's huge!
02:44This is one simple example and I've had this happened on professional
02:48productions that I worked on and it's not fun.
02:51It's already tricky enough as we have to do a scene where Mr. Farling hands a
02:54pizza to Bounce without having to worry about the thing being 400 times bigger
02:58than it's supposed to be.
02:59So that's the importance of keeping all your guys onto one scale.
03:02Just pick a scale that works for you.
03:04I like rigging my characters on a stage that's about 640x480 or 800x600 is usually good.
03:12So I would definitely pick something.
03:13I think 800x600 would be more than safe, and allow that stage dimension to
03:19determine the maximum size of your characters if you can.
03:22Sometimes you have to vary things.
03:23That's okay, but as your default setting if you can keep all your stuff in one scale,
03:28I think you'll find that as you proceed and do more-and-more work,
03:33you'll really appreciate the value of being able to swap and share and move these
03:36things back and forth.
03:37So we'll move onto the next.
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Finding helpful extensions for Flash
00:01So there are some things that we can do that are going to make our lives a lot
00:04easier when it comes to working in Flash and the biggie are extensions and these
00:08are programs or little applications written by third parties, other artists and
00:12animators, that will speed things up for us and here is a fantastic website
00:17called toonmonkey.com. And if you go to toonmonkey.com and click on the
00:22Extensions link, you'll find an entire page of these things.
00:25They're really great.
00:26They're well worth looking at.
00:27So there are two in particular that you should really try to get and one is called
00:31LayerColor and then the other one is called frameEDIT and that's the biggie.
00:36LayerColor will let you recolor 10 layers at a time. If you have like a bunch of
00:40ugly randomized layer colors and you're in outline mode then you can go use
00:45LayerColor and make them all green or blue or black or whatever that looks nicer.
00:49And frameEDIT will allow you to go to frame 20 of a symbol, click on frameEDIT, and
00:54you'll go into the internal point frame 20 on that symbol and if that has
00:59another symbol inside then you can go into frame 20 on that, and that's going to
01:02be critical when we begin animating later on.
01:05So I've already downloaded these to the Desktop and if you have never downloaded
01:10an extension, here is how you do it.
01:11Simply go into Flash, click on Help, go to Manage Extensions and this
01:16will open the Extensions Manager.
01:19Okay, now we click on Install and go to wherever it is you've saved your extensions.
01:25In this case, it's just the Desktop. Click Open and Accept.
01:30It's installed and just repeat this process for as many of these
01:34extensions as you like and we're done and Flash recommends that we restart the program.
01:40So let's do that.
01:44Okay, so let's make a new project first, so we can activate the Commands menu
01:48and there they are, frameEdit and LayerColor, and the other thing I like to do,
01:53since I'm going to be activating these quite a lot, is to assign some nice shortcuts to them.
01:58So let's get this out of the way.
02:00So we go to Keyboard Shortcuts and let's select LayerColor.
02:06You'll find it quite difficult to find a shortcut that hasn't already been taken.
02:10So play with it a little bit to find something that's comfortable for you.
02:13Ctrl+Shift+Q is free for-- I can use that for the LayerColor.
02:18Click Change and frameEdit and it's very important actually that you use
02:23this particular key.
02:25Because if you look at your keyboard, you'll see the brackets going
02:29backwards and forwards and they move us on the Timeline and then by having
02:33our shortcut mapped, you can access all of these three with your three adjacent
02:37fingers and we're good.
02:39Now we're ready to move on to a assigning a few more shortcuts and creating some
02:43custom commands of our own.
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Using commands and keyboard shortcuts
00:01Sometimes, you'll find it very useful to make your own shortcuts or
00:04macro scripts basically.
00:06Many times in Flash, depending on your workflow, you'll find yourself doing
00:09the same repetitive click over and over and over again and it can really slow you down.
00:14So I want to show you how to make your own commands and it's fairly simple.
00:19So the big one, the one in animation, is setting tweens.
00:23I'm going to be having all kinds of different tweens.
00:25So here is how we do it.
00:27Go to File. Open our special commands project. Let's close that.
00:33So our friend and this will be a panel lot of people don't use.
00:37It's the History panel and this keeps a record of everything you do.
00:42So if you look at the panel, watch as I create different objects.
00:45This, as in Photoshop, keeps a little record of these actions and the cool thing
00:49is you can save these and play them back.
00:53So what we are going to do is set some tweens and save these commands and make our own.
00:59So the first thing we want to do is have a clean slate.
01:02So let's go up to the Timeline, make a new layer, get rid of the old one, and as
01:09you can see a lot of rubbish and junk here, so let's clear our history.
01:14Yes, get rid of all of that.
01:15What I want is to create a command for a simple motion tween and we can already
01:21do it from up here. We can go Insert > Classic Tween.
01:24We'll be using Classic Tween a lot and Shape Tween a lot.
01:27The problem is every time you move from the Timeline up to Insert Tween, you're
01:31putting miles on your mouse and you really are slowing yourself down.
01:34It completely breaks the flow.
01:36So let's-- as I said we'll make our own.
01:39So we'll go to the Timeline, click on the frame, go Insert > Classic Tween and
01:46now that's a basic tween with no ease in and no ease out.
01:50Now we select Create Classic Tween. Save As Command.
01:54I'm going to call it tween 0. Click OK.
01:59Now to test this tween, I'm going to make a new layer, select that, and go to
02:04Commands > tween 0 and as you can see that's done.
02:08The beauty of this is we can assign a keyboard shortcut to tween 0 and this can
02:15really speed up, as you can already imagine I'm sure, the workflow.
02:18So let's make a few of these.
02:19This is a generic tween with no ease- in or ease-out. You'll find this so you
02:23begin to move symbols around the screen.
02:25Now you want some to favor one key or favor another to ease in or ease out.
02:30I like to delete this history every time because this can get confusing and
02:35we're going to be doing multiple steps here.
02:37So let's create a tween.
02:39And now I'm going to create an ease in, -50.
02:46Now we have a multiple series of actions.
02:50So these two, Create Classic Tween and setting the frame property or tween easing,
02:55-50, this is the command that we want to create. Right-click, Save As Command.
03:00I'm going to call this tween -50 and again every time I do this, I like to test it.
03:07Go to Commands > tween -50 and perfect.
03:12I want to repeat this process again. Clear History.
03:20I'm going to create a tween, and ease out this time. Save the command, tween +50,
03:37and that should be it, let me do a -- No reason why it shouldn't work, but I'll
03:42just test these and there we go.
03:44You can make your own.
03:45If you don't like 50, if you prefer 60 or 100, go for it, but this is the area
03:50that I like to work from and I can change it later on if I want to get fancy.
03:54So the next thing you would do would be to assign a keyboard shortcut.
03:59Again, all these commands are logged under the Commands menu and there we have them.
04:05Now at this point you'll find your keyboard is getting very, very cluttered.
04:10It can be extremely challenging to find a nice, simple-to-use keyboard shortcut.
04:16I tend to be quite bogged down.
04:18So this is where the numeric keypad comes in.
04:21Now if you're working on a keyboard that's on a small laptop and you don't have
04:25the numeric keyboard, I would advise you to get an external keyboard with a
04:29numeric keypad. Very quickly see how advantageous this is.
04:34I can assign to the tween +50 to the 6 key, tween -50 to the 4 key and the
04:47regular tween, the generic one, to 5. Drop these shortcuts in very, very easily.
04:57I would repeat the same process.
04:59Instead of making motion tweens now, we can make shape tweens.
05:03To do this, we need to create some shapes.
05:05I'm hitting F6 to create a second key and now Insert > Shape Tween and Window >
05:16Other Panels > History. And I didn't follow my advice of deleting the history and
05:22this is the result. But I think we can figure it out. Create Shape Tween.
05:28Save As Command and call it tween shape 0, OK, and now we should be able to assign one
05:37of these. Commands > tween shape 0.
05:44I'm going to repeat the process for ease in 50 and ease out 50.
05:48And we'll have a complete set of short codes assigned to the numeric keypad
05:53for shape tweening and motion tweening, easing in on the 4 key and the 1 key,
05:58easing out on the 6 key and the 3 key.
06:02So let's create the remaining two tweens.
06:04I want to keep this window open. Workspace. No, Other Panels > History and let's
06:09keep it clean, clear the history, yes.
06:11Let's get that square back, Ctrl+C, Ctrl+V. This is just rough and ready.
06:21This doesn't have to be fancy.
06:24Do this on a completely clean layer, and F6.
06:31Again, you'll find yourself doing this a lot, clearing this history to keep it clean.
06:35Now go Insert > Shape Tween and then pull it into -50. Save As Command, tween
06:48shape -50, repeat for the out, F6.
07:00Again, I'm going to clean this up. Insert > Shape Tween, ease out to 50,
07:09Save As Command and then we have our slate of shape tween shortcuts. Map them onto
07:19the keyboard shortcuts.
07:24I'm using the 4, 5 and 6 numeric keypads for the motion tween.
07:28I'm going to use 1, 2 and 3 with +50, the 3 key, -50, the 1 key and the 0 key, set to 2.
07:45That looks good.
07:48So there is one more thing that I like to have easy access to. As you're setting
07:52tweens on the keyboard, sometimes you want to be able to switch it off and
07:55we're going to create a command to remove all the tweening information on the Timeline.
08:00So let's just click onto one of the pre- existing timelines in the blue and again
08:05this is a big one so let's clear the history, yup.
08:08So first thing I like to do is make sure that there is no ease in or ease out
08:12information buried in the timeline.
08:14Go to Insert > Remove Tween and now select these two, Save As Command, and go
08:23tween remove and I need to test this to make sure it still works. Command >
08:29tween remove, and of course it's gone.
08:31Let's make sure it works in the shape tween layer, yes.
08:36I want to make sure that it also has removed all of the ease in and ease out
08:41information and it has on this one.
08:44I'm just going to test it on a few of these to make sure that work.
08:50Yeah, it seems to be resetting it completely back to zero and we now have the
08:56ability to basically delete any tween information on the timeline with the
09:00stroke of a key. Map this onto the number 8 key on the numeric keypad.
09:11Now you have complete control over classic tweening with one hand without ever having
09:15to move from the numeric keypad.
09:18As you can see the numeric keypad is your best friend.
09:20It's going to save you a lot of time when you start throwing motion tweens and
09:25shape tweens all over the place.
09:27I can't recommend that enough.
09:28You can still work without it.
09:29You can still do everything through running up here.
09:32Your mouse is going to be doing this a lot and you're going to start getting
09:36really tired of that and before the extensions came along, we had to do this.
09:40We were moving your mouse from here to there.
09:43It's not fun and being able to assign tweens with moving of a single finger
09:48means you can focus on your work, your animation on being creative.
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Setting up your workspaces
00:00Flash CS5 comes with a series of Workspace layouts that are designed to help
00:05with your production process and they have several of them depending on design ,
00:10that are aimed at animators, programmers, and so forth.
00:13The Animator layout, I really don't like at all, funnily enough.
00:17I think it's extremely cluttered.
00:19You'd have to have a huge monitor for this to be good.
00:22So let's go with something closer to the classic look.
00:25This is cleaner and it gives us a nice long Timeline and I still want to make
00:29some tweaks to it and the issues I have with this are that these fly-out windows
00:33here cover your Timeline. It really bugs me the way they get in the way.
00:37So let's change that and if we take one of these and tear it off, grab the
00:42little gray area and slide it, then we can grab this over here and I am going to
00:47drag it down to the bottom of the Properties panel until I see a little blue
00:50line there, then release, and it springs into place very nicely.
00:54So I'm going to repeat that up here.
00:58And this little arrow, this double arrow, will expand the panel.
01:01That's going to be your library and tear this off as well, and same thing there.
01:06That's our Color and our Swatch panel.
01:08So let's select this gray bar again.
01:10I'm going to drag that here, drop it and we can collapse these.
01:13We don't have to have them open all the time.
01:14Let's move our Library panel over. I'm going to stack this one vertically to
01:20the left of the other column and way down until we see blue vertical line and
01:25release and there we go.
01:27Now you can keep the Timeline on the top or the bottom and either is good
01:31and I've used both.
01:32For this class I've done on the bottom of the screen.
01:35So let's drag it down there until we see the blue line, release that, okay.
01:40That's really nice.
01:41So anytime we need to access our other areas, we just click over here, and I want
01:49to keep these compressed so I see the Properties panel more clearly. This works for me.
01:54If you have a different way that you are comfortable with and you don't mind
01:56being on a slightly different layout than me, that's totally fine, but this
01:59is how I'd be working just so you know where everything is and where all the windows went.
02:04So let's save this layout.
02:09I'm going to call it lynda_character_animation.
02:13If you want to call it something more descriptive like horizontal timeline or
02:17whatever then that's fine.
02:19So the other thing that I want to do now is create a second layout, almost the
02:23same as this, but one big difference and that is I want this Timeline to be
02:27tall and thin on this side of the screen, because when we're designing
02:31characters we need lots of layers and as you can see we can't see many layers in the space here.
02:35So let's tear this off.
02:37I'll tell you this is a little bit tricky and I found this quite quirky.
02:41Let's try to do this in a way that's as safe as possible.
02:44So tear away the Tool menu, so we have our Timeline floating around here and the
02:48Tools over on this side and then let's grab this, slide them in, and drop it.
02:55That's exactly what I want.
02:57Now you might find, I'm not sure what your setup will be, but if you see this
03:03Collapse to Icons, this is not good.
03:05So you want to be sure you're set to Expand Panels and it's worth playing around
03:10if you have issues with that because we really want to have this Timeline tall
03:14and thin, and then we grab the tools.
03:16Let's drag them over there and drop them in.
03:19So we have a nice tall, thin Tools panel and our Timeline and I want to save
03:24this and call this one lynda_character_animation_2.
03:33We'll be toggling back and forth between each of these.
03:36That's a much quicker way of doing it than having to mess with the layout every time.
03:42If I was doing this on an actual commercial production, I'd set keyboard shortcuts
03:46for each these and do it without even thinking about it.
03:49You might also find sometimes that you want to grab more room and collapse your library.
03:54So this little arrow is very handy for that.
03:56You'd have to do like that.
03:59For some reason I just seemed to prefer having these fellows over here and then
04:03hide them when they are not needed.
04:06So that's the workspace layout taken care of and we're ready to continue.
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2. Character Rigging
Understanding character rigging
00:01In this part of the course, we'll take a hand-drawn cartoon character
00:04and convert him into a fully rigged and vectorized Flash puppet ready to be animated.
00:09We're going to use the basic Flash drawing tools and find out how to name
00:12and layer the symbols.
00:14So, here is our starting position, a hand-drawn, basic fairly generic character
00:19figure in five different poses.
00:21This is the kind of thing you get in an animation studio, a nice turnaround like this.
00:26And so, I'm going to show you the final product, so you can have an idea about
00:30where we're going to be going over the course of the next few chapters.
00:34So, this is the character in Flash, fully rigged, and I'll show you the
00:38structure of this rig in outline form.
00:41So, if we select all the outlines, as you can see, there's one layer for the
00:44right leg, one for the left.
00:46There is one for the head.
00:47Let's go back into color mode.
00:49It's a little bit easier to follow.
00:50So, what I'm going to do is take one of these layers, say the right arm, and
00:55show you how it works when we begin to move this puppet.
00:58So, the big issue that you'll see right away is some gaps opening up.
01:02Obviously, we can close off and fill later on, but this is just to give you a
01:05general idea about how we can take this cutout character and put him into poses
01:10and situations that we can then begin to animate.
01:12Let me roll this guy back to his starting position.
01:16So, I'm hitting Ctrl+Z to undo, and I'm going to show you the basic process that we use.
01:22F6 to make a keyframe, and then I'm going to hit the second keyframe,
01:27move it to a slightly new position, and then create a Classic motion tween.
01:34That's a movement.
01:35We can then push this.
01:37It's pretty simple, but that is the methodology that we will use to create this
01:43character and to make him animate.
01:47So now that you've seen how the symbols are tweened. In the next segment I will
01:52show you how they're actually structured in a little more detail, and how the
01:56eyes and the mouth and the head will work in tandem with the body.
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Exploring underlying structure in character rigging
00:01Before we begin, let's look at the character that we're going to create
00:04during this chapter.
00:05Here we have him in the Library.
00:08Let's drag him onto the stage so we can have a better look at the guy.
00:13Now, I'm going to show you how this puppet, this rig works.
00:16Let's double-click on the rig, have a look inside, and as you can see, we have
00:20multiple layers from the hair, legs, arms, torso, and so on.
00:24This is called a comp or a composite, meaning it's a symbol that contains many
00:29different layers and secondary symbols, and these can be changed and
00:33repositioned so that we can make this character do any number of actions.
00:36So, I'm going to switch into outline mode, so we can have a look at the layers
00:40and you can see how they overlap one another.
00:42I've color-coded the layers, so we have green for the right side, blue for the left.
00:46This makes things a little more simple when you're selecting things in Outline mode.
00:50Each layer has to be named correctly.
00:53So we have arm right, head, hd.
00:55I use short, very snappy naming conventions, torso nck or torso neck, torso
01:02itself, the leg right, the leg right foot, which will be this symbol here.
01:06In addition, everything has to be pivoted as well.
01:09So, for example, let's take the right arm and as you can see, our cross
01:13circle pivot is here.
01:14So, if we want to rotate this symbol, it'll pivot correctly around that object.
01:18I'm going to undo, Ctrl+Z. Next, I'm going to tunnel into the head.
01:23This is also a comp.
01:25Double-click on that.
01:27As you can see, we're already in outline mode.
01:29At this point, you'll notice that there are many many layers, and it gets quite compact.
01:34Very hard to see exactly what's going on.
01:37So, what I'm going to do is switch our layout, and we have a second layout
01:41called lynda_character_animation_2, and this provides us with a vertical
01:46Timeline, and we can reposition our head to here.
01:49In fact, we can close our Library panel.
01:52We want to zoom in on the head and now we can take a closer look at the head.
01:59So, if we look at the head in full mode, we can play through this comp and
02:03I've created some pre-existing animations that occur in here, and these are also nested comps.
02:09Let's look at them one at a time.
02:11So, if we tunnel into the mouth comp, double-click on that, you can see we have
02:16quite a timeline in here.
02:18We have six individual mouth shapes and these are all animated.
02:22The beauty of this system, and we'll cover this in a later chapter, is these can
02:25be played in any sequence we like, and this is the Flash equivalent of blend
02:30shapes in 3-D program such as Maya or a 3D Studio MAX.
02:35Now, let's move outside of the mouth.
02:36I'm going to look inside the eye symbol.
02:39One of the things we need to do a lot of with character animation is eye blinks.
02:43Again, they can be quite tedious.
02:45So it's nice if we have them already done and in this case we have a
02:49shape-tweened eye blink.
02:50And again, the beauty of the system is we can make this fast or slow depending
02:55on the needs of the scene itself.
02:57So now it's a much quicker eye blink.
02:58Ctrl+Z, undo, fix that.
03:02Again, in Outline mode, if we look at the character, the same color conventions,
03:06green for the right side, blue for the left.
03:09So I can see at a glance, for example, that this ear is the right side,
03:13his anatomical right ear, and now on the opposite side of his head, you'll find
03:17that this technique will come in very useful as we begin moving these
03:20many-many layers around.
03:23So, let's move back outside to the main body comp and the process of animating
03:29with this method, I like to think of it as like a Russian doll.
03:33The outer comp, the body symbol, the bd symbol in the Library, that's the
03:38outer doll, and inside this symbol exist the head, the mouth, the eye blinks,
03:44and the other body parts.
03:46So, when we animate this character, you have to think of multiple timelines.
03:52We're going to have one timeline for the body. Inside that will be a head.
03:57That will also have its own animated timeline.
03:59inside that, the mouth comp will have its own timeline.
04:02One will work inside the other, inside the other.
04:06It sounds complicated, but it's surprisingly easy to get used to and once
04:11you've adapted to it, I don't think you'll go back to pushing symbols around
04:14frame by frame by hand.
04:16So, the next thing we're going to do, now that we've explain what this thing is
04:19going to be, we're going to convert our hand-drawn pencil sketch into a
04:23vectorized symbol, much like the thing you're looking at now.
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Vectorizing the character body
00:01Now we're going to cover how to vectorize the character beginning with the body.
00:04Now, what this means is we're going to take the pencil drawing, the sketch of
00:07the character, bring it into Flash, and we're going to line it.
00:12We're going to draw a series of vector lines over the pencil drawing and that'll
00:16enable us to rig and pose the character in Flash and ultimately animate it.
00:21So let's take a look first at the sketch.
00:24This is our character. This is pretty standard.
00:26you'll get your character from the designer if you work for an animation
00:28studio, and if they are good one, you'll get it with a turnaround in more than
00:32one angle, beginning with the front down view three-quarters profile, all the
00:36way to the rearview.
00:38This is the image we're going to work from.
00:39So let's start a new project and let's import the image.
00:48So now, we have this huge turnaround on the stage and our bitmap or our PSD
00:54file in the Library.
00:56So, the first thing I like to do is convert this into a symbol. So let's hit F8.
01:03I want to call this bd, short for body, and I'm going to make it a movie clip,
01:07which is my shorthand for signifying that it's going to be a big symbol full of
01:12lots of secondary symbols, or a comp, or a composite as it's widely known.
01:17Let's keep the Library clean.
01:19I'm going to make a new folder, call it character for now, and let's drop all
01:24of these inside that.
01:26It's very important that we keep our Library clean and organized.
01:29For now, this should be enough for the moment.
01:31So now let's double-click on the bd symbol and we can work directly in that.
01:39So, the ideal would be to start rigging in the front view and the reason being
01:45why is that it's fairly easy to take the work what you do, rigging the character
01:49in the front view, and then twist it and repurpose it into the three-quarters
01:53view and the profile view.
01:55Now, we do not have the time honestly to do that, but it's more than enough to
01:59work in that three-quarter view because we can then work the three-quarter view
02:02into the profile view.
02:03These are the two poses that we're going to be working with in this course.
02:06It's actually also quite rare to do production work in the complete flat front down view.
02:12If you've seen TV shows, they tend to avoid too many direct front down views.
02:17slightly three-quarters is the norm.
02:19So, we're going to start working with the three-quarter pose.
02:22So after we align that up, center it roughly around the character's center of mass,
02:26then we are ready to begin lining this character.
02:31Okay, so the next thing we have to do is remove the character layers that we don't need.
02:37That is the other four.
02:38So let's right-click and break apart the layer and then select and delete the
02:44parts that we don't need. Ctrl+X here and here.
02:50Very important that we padlock the reference layer and name it ref for reference.
02:55Next, we make a series of layers for the different body parts.
03:01You can be a pretty broad at this point.
03:02You do not have to be too exact.
03:04We want more than one layer to work into.
03:06So, we'll need one for the head, neck, torso, so I would guess seven or eight.
03:10So, we can just think, okay, one for the head, one for the neck, one for the
03:15upper torso, lower torso or the groin area, the right arm, the left arm, the
03:19right leg, the left leg, and the feet.
03:22So, now we have that, we can just throw in some names, and I like to keep the
03:26naming convention short and sweet, but easy to see what they are.
03:29You want to keep your Timeline really straight.
03:31As you can see the screen gets really full.
03:34So I like to keep the things as condense and compact as I can.
03:38So, beneath that, there may be the neck.
03:40I like to call that torso neck, so like I tend to group it with the torso,
03:44beneath that the torso upper and the torso lower.
03:51Oops!
03:52Again, no need for the O. The right arm, left arm, left leg, and the foot, and
04:09again, I'm calling it left leg and left leg foot, because you will find you'll
04:12be selecting these two layers together, so I like them to read.
04:15They are a little more easy to follow.
04:20Leg Right and leg right foot.
04:24Already made a slight error.
04:25Right leg should be on top of the leg left.
04:28I'm naming them anatomically.
04:30The left leg means the character's physical left leg, not the one on the left
04:35side of the screen, and it's very important that we keep that accurate.
04:38And even at this point, you can begin to roughly say to yourself, okay, the
04:42right arm's going to be above the torso, put it above the torso layer.
04:45We will tweak these and refine them greatly later on.
04:49Having created our rough layer set, the other thing I like to do is get rid of
04:53these horrible random color outlines.
04:56It really is nice if you have like a much more standardized color methodology as
05:00we've already seen in earlier overviews of the rig process.
05:04So, I like to control and select all of the-- hold down the Control key and you
05:08can batch select a bunch of layers. Go to your Commands menu and you may
05:12remember we've already installed the LayerColor plug-in, the extension.
05:16So we select that and I can select a nice deep blue color for all the right
05:22layers, and I'm going to select a nice green one for the right ones and just
05:31some generic body color.
05:36This one's usually good.
05:43There we go.
05:44I want to be even pickier and just select an odd color for the reference layer.
05:50I find it really helps me to select layers visually.
05:53That reduces a little bit of the visual confusion in the scene.
05:56Now, we have our named layers and we're going to actually be keeping this naming
06:00convention when we begin symbolizing these layers and that'll help that
06:03they're color-coded and we are now ready to begin drawing the line art that will
06:08be ultimately the final rigged assets that'll constitute our character.
06:12So, we have our character, the layers are set up, they're named, they're colored.
06:16So let's save this project and we'll be ready to begin creating the line art
06:20in the next lesson.
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Outlining colors in an animated character
00:01So it's time to create the vector lines for our character.
00:04So let's go into the Library, double click on the symbol for the bd, the body, and
00:11as you can see we have our layers more or less named correctly and colored.
00:17So couple of little things I want to do first is symbolize the Reference
00:21layer and I want to brighten that up a little bits, so that our lines can be
00:25seen a little bit better.
00:26So in the Properties panel go to Brightness and bring it up by about 50% and
00:31then padlock that layer and we're ready to start drawing.
00:34The other thing I like to do is to improve our screen real estate and we have
00:38covered this earlier and we have a second layer or our workspace format
00:42Lynda_character_animation_2 and that sets our stage to be vertical as our
00:46timeline is, as we going to have a lot of layers ultimately in this rig.
00:50So holding down the Spacebar we can center this and we can begin creating the layers.
00:55So we'll be using the Line tool, we will be using the Selection tool, and the
00:59Rectangle tool to create most of these vector layers.
01:03So in the torso upper layer I am going to start by drawing the body layer and
01:08get rid of the inner color and we can start positioning these points to match.
01:13As you can see the snap is set on, so I want to get rid of that because we're going
01:17to get rid of all the snaps.
01:21Now we can control very finely the positioning of our points. Zoom in and we are
01:29going to have four points. That's going to make this bump a little harder, so we
01:32need put it another point here. Holding down the Alt key or Option on the Mac,
01:37you can add a new point. Don't go crazy with this use it. Use it on as many
01:40points as you think you're going to need.
01:42You can also add more in later on, but it's real pain to get rid of them and the
01:46fewer points you have, if you click the Subselection tool, you can always check
01:50your geometry to make sure that you haven't gone over the top with the points.
01:55So that's our body layer down and you might not want to lock them as you do them.
01:58That will stop you from breaking them.
02:00So let's make another rectangle and the other thing to make sure about is I find
02:06it's nice if you are working in the Hairline rather than Solid make this line as
02:11fine as possible, so again position this and the reason why I'm drawing through is
02:16because when that head begins to move, we want see neck and not air.
02:20So we draw a little further than we absolutely need to. I would lock that.
02:25Same with the lower torso and how far you draw through is up to your judgment,
02:31how extreme you think the animation is going to be. This I think is pretty
02:35average and again you can change it later on if you have not done an off or done too much.
02:40Now the right leg as you can see is very similar to the left leg. I'm only
02:46going to do it once.
02:47So let's just do the right leg. Later- on in the process we can copy and paste
02:52that as a duplicate for the left leg. And you need a point for the knee, front
03:01and back, and so it's almost worthwhile testing to make sure that, there we go.
03:06We have a point. Sometimes Flash snaps the mode of existence if the line is to
03:09straight, but that looks good. And let's drop in the right arm, another rectangle.
03:19Give it the inner color fill.
03:22Now I want Snapping back on so at this point this cornered can snap to the
03:27shoulder. You want these to be always together and once that's done we can get
03:32rid of it again. And if you find your lines are becoming a bit of a clump, hard to see,
03:41 we can go to Outline mode and now you're active layer stands out and it's
03:45much easier to control where your work is going.
03:51Curve on that and make it fit the torso a little better.
03:55So now let's make the foot also a rectangle, go to the inner color, and I'm
04:01going to use Alt/Option to put an extra point here, following the curve around
04:08the toe area, and I would like this line to continue through, so I'll hit N for
04:15the Line tool and I want to Snapping to be on for this and get that sharply
04:23joined there and there. You will feel that thing really snap in. Once that's done,
04:28switch it back off again.
04:30Now we have a nice curve here and I want to make another line, complete these
04:37forms, get rid of all the leftovers, round that off a little bit. Holding down
04:46the Alt key or Option on the Mac, and round this off a little bit so that the
04:57foot gets rotated. We see something other than a sharp unnatural looking edge.
05:04And this can be changed and tweaked and refined latter on, but this part of
05:08the process is about the first pass and once you begin to symbolize everything,
05:13you will get a better idea as to how much further you need to go, if you need to tweak anything.
05:18So that's the first phase of this process done and again just go back into a
05:21Outline mode. We still need to add the hands, that's a little more work, and of
05:25course the head and actually one thing I'll add before go any further is the left arm.
05:45Make sure we snap the shoulder again.
05:49Hold down Alt/Option to create our joints.
05:59And there we go. Believe or not that's the first step in this process.
06:03So now we move on to finishing this phase. That means lining the hands and
06:08duplicating some of the symbols and moving on to the head, and we begin to cover
06:13that process in the next part.
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Vectorizing the hands
00:00So here we are.
00:01The body has been lined. As you can see the basic arm torso shapes are very simple.
00:07They are little more than rectangles with points added.
00:11Now it's time to do the hands, which are a little more detailed, and the hands
00:16initially were simply going to bend them as you see them on this drawing, but
00:20in a future chapter, we are going to add detail to these symbols. We are going
00:24to join the fingers so we can move them. Otherwise they look very stiff.
00:29As you begin to move the hand, the fingers really need to be able to splay and
00:32bend and they will give the character a little more natural feel.
00:35But like I said, the first stage in the process is to simply line them and the
00:40beauty of Flash is we can add complexity later on. We can create a simple
00:44placeholder symbol and we can go in and add layers and layers of additional
00:49animation and jointing and pivoting.
00:51It doesn't trap us.
00:53That's one of the advantages of this program.
00:55So that said, I'm going to double- click. Either we can double-click on the
00:58symbol on the stage or you can double -click on the symbol in the Library.
01:02And now we are back in and we are ready to start lining the hands.
01:07Okay, so let's create some temporary layers for the right hand and the left hand.
01:14And even though they are temporary layers, I think it's a good form to name them properly.
01:21Ultimately the hands are going to be nested inside the arm symbols, so these
01:26layers are temporary.
01:28But we can also move symbols from the inner arm comp or symbol by going to the
01:35outer body timeline, as we need them.
01:37And you will find when you begin to animate, that you will be doing this back
01:41and forth depending on your scene.
01:49So I have just assigned the same color, using green for the right side of the
01:53body and blue for the left.
01:54So now we will zoom in on the right-hand. I am going to say right. Again, I mean
01:59his physical right hand. Always use that convention.
02:02Never call it the left hand of the screen or the right hand of the screen.
02:06That will cause problems if the character turns around for example.
02:09So we would be using the V shortcut for the Selection tool and the N shortcut or
02:15the Line tool and we will be toggling Snap to Objects back and forth if we want
02:19to make these lines join together very tightly. So let's start.
02:22And if I switch my outline color on, that gives me a better idea that the layer I
02:30am working on is active.
02:35And you will find the Snap tool can be very aggressive.
02:37It likes verticals and horizontals.
02:39This can be a problem, so let's switch it off for this line.
02:42And the other thing I like to do with lots of complex shapes like this is
02:46sometimes throw down temporary lines.
02:48If you have used Illustrator, you might find this is not a fun way for you to work.
02:52If you have a personal preference for your own aligning system, by all means use it.
02:56This is the system that I've become very adapted to over the years.
03:01So this works for me but if a better system works for you then I would say go for it.
03:06As long as the only health warning on that, if you use the Subselection tool,
03:10be sure to check your points to make sure that you have the minimum number of
03:14points to describe any shape.
03:16Don't go crazy with points. Flash won't like it. Yu will at some point hit a wall.
03:20As you can see, the fewer points you have, the easier it becomes to modify these shapes.
03:29And that will be good enough for our first pass for the right hand. Padlock that
03:35layer and be sure you are also working in the correct layer.
03:39That's where the outline is very handy.
03:41If you start drawing and you are in Outline mode and you see that your green
03:45hand on a blue body you know, oops, I am working in the wrong level.
04:00As you can see this is a very slow and the repetitive process.
04:06This probably will drive some people crazy.
04:08Lining is one of those meticulous but brain-dead functions.
04:16So as you can see, I am working with Snap On quite a bit because a lot of these
04:19points have to be connected. Your problem will be having to go back and forth
04:23switching Snap On, switching Snap Off, I find that's one of the more
04:27time-consuming aspects.
04:30But the nice thing about doing this is that it is very precise and once
04:33again always check with the Subselection tool to make sure your geometry is very clean.
04:41As you can see it's a reasonably fast process and you do get used to the back and forth.
04:46You might find this easier if you select a hotkey for Snap to Objects,
04:51something that's close to the V and the N key on the keyboard, and that way you
04:54can switch it off without having to put miles on your mouse.
04:59So this is our hand. It's lined now.
05:02So the next thing I want to show you is just very quick on a clean layer
05:05some other little drawing methods for lining.
05:08Your problem will be creating joins like this as you are creating these
05:12more complicated forms.
05:13As you can see this is one way of doing it. The only problem with that is Snap
05:17has to be on to make this a clean form.
05:18The other way you can do it is just simply create a single line and then
05:22holding down the Alt or Option key, pull that line and that's as you can see much faster.
05:27And the other problem that you will have when you begin drawing these shapes is
05:31when lines intersect as well.
05:33Sometimes you can do an overlap like this and cut away the pieces that you don't need.
05:37It just simply depends case-by-case.
05:39When I'm lining a really complex character, I will use any number of these
05:44techniques over the course of that lining process.
05:47Sometimes it simply depends on the area.
05:48It's quicker just to do that and remove the line and once again always check
05:52them to make sure that our points are nice and minimal and then you can modify
05:55the shapes to whatever form you like.
05:57You might find that if you're an Illustrator expert, by all means take your line
06:01drawing into Illustrator, line it in there, and then bring it back into Flash.
06:04I would just do a test on a simple area first.
06:07Make sure that it works.
06:08That you've got the right versions of each program. Some studios do that. Yhey love
06:11to use Illustrator, the different look to the Illustrator graphic, but it's
06:15still very important, even if you are going to do that, to have some inkling of
06:18how internal Flash tools work because for fine-tuning small things,
06:22you certainly will have to use these inside Flash at some point.
06:25It will damage your workflow if you're constantly happened to move your line
06:28work into Illustrator and then back into Flash again.
06:31So now that we have that covered, first delete this layer and we have our fully
06:37lined character out here.
06:38Don't worry about the missing leg. That will be covered.
06:41We're ready to move onto to the head layer.
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Vectorizing the head
00:00So here we are.
00:01This is our character and we have lined the body, we have lined the hands, and
00:05we are ready to move on to the head layer.
00:08So let's double-click either on the symbol on the Stage or double-click on the
00:12bd symbol in the Library and we are inside our body.
00:15This i, as I said before, it's a composite, meaning that this symbol has
00:19multiple layers and objects inside it that can be controlled individually.
00:24There is a layer for the major body elements and also one for the head up here at the top.
00:29Now as you can see the head is not going to be a single static shape that will
00:34be a very limited and boring kind of character to animate.
00:37We are going to make separate layers for the eyebrows, the eyes, the nose, mouth and so on.
00:41And if we put these layers in here, just simply adding them, then this is not
00:46going to be a very easy to use symbol or a comp.
00:49I am going to undo that, Ctrl+Z. So the solution is to add those layers inside
00:54a single head symbol.
00:56It's going to be a comp inside a comp, and this will allow you to control the
01:00animation inside a bounding box or the Russian doll.
01:03It will its own internal world.
01:06It's much easier to control and animate inside.
01:09So the first thing we have to do is a basic symbol that will have the
01:13properties that we need.
01:14The symbol is going to be the head, about this shape, and it will be pivoted
01:19around this point here.
01:20Let's switch the Outline mode off.
01:22We can see it in black. So the head is going to rotate around this point.
01:25So let's simply select this. Hit F8.
01:31We will call it hd for head.
01:34Make sure it's symbolized in the center and that is close enough. A little bit of housekeeping.
01:39We've got our head symbol in the Library. Just drag it into your character folder
01:43so that all our assets are created in here.
01:46And now we can double-click on the hd symbol.
01:49It's close enough for our purposes.
01:52So now we have our pivot and our head area and we could see on the lower layer,
01:58the reference line work.
01:59So we can now begin to create the layers that are going to constitute the head.
02:04So as a quick count, I can see the left eye, the right eye, the eyebrows, the mouth.
02:08So at this point as we did with the body, I am just going to create layers so
02:12the hair upper area, maybe a couple more for the hair on the left side of the
02:16head, the right side, one for the ear, one for the eyebrow, the other eyebrow,
02:21left eye, the right eye, the nose, the mouth, maybe the jaw area, and a little
02:26piece of hair at the back of the head.
02:27And that's pretty much enough for us to begin with.
02:31And the other thing we could do at this point if you lie, you don't have to,
02:34but you can begin naming these.
02:35So let's try to do that.
02:37Hair upper and it will be this area here at the very top and I am going to call
02:42the next area hair right for maybe this area here.
02:46We can play with these as we go along, but I like to have some kind of
02:48structure as we work.
02:49The ear right and also these layers can be moved and as we begin to find that
02:54we can prefer the ear be above the hair layer or vice versa. Maybe this hair
02:59could be above that ear.
03:00Again we are playing with two dimensional shapes and a lot of cheating and
03:04creative decisions have to be made to find the best combination of layers that
03:08will work in the most scenarios.
03:11So the eyebrows, eyebrow right.
03:14This naming convention that I use is designed to make at the forms logical so
03:19they're easy to find and pick out.
03:21We are going to have very long vertical timelines with some of these.
03:24So it's obviously nice if your eye can scan, eye, is it the right eye, is it the
03:27left eye, and so forth.
03:29So this is the system that I found works for me.
03:31There is also a stack you'll see very nicely in the Library if you follow this method too.
03:35I think that should be enough for at the moment.
03:42So the first thing we should do to color these layers if we want and simply
03:46select all the right elements and use the LayerColor extension.
03:53If you don't have the extension, you can do them one-by-one but it's much
03:57quicker if you use the extension, which we have covered in a previous course.
04:03And that's available from toonmonkey.com, along with many other excellent
04:08add-ons to Flash, all free.
04:09So I am just going to pick a generic color for everything that's-- I am
04:14holding down the Ctrl key to multiply select, I am going to undo that, the
04:19layers that got missed.
04:27And that makes it a little easier to see what levels we are working on.
04:31So now that we have the layers labeled correctly and colored correctly,
04:36it's time to go in and begin actually drawing the vector line art, which will be the
04:41final stage before we can actually begin to color the entire character and begin
04:45to bring him to life.
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Outlining the head
00:01So we are finally ready to start actually drawing our head.
00:04So double-click on the symbol on the Stage or double-click on bd in the Library
00:09and we are inside it.
00:10One thing to notice is our head symbol, which is already created, it doesn't
00:14have anything in it yet, so what you are going to see is either a circle with a
00:17square or if you're not on that layer you might have just a circle.
00:20So this is why I like to keep everything properly labeled. You can find
00:24things that want to hide.
00:26So double-click on the circle with the square and we are inside the head symbol
00:29or the comp, composite.
00:31This is going to contain everything that will animate for the face.
00:34We've already got our layers colored and roughly named.
00:37So the first problem is to decide what the basic level hierarchy should be.
00:41So one obvious place to start would be the very top.
00:44Now his hair will definitely be on top with everything, so let's just
00:47start with this guy.
00:48So it's padlock everything beneath just to be careful.
00:51Select the Rectangle tool, draw a box, get rid of that internal shape, and
00:56let's drag our points.
00:58If Snap to Object is off you'll find it's a bit easier to get things where you want.
01:02And when you are positioning this point, bear in mind what you think the
01:05animation of the curve is going to be, and that looks like a good range.
01:09We can add more points later on if we want this to be a little richer.
01:14To begin with I'd like to pick as few points as possible.
01:16Hold down Alt+Opt and add another point in here and you can make a couple of curves,
01:21so that we have what basically is either an S-curve on one side or a
01:26C-shaped curve on the other.
01:28And bear in mind, Flash oftentimes will make a shape, a point, disappear.
01:32You may even encounter this before.
01:34It's happened already.
01:35So I am going to undo that.
01:37I like to have access to these points and one of the problems that you find with
01:42Flash is that if you make a curve that's too smooth, it's simply not there
01:46anymore, even though it's accessible through the Subselection tool.
01:49So this is an area where I do like to be very picky about it.
01:53It may not bother you but it does bother me.
01:54I find that it already gets in my way.
01:56So I'm going to recreate that line, making sure that we have clean points, and
02:03I'll switch Snap off. As you can see our line is still selectable.
02:10That's nice.
02:12That's a very smooth curve.
02:13The point is still accessible.
02:16Now this one is gone.
02:18This might seem pretty inane.
02:20It's really something we want to have to do once, at this point. This is basically
02:25lining, rigging the character, so you really want to get it right at this point. That's good.
02:31So that's a smooth S-curve, all the points are still alive.
02:35You've got an easy to manipulate piece of hair.
02:38So the next most important aspect after we do that: outline it and padlock it.
02:43So the next thing that will be most important will be the eye layers and the mouth.
02:48So I am going to very quickly go into the right eye. Now these are going to be
02:53essentially more complex forms later on. Let's get the Oval tool and to shape this,
03:01use the Free Transform tool, rather than pulling the points of the circle.
03:05It will get very ugly if you do that. I'll show you.
03:09As you begin to manipulate the Oval tool,
03:11it will get very difficult to pull things back in. I like to use it very
03:15lightly towards the end of the process.
03:17And as I said before these are temporary symbols or shapes. They are going to be
03:23drawn in much finer detail later on with eye blinks, nested, and so forth, but
03:28bear that in mind this is a first generation.
03:31So the eye right, colored the eyebrow. Also very important, the eyebrow is going to be--
03:39Let's pick the Rectangle tool for this and go into the Fill Color mode, and we
03:45want to pick, I would say, five or six points for this.
03:48Hold down the Alt/Option key and this will allow us the ability to pull and
03:53push the eyebrow into different shapes that will allow us to make the
03:58character act and express.
04:01We'll undo that and again make sure that our points are still accessible.
04:08Switch to outline and lock that.
04:10So as you can see as we begin to progress we try to figure out which layers
04:13are on top of others.
04:14That'll be very important for the hair, so for example the hair right layer here.
04:19I am going to do that that has a box, a rectangle.
04:21Let's go into Fill Color mode.
04:27That's fine for now. Lock that, outline it, left side as well, and we can make
04:34tweaks and changes later on. Very much a first pass.
04:37As we add colors that'll affect your number of layers and the position they occupy.
04:42So for now I am just going to make this hair area cover that and we will patch
04:47another one in beneath on a lower level.
04:51We definitely need to have another hair layer here and we're calling it lower because
04:57it's beneath this area and let's make it dark green as well.
05:01I'll use the Rectangle tool.
05:05It's basically in the little box shape. Put Snap to Objects On so that can
05:11pinpoint that, and back Off again.
05:13And we can save, pick a point, make it follow through. Because this hair is going
05:22to flow through and it should really join up with that, so let's see if we can
05:27make it follow that line.
05:28And then we are actually drawing what's supposed to be a three-dimensional
05:34object in the two-dimensional space.
05:36So the other shape that's very important is the mouth. You do a lot
05:40of acting with the mouth. Unlike the eye this is going to be another temporary symbol.
05:43Ultimately this mouth is going to open, close, and speak, but for now we need
05:48something that we can color and place a name correctly.
05:52We will then go in greater detail later on and add layers and shapes that can be
05:57tweened and that gives us absolutely amazing amount of performance.
06:00But that simple can't be done at this stage in the process. It's its own project.
06:04So for now let's just create a simple form and that's nice and can cover to
06:11that area, outline that.
06:13And I'm going to proceed with this. I'll continue with the nose, the other eye.
06:19The other thing to really prioritize will be the jaw area.
06:23This will be something that I'd like to keep as structural as I can.
06:27So the upper layer will follow roughly the eye line on the original drawing and
06:34trying to keep the shape. Even though it's a flat shape I'd like to keep it as
06:38close to the anatomy of the form as possible. That will really help us when we
06:42start to animate it. And again check the geometry with 1, 2, 3, 4, 5 points.
06:48Now this jaw we will be animating later on and we are going to be pushing
06:51and moving that about.
06:52So we definitely want this shape to be stable and flexible, and that's a
06:57good way of doing it.
06:58So I am keeping it as simple as we can.
07:00We could add more points too, but this is a good starting place and the skull.
07:05And as you can see, we are losing that so let's go to outline with the jaw so I
07:10can see where the skull layer is.
07:12It saves me the bother of having to recolor lines all the time.
07:17And the skull is going to beneath the jaw. So you want to make sure that there's
07:22a good amount of overlap between these two. Otherwise we'll see like a little
07:26shimmering area here.
07:31The skull should be reasonably approximate to the position of the actual
07:34skull beneath the hair. This is hair here,
07:37I am not going to do.
07:39That's going to be out external to the head symbol because the hair will go
07:42beneath the neck area, which is on outer layer. You will see that clearly going
07:45to be begin to color the character. Here is a more complex shape.
07:52I'll use the box for that. Switch off Snap.
08:04So I am going to keep relining this character. Do the nose, the other eye,
08:08the under layer of the hair, the top of the head, back and forth from the Line tool
08:11to the Selection tool. You'll have access to this final Flash file in your
08:16projects folder, so I think that's good for now.
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Adding finishing touches with hair
00:00So we are almost ready to start colorizing our character, and before we do that
00:04there is a one little detail I want to take care of, and that is this area of
00:09the hair, and there is a reason why that's been left until the end and if we
00:14double-click on the body layer or double -click on the bd symbol in the Library,
00:18you'll see exactly what I mean.
00:20I am going to go into Outline mode for the head.
00:22This will become clearer as we begin to add the colors.
00:25Let's move the head area.
00:27This area of hair is going to be beneath the neck area, so if we were to put
00:31that hair inside the head and it would be on top of the neck.
00:35You would see the hair slicing through here.
00:37There would absolutely be no way to have that hair inside the head comp.
00:43This is even more extreme if you imagine the character having long hair, maybe a
00:47rocker or a woman or somebody with a big ponytail or a hat. There is any number
00:52of costume designs that would make that impossible.
00:55So it's very important that we get used to not having everything attached to the head,
00:59being inside the head comp.
01:01It's simply a fact of life with the Flash and the layering system.
01:06So we'll do a last-minute addition to this.
01:09I am going to make a new layer down here called hair lower, and in this case
01:16it's a very simple shape, so I am going to use the Rectangle tool.
01:20Get rid of that internal color area, get rid of Snap, padlock everything.
01:27It's very easy to select the wrong area when you are working like this, which is
01:30why I like to work in Outline. It makes it a little bit easier.
01:33And again don't forget that this hair is flowing from the head.
01:37So try to match your layer to the line of the hair and that'll make the entire
01:43thing feel real and more solid, and I want to keep this shape as simple as I can so
01:48maybe 3 points and that is it.
01:51So let's select a nice outline color for it, maybe a faint blue, and that
01:57is pretty good I think.
01:58So don't worry about the back leg.
02:01That's going to be added when we actually symbolize this.
02:04So there is no other point in messing with that at the moment.
02:06So now we have our lines all in black.
02:08So that's it, and I hope to see you in the next chapter.
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Colorizing the character head
00:01So, we're ready to colorize the character and I think we'll start with the
00:04head on colorizing.
00:06If you're just doing this by yourself for fun, then you can pick any colors
00:10you like. It's up to you.
00:11If however you're working inside a studio system with a bit more structure, and if
00:16you're adapting an animated character from some of that already exists like a book, [00:00:2080] you're going to need to scan that image or take in a JPEG or a
00:24photograph, and pick the colors from that and apply them to your character.
00:29So, I want to show you how to do that since that is probably more
00:32important to most people.
00:34So, let's move the character in that position. Double-click on the symbol on the
00:38stage or double-click on bd figure in Library.
00:42Let's start with the head.
00:43So let's un-padlock that layer, double-click.
00:46So now, we're inside the head layer and everything's padlocked, but we're going
00:50to be filling everything with paint soon.
00:52So, one little thing you'll notice, you can't really tell the symbol we're working in.
00:56We're inside the head comp, but everything looks black.
00:58Everything looks exactly the same.
00:59So first thing, let's go into View > Preview Mode and select Anti-Alias,
01:06and that's much better.
01:07So now, we shade out the body level.
01:09We know that we're working inside the head and it'll make the process a little
01:13easier in terms of seeing exactly where we are.
01:15So let's zoom in on the head.
01:16I'm going to widen the stage a little bit and make this as big as we can, so we
01:22don't have to scroll around the screen quite as much.
01:24We're ready to start painting.
01:28So, one thing I want to do first is import our reference material, and that is
01:34contained inside your project folder, inside the character design folder,
01:39inside color model. There he is.
01:41So now we have him in the Library.
01:44So let's give him a little level of his own, just temporarily. Oops!
01:50Undo that, padlock everything, just drag him down.
01:54This is probably a clean way of doing. it
01:55So we're going to match him a bit more closely.
01:59So now, if we want to grab these colors, it's very simple.
02:01Eyedropper tool and select and you'll see the right color appearing here.
02:06You might want to be careful where there is a lot of anti-aliasing.
02:09Try to pick from inside one of these clean spaces.
02:12So let's hide him now, and we can start painting.
02:16Making sure we're on the right layer, and so I'm just going through all the
02:21areas that would correspond to skin.
02:23The nose, you can see immediately, probably we missed him.
02:26So I'll pop that in, and I would say just at this point just block at him.
02:31don't be too focused on worrying about details.
02:36If you close to the lines, sometimes it'll do it wrong, but oftentimes it
02:39will be pretty smart.
02:40So let's pick simple white color for the whites of the eyes. Oops!
02:45Just on the inside.
02:45There we go, black for the eye itself, and I think we had a brown color for the
02:53eyebrow or a darker color.
02:55I'm not sure if that's totally black.
02:56Don't worry about the detail of the eyeball yet.
02:58We're going to do that in a later class.
03:00If I get a black for the mouth and there is this dark color here for the inside
03:09of the ear and maybe the lower lip.
03:13Don't worry about upper eyelid as well.
03:14That will also be added later on.
03:16Now I'm going to pick the black for the mouth, and now you'll easily say,
03:21obviously the ear is on the wrong layer and this is the part where we can really
03:25fine-tune the layering.
03:26So I just pull it up until it stops being wrong.
03:29And, you'll also notice that on the reference material, I'm going to slide it
03:33out so we can see them side-by-side.
03:34Hold down the Spacebar to drag.
03:38So you'll see that the nose has a dark area here and the reason for that is
03:43without these fake black lines, you can't see the nose.
03:46So let's go in and add that.
03:47The basic lining is done, but this is where we can really fine-tune some of
03:50these layers, make them look right.
03:51I will select the area that you're going to be painting into.
03:56So this if where we'll add highlights and shadows, things that will help to
03:59differentiate some of these spaces.
04:01I'll make sure that Snap is off for this area.
04:04Snap, I find very keen to combine lines. So, that's good.
04:08Go and select our dark color, drop it in, and already you can see a slight
04:15problem that's going to arise.
04:16There's a big ugly white triangle here, and we can fix that fairly easily by
04:21just pulling the jawline over a little bit and actually probably helping as
04:25well by pulling the ear out just a bit.
04:30Maybe bring that ear lobe in slightly, and that should eliminate the ugly white triangle.
04:36So now, I think we're pretty much done.
04:39Ah, there's one more thing.
04:39I previously suggested that we add a white highlight to the top and a dark to the
04:44bottom because that'll help areas of overlap on the hair.
04:46So let's add them as well. Oops!
04:51It's very easy to forget. Just make sure you're working into the right layer. Put Snap on.
04:58Make sure these are clean.
04:59Hold Option to add a point here, another point there.
05:02It's very very important that all these corners line up exactly.
05:08There can't be more than four points combining at these corners.
05:12If one of your lines were to join just short of the corner, you will have
05:16multiple points, and then when you begin to animate this, it will go crazy.
05:20You simply won't be able to control the forms.
05:22So, if that happens, if you find that you've got additional shapes here, simply
05:26delete them, start over.
05:28A quick demonstration of that.
05:29I'll do it wrong, so you can see exactly what I'm talking about.
05:37So now we have this kind of thing happening and that's not going to go good when
05:41you start adding in the different shapes.
05:43So, how I would correct that?
05:45Sometimes you can simply drag that point onto there and then you're good.
05:48If you have a real cluster of points, I like to go in, delete them, and do this
05:55and then you're good again.
05:56So, I'm going to undo all that.
05:58So that's the process.
05:59Just watch these corners.
06:00Very very important that they are always kept nice and tidy.
06:03So, the next thing I'm going to do is try to match these little triangular
06:07spaces so that we can add our highlights and lowlights, and this is when the
06:10Subselection tool is also handy.
06:12So I want to make sure that these points are roughly corresponding to one another.
06:17You can see one of my earlier mistakes is still there. So now we're fine.
06:25And then the last step will be just to make sure that our colors are roughly
06:28corresponding to one another.
06:35I want to zoom in.
06:44And there we are. So let's get rid of the guide layer.
06:50And then, the last thing we do in this particular case is we will delete the lines.
06:54I'm going to leave them in for now, even though they look quite ugly, but we
06:57leave that till the very last phase.
06:58So I want to colorize the body as well, and then we'll begin the process of
07:01removing the lines and testing everything to make sure that it's solid and all
07:05the layers work together.
07:06We've done the head.
07:07Time to advance to the body.
07:09Don't worry about that small area of hair behind the character's neck.
07:12That will actually be colored in the body layer, not in the head layer.
07:16We have more on that in the next class.
07:18So, the head layer will cover how to not just color the body, but to color it
07:22with gradients, which will make it look a little more interesting.
07:25So, I think that's good for now.
Collapse this transcript
Colorizing the body
00:00So, we've colorized our character's head, and now it's time to move onto the body.
00:05So, let's double-click on the symbol on the stage, or if you prefer,
00:08double-click on the bd symbol in the Library panel.
00:12Let's padlock the head because the head is done and unpadlock all the body
00:16layers, and we also would probably benefit if we had our color_model from the
00:22Library on the stage, so we can refer to this and grab colors from it.
00:26Then apply them to our character or vectorized liner.
00:30So, let's use the Eyedropper tool, that's this one, and grab the relevant
00:36colors, and just drop them in.
00:43Now, you'll notice when we do this that any of the errors that we've made in
00:46the layer hierarchy will very very quickly become apparent, and that's not a problem.
00:53Very easy to fix this.
00:54Notice also, we have a gradient on the body.
00:57We're not going to worry about that in this class.
00:59We'll do that in the next one.
01:01But for now, let's just go with the basic flat area.
01:03Okay, there's one last little area that you might see and that's this
01:11little white spot in here.
01:12So we want to shade that with the darker shadow area on the skin, grab that with
01:17the Eyedropper, and just drop that in.
01:19Let's zoom out and have a look. Okay.
01:24Now to fix the little layering errors, just click on the layer that's too high
01:28or too low and just drag it down until it looks good.
01:31Same thing with this hand here, and I think this leg should be, or I actually
01:36think the torso might be a bit lower.
01:38Oh yes, and this is a little mistake that we made earlier on.
01:42Notice that we accidentally drew the foot on the wrong level.
01:46That's okay. Easy to fix.
01:48Just select the foot, copy it, and cut it, you grab the layer that you want,
01:55and into the right foot, Paste in Place, or Ctrl+C and then Ctrl+Shift+V. Now we're good.
02:05So, at this point, there's one last thing that's really going to be an issue,
02:09and that is the color on the hands.
02:12We can see the potential problem with this. If we double-click on the black line
02:17and then hit Ctrl+X to get rid of it, you can't see where the fingers are.
02:21The solution to that, while we could keep the black line, but it looks kind of ugly,
02:25is something like this where we put a shadow color separation.
02:28We could also, if we wanted to, put a highlight one on the other end.
02:31So, I'm going to go in and I'm going to add that.
02:33So let's just select the hand layer, we'll hide the rest, and usually we favor
02:37one side or the other.
02:38So I like to imagine the light coming in from one end and be sure when we apply
02:42these points that they snap to the corner to keep the geometry nice and clean.
02:46I like to grab a bunch of points, put them on here first, and then since these
02:52are very finely positioned and Snap can be kind of aggressive, I have to switch
02:57it off for this part.
03:02And back on when we have to connect to these corners precisely, and I think one
03:10more up here, just to mark that out.
03:16Now, I want to find that color for the skin shadow color.
03:19We can get rid of that line. Pull it from there.
03:24Double-click on the line to get rid of it.
03:28So let's see what that looks like without the line, and that looks pretty good.
03:33So now, we repeat the process over here, and again let's just select the right layer,
03:37get rid of everything else.
03:38Oops! Again, this is one of those points when we want to get rid of Snap for a little bit.
03:44Maybe zoom in.
03:46I'm going to just throw down some temporary positions here.
03:58Put Snap back on for this, so we hit those corners exactly right.
04:03Maybe round off these areas, wherever you think looks best, and color them in,
04:09and little reminder to make sure that Don't Close Gaps has been selected for this.
04:15Oops! Ah, we have an open line there.
04:18The reason why I don't like to have the gaps set to that point is because if you
04:23have it selected to don't Close Small Gaps or Large Gaps, these little areas
04:28oftentimes will be left white or empty, and that will cause problems.
04:36Okay, that looks good.
04:38So, let's unhide everything.
04:40Let's just hide these for now.
04:42Then if you want to test the character without their lines, very-very simple,
04:46Zoom out, make it quite small, and select the Eraser and just have it select to Erase Lines.
04:54Make sure you've erased everything on the stage, zoom in, looking pretty good.
04:59Let's do the same thing on the head layer. Unpadlock that, click in, and erase
05:06everything, just the lines.
05:11Now, we're starting to see our character begin to approach the end state.
05:16So, now we have the character fully colored.
05:18There is some little work still to be done.
05:20We need to add a gradient to the body, and we need to symbolize the hands,
05:26and the feet, and all the body parts.
05:28Then to add pivots, but the next step will be to add this little cool color
05:31gradient to the torso.
Collapse this transcript
Applying gradients
00:00So here is our character. The colors are all blocked in and we'll get close now
00:04to be able to finally rig this.
00:05But there's one last issue with the color of the character that we need to
00:09address, and that's the color of the torso and how it relates to the right arm.
00:13And let me show you what I mean.
00:14So if you double-click on the body and the state or double-click on bd in the
00:17Library, and here we have our right arm and our torso and just watch what
00:21happens when we moved the right arm over the body. It disappears.
00:27This is going to happen naturally anytime you use this style of coloring.
00:31So there are a couple of different possible solutions and here's one that I made previously.
00:35This is for demonstration purposes.
00:38And this is an option you have. The only problem is it does solve problems but
00:41it also causes some.
00:43I'm going to show you what they are.
00:44Obviously now you can see where the arm is separate from the body and
00:47everything reads nicely.
00:48The only problem with this, even when you're very careful with it, let's say I
00:52want to reposition this arm into a new pose.
00:56I end up noodling with all these little corners and points and it doesn't take
01:00much for this thing to degenerate into a complete mess.
01:05Honestly it's just not a fun way to work when you're working on that big
01:09scale, like arms or legs, and so I like to find ways that encourage me to
01:14animate and not punish me.
01:15So let me get into that layer and I'll show you a different possible way
01:19to solve this problem.
01:20So here is our original simple design and if we look at it with a Subselection tool,
01:23now we have got our-- We have simple six points instead of 20.
01:28So let's rotate this across the body, and to compare it to the other system if I
01:33want to position this guy into a new angle,
01:36pretty straightforward. Look at an outline you can see what I mean.
01:40I can really distort this thing without worrying about all of the little
01:42triangles and everything.
01:43Of course, the problem being how do we tell it apart from the body?
01:47One way is to make the body a different color, and we can, you know, pick several of them.
01:52Then the problem becomes we can see the scene.
01:54Let me make this a little more extreme so you can see it.
01:57Now we can see this line. This is also ugly.
01:59So we don't want that either.
02:01So the solution is, you may have guessed this already. It's visible on our color reference.
02:05The simplest one I think is to make a gradient on the torso level. In order to
02:10do that we need a quick demonstration of the Gradient tool. Okay.
02:14So I'm going to show you the Gradient tool, and make just clear the deck
02:17here for a minute, and I think that lot of people may regard the Gradient
02:20tool as a little ugly. It is limited.
02:23There is no question about that.
02:25But it does have certain options that are very-- kind of capable for
02:28simple basic shapes.
02:29So I'm going to pick Linear Gradient and then let's pick an extreme gradient, so
02:33we can see it properly.
02:35Select the Fill tool and important sometimes to make sure Lock Fill is not active.
02:41Because Lock Fill, this little gadget down here, can prevent you from making
02:45dynamic changes and discourage you actively from actually doing any thing with the gradient.
02:49So let's make sure Lock Fill is not active.
02:52We can paint our linear gradient any number of ways.
02:55You can see it appear too. Ignore that.
02:58So the linear gradient is fine for cylindrical shapes and such, but for organic
03:03shapes the radial might be more appropriate.
03:05And let's see you want to alter the gradient to fit a particular form.
03:09That's when you need to use the Gradient Transform tool and that's here, beneath
03:14the Free Transform tool.
03:15So let's click on our area and as you can see, we got this circular widget and by
03:20scaling that in we can rotate this, we can play with it, and we can adapt it and
03:26modify it to fit various shapes.
03:28The other thing to watch out for this triangle change is the focus of the
03:31center, so if you want to create things like billiard balls or pool balls or
03:35whatever, even different kinds of shadow effects, this is very useful.
03:38The other thing you can do is you can add more colors to your gradient, visible
03:42in the Color panel.
03:44You can make them different colors.
03:46You can make them different transparencies by playing with this.
03:49So the scope for effect is pretty substantial.
03:52So let me get rid of that. By changing the position of the colors on your swatch
03:56you change how they map on to the Gradient tool itself.
03:59So this is the new gadget that we'll be using to color that torso.
04:02So let me go back into there, and I'm going to steal these colors from the color model.
04:07You can apply any different colors and play with this as you see fit.
04:11So let's select the radial gradient. We want to fill the torso with that, click.
04:18And the first thing that'll likely happen is you'll see something that's
04:20completely hideous, so then you use the Gradient tool.
04:24Sometimes the Gradient tool leads off the screen like this.
04:27It drives me crazy, to be honest.
04:29And what you end up having to do, luckily just once, is zoom out, grab the gadget and bring it
04:35back in again until you can see it.
04:37So again if that happens, that's the solution.
04:39So we position it with the center of the gradient will be our shadow area, which
04:43is similar to this.
04:45And rather than have it be a sphere, which will look kind ofa weird, let's try
04:48to match it as closely as we can to the torso, so that the brighter outer color,
04:53which would be identical to the arm, will be at the outer edge of this.
04:58Make sure Snap is off, so we can align it a little more closely.
05:01And then it's a matter of playing with these colors.
05:04Now if you want to sample a color for your gradients, it's very simple.
05:07Double-click on the color itself, and you can select it like that.
05:12If you want to add another color on a gradient to give it a little more of
05:15a depth or a more natural feel so it fits the curve of the torso a little bit better,
05:20simply by moving it, if you look carefully, you can see where the terminator of the shadow is.
05:25It's becoming sharper and sharper as I push the color on the palette here.
05:29That's obviously too extreme. Let's pull it back in.
05:31Now we're getting something that looks very natural.
05:34Let me zoom in to the joint where the arm is, and that's pretty nice.
05:38We can see where the arm is crossing the torso.
05:40We're not seeing an ugly separation up here.
05:44And if I do a quick test, select the arm, and use the Free Transform tool, and
05:50pull the arm across the body, that's really nice.
05:53So we can see that everything is working pretty well.
05:55And you can change the position of the gradient. You can tween it.
05:59If you have to adjust your animation, you can do that.
06:01You're not a prisoner of this actual position.
06:04So that is the torso problem solved.
06:08In the next session, we will go forward and symbolize the different body parts
06:13and we'll pivot them and make sure that they are all named and stacked properly
06:16in the library for easy use.
Collapse this transcript
Symbolizing and pivoting the body parts
00:00Okay so it's time to take our character and create the symbols for the different
00:05body parts to take the overall vector artwork, turn them into symbols, and to
00:09place the pivot points, and it's very important that we do this just right and
00:13we name them right, that we pivot them properly, because we are going to be using
00:17this rig a lot, and if we make any boo- boos in this part of the process we'll
00:21be paying for them for a long time to come.
00:23So not to scare you, but it's important that we do this properly.
00:26So let's double-click on the character or I would prefer to double-click on the
00:30character in the Library, and go straight in, and this is our old color model
00:35down here on layer 2. We can get rid of him now.
00:37Now we still have our black-and- white pencil reference on here.
00:42We will keep that until we finally position that left leg and get that done.
00:47So let's hide the head.
00:48We will do the body in this part and let's do the-- I think the right arm would
00:52be a good one to start with.
00:53So let's hide everything else.
00:55I am going to keep the upper torso there in Outline mode and we are going
00:59to symbolize the arm.
01:01So simple enough. Hit F8 on the keyboard, make sure that your pivoted point is
01:06set to the middle here, and we will call it arm right.
01:08The same name as our Timeline, keep everything consistent and easy to follow. Click OK.
01:14Now the problem is, oops! That's not good.
01:17So let's find a way to make this pivot thing work.
01:20So we double-click on the arm symbol and obviously we want to drag our entire artwork.
01:26Just click on everything on the Timeline, and we want it to snap to this point
01:30here, and the way to do that is to go to Snapping and Snap to Grid, because this
01:36is the 0,0 point of the entire grid.
01:39So if we click into there, you'll notice a little bit of a lag on that little circle.
01:43Don't be freaked out by that. Just take your time.
01:45It will go in and if you are not sure, zoom in as far as you can go and that's it.
01:50That's precise.
01:51So now when you tunnel out, back onto the main stage, you will see there we are.
01:56So now it's just a question of dragging this and make sure that Snap to
02:00Objects is on, because we want to snap to the object that is the point at the
02:04shoulder, and there we go.
02:05That's it, and you can test it if you like. It looks fine.
02:10Let's undo that.
02:11Let's repeat that process for the left arm, and again arm left, and again double-click
02:20on the arm and that's lineup with that 0,0 point.
02:23We have Snap to Grid On and Snap to Object On, so we can position these pretty quickly.
02:32You notice that we are generating as we go. Our Library starting to fill up
02:36now with body parts.
02:37So those were two easy ones.
02:39I mean it was pretty obvious with the pivots we are going to go on those.
02:42Now let's do something like the torso neck.
02:45This one is more of an open question because we can put the pivot here.
02:48We can pivot around this point.
02:49We can pivot around that point.
02:51We can also change the pivot point later on, but let's pick the one that's
02:54probably the most common.
02:55The spine goes up the back of a neck, so I would think probably we can pivot from here.
03:00So let's select this one.
03:01Before we do this, the other thing that we are going to do, since we are moving
03:05these objects around, I like to be pretty picky about the process.
03:09So let's hide the head again.
03:11I am going to make a temporary guide layer and this will really help us,
03:14as we move through the scene. Let's hold on Shift and unselect the arms, copy everything.
03:19I am going to make a new layer, a temporary one.
03:25Put it in outline and padlock it and I like this orange color. Let's keep that.
03:29This is only a temporary thing to help us position things.
03:32So now let's go into the torso neck layer.
03:34I am going to symbolize it, torso nck.
03:40That's our pivot point, so drag that to the cross, snap it back, and the beauty
03:44of having that orange layer now is that we can position things precisely to it.
03:48The menu to unpadlock it is really snap to it.
03:51You notice sometimes when you padlock a layer, the snapping functions doesn't work.
03:54So that is 100% accurate, and that's nice to be able to work to that level.
04:00It can be critical for very precise scenes.
04:04So here is the layer of the torso.
04:05Now with the torso,
04:07it's fuzzier. You could place the pivot in the center of mesh.
04:09You could pivot it down here or somewhere in this general area.
04:13So you could even place the pivot..
04:15I guess on a corner, but I like to place the pivot, and it's a matter of
04:18personal preference, somewhere around here at the lower base of the body.
04:24So torso upper and for this kind of positioning, double-click on the torso and
04:29hold down the Shift key and move the Arrow key up by a fixed number of clicks,
04:33like 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 16 up and then 16 back down,
04:43and that will be exactly the same.
04:46So now you have the body pivoted over the correct area and that's a nice little rotation.
04:52Let's see what else we have to line up here.
04:54So we have the lower torso, the leg and the foot.
04:58I am going to pick the lower torso now, torso lower. Double-click on that so we are inside it.
05:09And I think again pivot point somewhere about here will be better.
05:12So move that down by 1, 2, 3, Shift with the arrow, Shift back up, 1, 2, 3, that was easy.
05:20And now we want to place the pivot on the leg, and we could pivot it here, we
05:23could pivot it in the middle or we could pivot it there.
05:25Let me save this to pivot it from the corner here. Let's try that.
05:29Again, we can change this later. If we begin to animate, do a couple of
05:33scenes, but if you are going to do say 20 scenes from one rig and you want
05:37them to be interchangeable then you really should commit yourself to a full
05:42permanent position for these.
05:43Here we go. Let's switch off everything except the two layers, that and the-- this.
05:56I want to put them both in Outline mode, and go into the maximum.
05:59Now I am using the Arrow keys until I get as close as I can.
06:06That's pretty close. Okay.
06:12I think the last thing is the right foot.
06:15So we select that, F8, leg right foot, and we could pivot around the ankle joint,
06:25and that's probably an anatomical pivot, but there is going to be times when you
06:28might want to be able to pivot around the point of the foot. But I think the
06:31primarily along the conception for now around here.
06:35If you've animated a scene later on and you want them to do tiptoes, then
06:38you can always do this.
06:40It's a bit extreme but you can do that.
06:42It's nice to have the anatomical pivot be our primary pivot, and then if you
06:47want to do specific actions then they can be secondary to that.
06:50Now the last really remaining big move would be the hands.
06:54Now I go back into full color mode and also if you hit Ctrl+A, that will very
06:59quickly show you how many layers you have left to symbolize.
07:01We have the hair with the little dots and the two hands.
07:05So the hair is easy.
07:06Let's go in there and do that first.
07:13Same thing with the Shift key and the Arrow.
07:142, 3, 4, 5, 6 down, 6 back up, and 9 over, 9 back and that's pretty close.
07:28Now the hands, so let's select the right hand.
07:38I think a nice pivot point would be either this corner here or at the middle.
07:43I am going to go at the middle.
07:43I am going to use the orange layer again as my repo guide, to re-correct
07:50the position of the hand, and then repeat that process with the left hand.
07:58Double-click on that, position over the wrist, and again use our repo layer as a guide.
08:07And I think now that we are safely repo-ed we can get rid of that orange layer,
08:13and one last step and that's creating the leg using the right leg.
08:18So I am going to copy the right foot onto the left foot layer, Ctrl+C, Ctrl+V,
08:23then reposition that, and Ctrl+Copy for the leg, and we place that over here.
08:30Now you go in to Outline mode. You might need to make them a little bit smaller.
08:36So Ctrl+Alt+S to activate Scale and Rotate and let's make then maybe 95%.
08:52I may skew these symbols too a little bit.
08:54If I was going to skew these a lot to make them work, I would actually make a
08:57new symbol, but I think it's best that we can keep at the same.
09:00Later on we can duplicate these symbols, if we want to make them original to do
09:04their own thing, but it's nice to have thing standard and save us a bit of timelining too.
09:13So now that we have that, we can again hide the reference layer, and quick box
09:20around everything, all blue lines, no dots. So one last step.
09:23Go into the Library panel and under Character, create a new folder, and we are
09:28going to call it body parts.
09:30So I call it body parts for now, and I am going to Drag+Shift+Click all the body
09:35parts into that folder.
09:40Ctrl+Click to select multiples.
09:47I think we can get rid of the color reference from the Library.
09:51Bit of housekeeping.
09:52Keep that for now.
09:57So we can drag that into that character folder.
10:00Now this is going to a reference folder. So let's make a little folder as well
10:03for all the little reference bits. Of course we are about to start cluttering
10:08up the Library, so we would like things to be reasonably clean.
10:12So the other thing I would like to do make things bump up is to put a space
10:17before the actual primary comps that we will be building into the body and the head,
10:21and that puts them at the top of this list, and I will make a folder
10:25called head parts because we are about to make head parts.
10:28And we have got out first head part here, that hair symbol that goes in there.
10:32That can go into our reference folder and that is looking really nice.
10:36We don't want to let the Library get out of control, or be sorry.
10:39So this is clean and we are now ready to move on to symbolizing the head
10:44parts and pivoting them.
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Pivoting the head
00:00So now we have our body pivoted and symbolized, and we will do the same thing to the head.
00:05Now I have already taken the liberty of going in and doing some of the
00:08basic pivoting on this.
00:10The hair, I will just go right into the head symbol here. We are all the way in
00:14or we can go to the Library and double-click on hd,
00:17the head symbol, and if I hit Ctrl+A you can see that the blue bounding boxes
00:22tell us which parts have already pivoted and named.
00:26So most of the hair levels are done and that will allow us to move them around.
00:30I have left out some parts that need a little more attention, and other parts
00:34we are not going to symbolize. The eyebrows so far anyway we'll leave them as not
00:38symbols. They're going to be shape tweened.
00:41The eyes will need to be symbolized as well the mouth.
00:44So the jaw would be left without being symbolized because we want to be moving
00:48that around quite a bit, and shape tweening it, and shape tweening the eyebrows as well.
00:53So let me show you some things about the eyes. These are essentially positioned
00:57placeholders. They are going to be much more detailed in this, but for now we
01:00need to symbolize them and make them ready. Same with the mouth.
01:03So we just select the right eye. Hit F8 and symbolize, so that's eye right,
01:11Click OK and we need to be conscious of the pivot being placed where the corner
01:16of the eye would be. The eye blink will originate around this line here, and
01:20that's where we need that pivot to be.
01:22So I am going to move that 2, 3, 4, 5, 6, 7, 8 by Shift with the Arrow key, and
01:29then back again the same amount 1, 2, 3, 4, 5, 6, 7, 8 and we'll do the same
01:33thing with this eye.
01:34I am going to animate an eye blink with this eye, and almost certainly copy it,
01:38 back into this one, but for now I am just going to make our temporary
01:41symbol here, eye left, and do the same thing, and we can call that in the
01:50Library, eye Left TEMP.
01:53So we know to delete it when we get around to fixing this properly.
01:56Now the same thing with the mouth. Select the mouth and the lower lip and we
02:01can pivot the mouth in the midpoint or the corner. We are going to be moving the mouth around.
02:05It will be shape tweening internally and motion tweening externally.
02:08So I think a nice pivot point usually is maybe the corner, but again, if we have
02:12to change just later we can do so.
02:185, 6, 7, 8, 9, 10, 11, 12 clicks over, and 12 clicks back, and shifting with
02:26the Arrow keys again, 1, 2, 3, 4. 1, 2, 3, 4, probably, the quickest way of
02:32doing it, rough and ready. So there we go.
02:35And the skull is not really going to be animated a lot but it will be animated.
02:40So I am going to leave it without being symbolized either.
02:42I like it to be able to follow the eyebrows as they move up and down like this
02:46and we won't be able to do that very easily if it's a symbol.
02:49The nose is symbolized, pivoted around the top.
02:52Now there is one thing I did notice, and you notice very quickly when you begin
02:55to do even a couple of scenes. If you were to move a nose around or the facial
02:59features around to see if the nose is too low.
03:01It should be higher than the left eye.
03:03So let's just move it up a bit. Better.
03:05And we may end up later on, as we do aggressive animation on the face,
03:09increasing this area to make sure that it properly can cover the eye area.
03:14It should have really crossed in front of it, because really it should be
03:16extending all the way up to here.
03:18But for now for this phase of the production process I think that is fine.
03:22So we can stand out, and we can also do a little more housekeeping by I think
03:27deleting the reference drawing finally. Get rid of that.
03:29And also all of our head symbols should go into the head parts folder and then
03:35as we work and expand our Library, they will be probably sorted.
03:38So we have our body parts and our head parts.
03:40One thing I would do in addition to this, the mouth is going to be a pretty big comp
03:43and I would like to put that outside as well.
03:46So sort that inside the character folder and put a space before it. We can
03:50call it empty for mouth, and I am also going to make it look like a movie clip,
03:55and that way this is like a visual reminder to the animators that these are comps,
03:59and then we can make them play on the stage as a graphic. So if I want
04:04this to play as a graphical symbol, I just go play as a graphic.
04:07We don't have to have them be stuck as movie clips, but I like the MovieClip icon.
04:11It's just like a little reminder to you when you are going through these
04:13libraries, which get enormous, that these are simple, small, or less important
04:17shapes in the hierarchy of things and these are critical.
04:20That's a personal preference. You might want to change these to graphical symbols.
04:24That's not really that important.
04:26You have your reference folder, your head parts folder, your body parts folder,
04:29and your body head and mouth symbols.
04:30And we are going to use these and expand upon them and in the next parts we
04:35will go forward and add eye blinks and open up the mouth and start doing some
04:40simple animations with those.
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Rigging the mouth
00:00Okay. So it's time to add some little fine details to our rig.
00:04the head is done, the body is done.
00:07Let's go into the Head symbol and we are going to first approach the mouth
00:10and convert the mouth from something that's a static object into something with layers.
00:16Upper lip, lower lip, teeth, a tongue, that we can then have setup so that we
00:21can animate them later on.
00:23What we can do is just double-click on the Head symbol.
00:25Ctrl+3 to Zoom-in, and let's double- click on the Mouth symbol, and then we can
00:32Zoom-in, Z on the keyboard, make it nice and big.
00:35So what we are going to need are a series of layers. Right now it's just,
00:38like I said earlier, it's a placeholder, something to show us what it is, the general
00:42color of it and the position.
00:44We'll need a separate symbol just for this crease, certainly an upper lip,
00:49lower lip, and we'll keep this lower lip shadow as its own symbol, and obviously
00:55he will need teeth, upper teeth, lower teeth, a tongue, and some kind of shape
00:59for the inner mouth.
01:00So let's make those layers.
01:02About 6 or 7 should do it.
01:04I am going to padlock the reference layer, keep that safe.
01:09So let's make the top layer the crease and then the upper lip.
01:14So I call it lip upper.
01:15Call it what it is and then where it is. I found this a good way of naming things.
01:19Then lip lower.
01:20At the very bottom certainly we have this thing here. The shadow.
01:25It's nice to build a system that helps you remember where things are.
01:28So since this thing is the lowest point physically, and keep it lowest down here
01:32too if we can do it.
01:33So that's the lip shadow and it would be the teeth, which will be inside here.
01:39Teeth upper, teeth lower, and beneath them there will be a tongue layer, and
01:47beneath that, there will be the mouth inner.
01:49That will be the mouth shape when he opens his mouth.
01:54We'll need a mask layer as well, because these teeth obviously can't be flapping
01:58around outside this area.
01:59So we're going to have a mask layer as well.
02:07The teeth, the tongue, and the mouth inner will all be underneath this mask.
02:13So that's going to be our basic structure and as we've done before, these awful
02:17random color layers should be replaced by something a little easier on the eye.
02:24So let's make the upper maybe dark green, and make the lower lip be dark blue,
02:30and maybe the teeth upper can follow the same basic color scheme.
02:34That will be the medium green. The teeth lower will be a medium blue.
02:40We can make the tongue layer.
02:42Like the tongue will be, maybe a reddish color, and the mouth inner color
02:47maybe a bit darker.
02:48If I ever make masks, I like to make them white.
02:53Selecting the mask area, usually something that needs to be done pretty often
02:56and it makes it jump out to me visually. Makes it easier to find.
02:59Let's label it and the crease on the far right, make that green as well.
03:06This might seem pointless, but this will really help when we begin lining the object.
03:11The lip shadow.
03:12Also make it a reddish color. Okay!
03:15Now, we are ready to start.
03:17So we have colored and named the layers properly.
03:20So let's make the easy one first. The crease.
03:23So using the old familiar Selection tool, the Line tool, we can begin on this.
03:28I am going to outline the mouth and snap this on. That's good.
03:32So let's just begin drawing. Same as before.
03:35We want these shapes to be clean, crisp.
03:37Don't have crazy amount of points.
03:39So we can padlock that, maybe outline it, and I think this layer will be easier
03:44to read if we had it in a light gray outline color. Here we go.
03:48So, the lip upper layer.
03:50Now, this is something that we'll be doing in a later chapter, but this mouth is
03:54ultimately going to be tweening quite a bit.
03:57I've found my experience to be that if we make the geometry a particular number
04:04of points, in this case three separate lines constituting the form of the mouth.
04:09You will see what I mean when I complete this.
04:11It's a very solid, very stable form for shape tweening this object.
04:15So we are going to do that for the upper and the lower lip.
04:21Let's switch off Snap to Grid.
04:22That's been causing problems, and we'll switch off Snap to Objects.
04:28Let's position that.
04:34Then we can try to pull it in a little bit to match the original shape a bit
04:38better, and again taking care to make sure that these points are not deleted by
04:42Flash, which it likes to do.
04:43So that's pretty good.
04:47Now, I am going to duplicate this for the lower level. Padlock the upper.
04:52Just pull it down.
05:06It might be a bit clearer to see if we can fill this in.
05:12The upper lip, the lower lip, and the crease and we'll outline them again.
05:19So the other thing that's easy to do, this lip here.
05:23Copy that, that's Ctrl+C, and then Ctrl+Shift+V to paste it in place.
05:30So it's now out here on its own layer.
05:33Check to make sure it's a clean shape. 2 points, 2 lines.
05:36That's great! Padlock that.
05:40So the next thing that we need to add are things that really we don't have
05:43reference for and those are the teeth layers, and the tongue layer, and
05:48the inner mouth shape.
05:50So we can pretty much have a good idea about where the teeth should go.
05:54Use the Rectangle tool to create an outline of the teeth layer and these
06:00will be white of course.
06:01I want to keep the shape of the teeth fairly simple for now.
06:07You can imagine if we zoom out, imagine we are seeing through the character,
06:11we are seeing his teeth as they would more or less appear. He'd have gums up here.
06:14We could even add them in if we were going to do extreme dialogue that was going
06:18to open the mouth very wide.
06:21But for now, I am just going to keep this shape very basic.
06:23I'd go to Outline, do the same addition for the lower teeth, and maybe have them
06:35overlap a bit, as in reality. Your lower teeth are nested inside your upper teeth.
06:44Double-click on that line and get rid of it. Okay.
06:50So for now, that's fine.
06:52Now, we can hide those teeth. They're getting in the way of seeing the rest.
06:56We also need a tongue layer.
06:57Number of ways we can do that.
06:59We can continue to use the Rectangle tool. Give it a more tongue like color.
07:06If you have a tablet or Cintiq, you might find that easier to sketch this in
07:10and use that sketch as a reference.
07:12You might get a more organic shape, but it's a pretty basic form of the tongue.
07:16So I am going to follow it through so that we can see right to the bottom.
07:24Essentially imagine if you're going to open this mouth to an extreme position,
07:28which we will be doing later on, something down to here.
07:30So that would be nice if the tongue doesn't get cut off halfway through.
07:44You might even want to add a little crease in the tongue here.
07:47It'll help it to look more natural.
07:49See from that maybe a little bit of our highlight layer in here, and select that
07:54color and brighten it up a little bit.
07:55Now, if you're going to do work in here, brightening the tones, it's nice to
07:59have the H selected.
08:00It's got finer control over the brightness of the hue of the color you are using.
08:05So that's the tongue level and then the mouth inner, which will be the same as the mask layer.
08:10Actually, it will be pretty much the same as the outer shapes of these lines here.
08:14The top of the green, and the bottom of the blue.
08:17So, you hold down the Shift key and we select all of them,
08:20Ctrl+C, Copy, also accessible here.
08:26Then paste in place.
08:27Ctrl+Shift+V. You can see already the complete silhouette of the mouth.
08:34It might be necessary that we're on as we color it slightly differently, if it
08:38bleeds over the edge here, to pull it in a little bit.
08:40But for now, we're more than happy with this.
08:43So let's color that.
08:45I am going to give it a very dark, one of these colors maybe, and then we
08:54can duplicate this.
08:55Holding down the Alt+Option key, drag it up to the mask.
09:04And there we go.
09:05Of course, you notice the teeth and the tongue disappear, but they're all there.
09:08And the beauty of this process is that if later on we want to move the mouth
09:13around, pull it out of position, and create different mouth shapes, our inner
09:19teeth, the tongue are already in place.
09:22So we won't be opening this to see an empty space.
09:35So it becomes a question of working with the mask, so that we can see the
09:43various mouth shapes.
09:44It's a very simple demonstration.
09:45I am going to undo all this. But the essential anatomy of the mouth is not
09:52completely established.
09:54In a subsequent section of the course, we're going to add six completely
09:58separate mouth shapes using these layers and we'll be able to use them to
10:03create our dialogue and various expressions and acting for the character.
10:07So, the next thing to do before we proceed is get rid of the lines.
10:12So, to do that, the quickest way is zoom out, select the Eraser tool, and erase lines.
10:17Make sure that's selected. Move over that.
10:21Then if you access the padlock to activate the mask, it looks exactly the same.
10:26We've started that with this. We still have it.
10:28The difference is before,
10:29we were looking at one layer, which is really good for nothing, and now we have
10:34eight or nine layers with which we can begin to work and animate and to create
10:38different expressions and states of being for the character.
10:41So now, we'll move on, do our first actual animation, which will be adding
10:45eyelids and then an eye blink for the eyes.
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Rigging the eye
00:00Okay, so now it's time to add some structure to the eyes and takes the very
00:04simple symbols that we currently have as placeholders and add some eyelids
00:08and all the elements that will enable us to make the character blink in the next chapter.
00:12So, let's go on and do that.
00:14So we can either double click on the stage or we can double click on the head
00:18symbol in the library to tunnel in here and have a look at it.
00:21So, ideally if we get this right we'll be able to use the same one for the
00:24right as for the left.
00:25So let's go right into the eye and be sure you have the entire head area around it
00:30so you can see the work that you are doing in place.
00:32So drop in some layers for the eyelid, the upper eyelid and the eyelashes.
00:38We are going to want separate layers for the pupil and the whites of the eye and
00:42maybe some lower lids as well.
00:44So first of all let's just padlock our lower layer and let's name these so we
00:49know what we are doing.
00:49So, this will be the upper lashes, the top layer, and then beneath them there
00:53will be the lid, which will help to cover the whites of the eyes when the blinks happen,
00:58and the lashes lower.
01:00You probably won't see them in the normal open state.
01:02They won't animate them now but they'll appear later on when the character blinks.
01:05And then we'll have the lid lower and beneath that the mask for the pupil
01:11and then the pupil itself and then the white of the area.
01:16You could have more details like creases and things but this is a pretty good amount.
01:23Using the LayerColor, I'll make the upper levels green.
01:27Ctrl+Clicking to select more than one layer.
01:31LayerColor for the lower ones to make them blue and the mask I like to--
01:36I will just keep the masks white or some other very eye-catching color. It could be red or white.
01:42The pupil we make them black and the white of the eye I'll just make it normal
01:48fleshy color like red and we make the layer a little bit gray.
01:53First, of all we'll make the white of the eye, we'll just copy this and make
01:59sure it's all white, get rid of the pupil, and then I'll copy the pupil from this
02:06and paste that in here.
02:07Now, we can can get rid of the preference layer. It's done its job.
02:12So we have the while of the eye, the pupil.
02:13Now, the pupil itself, it's very banal looking like just a big black bulb.
02:17Let's make it bit more life like.
02:19So to do that I'll like to make it a symbol in its own light first, so we call
02:22that eye pupil. Keep it centered properly like this.
02:27Now, we can double click on that because I want to make a couple of
02:30different layers in here.
02:31So, I am holding down the Alt key to copy that layer.
02:36Let's go into the lower one and make a blue, some bright blue color.
02:41Then we'll take the upper one, the black, using the Free Transform tool and
02:45holding down the Shift key, for the black of the eye.
02:51Let's hold down the Alt key to copy again and we'll make this one white again
03:00using the Free Transform tool it's going a bit tighter, getting one eye line.
03:07You can do all that in one layer but the nice thing is you can go in and you can
03:15play around with these shapes if you want to make alterations, I love that.
03:22So, the next step would be the upper eyelashes and that's going to be a very
03:26simple shape and we'll start the up position something like this.
03:30Let's make sure snap a switched off now and then we'll put it back on I want to
03:38join these corners properly and then back off again.
03:42There is lot of toggling back and forth between snap on and snap off.
03:49Check to make sure your lines are still intact.
03:52Flash likes to combine lines.
03:53We need to not let it do that. So there we go.
04:00So let's color that and let's give that a nice color more like this color like
04:05the dark color of the ear, drag that with the eyedropper, let's go in here. There we go.
04:12I am going to get rid of that black line and I am going to be able to see this
04:17properly and then beneath this eyelid would be the eyelash layer that will be
04:23the darkest element.
04:25Let's go into this Preview mode and go Full and now we can see the eye in its
04:29proper color relative to the skin and the face around it.
04:33So the other color I would like for the lid upr will be the same color as
04:36the skin of the face.
04:37So, let's go into that and select that.
04:40Let's go back in here and we will assign that color to this layer.
04:47So what that means is later on and we want to make the character blink or have a
04:52different shaped eye.
04:53We simply pull the lid layer down to match the lash layer.
05:04We now have complete control over the extent of the eye. [00:05:09.90 How opened it is? How closed it is?
05:12Let me do all that and Ctrl+Z . So that's the upper eyelid.
05:18We'll repeat this process for the lower eyelid in the later class but for now this is ideal.
05:23So the next thing I want to do before we go any further is to make sure that we
05:28can copy this to replace the current placeholder for the left eye.
05:31So, that's this layer.
05:33So let's make a clean layer on top I am going to copy that, paste that on to
05:39here, flip it horizontally and let's go in to outline.
05:48That's better so we can match this up.
05:49Now hit Free Transform or Q, pretty good.
05:51Now, the one thing I am noticing is that the pupil is a little squished.
06:05So, first thing let's unsquish it.
06:09Now, any change that we make in this symbol will be replicated here and
06:12that's not going to work.
06:13So, first thing we have to do is duplicate this symbol, give it it's own identity.
06:16So, let's duplicate that symbol and we are going to replace the R copy if not
06:20the right eye any more.
06:21It's going to be its own thing it's eye left now.
06:23Let's go into the left eye and look at the highlight and make sure that the
06:28highlights are both pointing the same direction.
06:30So, this should be Flipped Horizontally and I will stretch it out a bit.
06:36That will lose that squished strange field that is called right now.
06:40Let's position that until it feels little closer.
06:43It's more natural and then get rid of the reference layer.
06:51Put the new eye in this correct layer now and get rid of the temporary layer.
06:56Now, there are some small additions you need to make, the Mask layer needs to be
07:02activated and that will identical to the white.
07:04So copy that, paste in place and activate the Mask.
07:09What this means is you will be able to of course move the pupil outside of its
07:13area without having a bleed into the skin.
07:16So we are all set up ready for that and do the same thing here.
07:20Copy the eye, Ctrl+Shift+V, paste it in place, activate the Mask.
07:30Let's look at it again and that will move that pupil over just a little bit and
07:41may be stretch it just slightly.
07:43I think we've left some lines in there so let's erase them, Erase Lines and make
07:50sure everything is active.
07:53Paint the whole area and repeat of course with the other eye.
08:09We are ready to proceed.
08:10So that's the character done.
08:11He is all set, he is ready to go, and in the next chapter we'll proceed to
08:16animate a full head turn and that will incorporate mouth movements, head
08:19movements, eye blinks.
08:21The eyebrows will move.
08:22Basically, the entire body will move standing in place.
08:25But he will little pivot and turn left, turn right and we'll begin the same thing.
08:29So, I'll hope you like that and hope to see you in the next chapter.
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3. Creating Comps
Tween types: Shape vs. motion
00:00So as you may know, there are two ways of creating animation in Flash:
00:04shape tweening and motion tweening.
00:06And in this chapter, we are going to cover and compare both of these systems and
00:10see some of the strengths and the weaknesses of each of those.
00:13So, if you've opened from a previous Flash file, you may be in this layout with
00:16a tall timeline, but right now, we are going to try some animation.
00:20So let's switch our workspace back to the more animation friendly timeline that
00:25I have set up, and here we go.
00:29So let's create one layer for our tween animation and we will make one for the shape.
00:34So we will call the top one motion tween, and the bottom one shape for shape tween.
00:41So let's make an object that we can motion tween.
00:45Now to do that, if you create, for example, a box or a column on the stage,
00:50this won't motion tween.
00:51There has to be a symbol first.
00:53So let's select all that.
00:54Hit F8 and let's call it box.
00:59It's pivoted around the middle.
01:01If this was like an upper arm or an upper leg, we'd pivot it here.
01:04So let's just make a simple motion tween.
01:08So we can hit F5 to extend our timeline and maybe hit F6 here.
01:13That will make a second keyframe, and now we want this to motion tween.
01:16So we'll go Insert > Classic Tween.
01:19We are not going to use the new Motion Tween.
01:22We are staying away from that.
01:23This course will work entirely with classic tweening because we have a finer
01:27level of control over this process.
01:30Now, we take the second keyframe, and just move it around.
01:34This is, obviously, the most simple kind.
01:36Just translating or moving the object from left to right.
01:39We can rotate the object and that will also be created very easily.
01:47We can squash the object.
01:49Let's make it closer so we can see the squashing a little more easily.
01:57So as you can see, there is a lot we can do with this, but the big disadvantage
02:01is it's still parallel lines.
02:04We can't take this and distort it wildly.
02:07We can't turn the square into a sphere.
02:09So let's do a comparison with shape tweening.
02:11I am going to create a similar object, just a box shape, and let's make a second keyframe.
02:17I am hitting F5 out here but this time I am not going to make a box.
02:20I am going to make a completely different symbol.
02:21Let's do the Oval tool and just make a sphere.
02:26Then select our timeline. Insert > Shape Tween.
02:32Now we can transform something as radical as a square into a sphere and indeed
02:36we can do far more complex objects than this.
02:38This is something that you really have to play with yourself, but I have shape
02:42tweens, astonishingly complicated objects.
02:46Now, the problem that you'll see immediately is that the corner,
02:50this point if you follow it, it's moving in this direction, not really the
02:54way you would want.
02:55Even if you were to center at the sphere, there's a pretty good chance of it,
02:59and it really won't do exactly what we need.
03:01So even, for example, this point here is moving to a nine o'clock position.
03:07So let's see if we can play with that.
03:09So you go into Modify > Shape > Add Shape Hint.
03:17This gives us the letter, A, and the more of these hints you make, the more they
03:20are lettered sequentially.
03:21A, B, C, D. So let's drag the A to the corner that we want to correct.
03:25Then we move to our second keyframe and drag the A to the point that we want
03:30that point to move to.
03:32We have a little bit of unusual behavior.
03:36So this is what drives people crazy about shape tweening.
03:39Things can happen that are unpredictable and erratic.
03:42This is the point where most people simply give up and go, "Oh, this is no good."
03:46So let's stick with it.
03:47I am going to move the A to different point, and now you see the problem is solved.
03:51So this is why you should stick with shape tweening and not give up on it and
03:56you have to have a little bit of patience, but it's worth it.
03:58So let's make a second point.
04:00Modify > Shape > Add shape Hint and this time we will try this corner.
04:08As you can see, with just those two, we can already morph and tween a
04:12square into a sphere.
04:15So, a quick recap of the pros and cons of both of these systems with motion tweening.
04:20This is one of the issues you see with shape tweening.
04:22The redraw of the A, Bs and Cs is a little peculiar sometimes.
04:26If that happens, you just right-click on the A or the B and go Hide Hints.
04:31So the pros and cons of motion tweening, it's stable.
04:34You can throw this symbol around.
04:36It's not going to turn. It's not going to go nuts.
04:39It's always going to do what you more or less tell it to do.
04:42The disadvantage is you can rescale it, you can squash it, or you can skew it,
04:46but you cannot turn a square into a sphere or a donut.
04:51With shape tweening, you have the advantage of flexibility.
04:54You can take a square, turn it into a circle or any number of objects, depending
04:57on how aggressive you are with your hands in your tweening.
05:00The disadvantage of shape tweening, you have already seen, it can be erratic.
05:04It can require a little bit of tender loving care to make it do what you want it to do.
05:10Sometimes I have on rare occasions thought,
05:12okay, this is not going to work.
05:14This shape is something too complex.
05:16But for the kind of things we are going to do in this course, shape tweening is ideal.
05:20So that said, we are going to show you a system where you can take the strengths
05:24of shape tweening, combine them with the strengths of motion tweening, and nest
05:29your shape tweening inside a motion tween symbol.
05:33This will help us to offset some of the disadvantages of motion tweening and the
05:37disadvantages of shape tweening to create some really cool effects.
Collapse this transcript
Combining motion and shape tweening
00:00So as we saw in the previous lesson, we have showed shape tweening and motion
00:04tweening, and we do have issues with each of those two systems.
00:07If I had to use just one, I would probably be pretty limited in what I could do.
00:11So luckily, we don't have to pick just one.
00:13We can have both work together hand-in-hand.
00:16So what I am going to do in this class is animate a flag, something that tends
00:20to drive people crazy because it can be pretty intensive.
00:23If you are doing it by hand, frame- by-frame, it can be quite tricky.
00:26There's a very quick way we can do this in Flash.
00:27So let's make a simple flag.
00:29We will pick the Rectangle tool.
00:31Draw a flag shape, and let's just make this into a symbol, call it flag, and a
00:38flag should pivot from maybe this point.
00:42So just to repeat where we are, here's our scene, here's our symbol flag.
00:46Double-click on the flag symbol.
00:47Now we are inside the flag symbol.
00:49So this is the level that we are going to be animating our shape tween as
00:52part of the animation.
00:53So I am going to duplicate, make a clone.
00:56Actually, let's stop that for a second.
00:58Let's just go back.
00:59First of all, let's create our flag shape.
01:00Right now, this isn't much of a form to be animating with.
01:03It's just four points.
01:05We do like to keep our forms simple.
01:07But there is not much we can do with four points and four lines.
01:10So let's make a little bit more geometry here that we can play with.
01:13So I am holding Alt down and just pull these points around.
01:17Make sure snap is off so we can make something a bit smoother.
01:21There's a pretty easy enough graphical flag shape, maybe put a few bends in
01:25here to make it look like it's actual fabric and cloth. That's it.
01:30So now we will make a second keyframe.
01:32Hit F6 and now I am going to activate shape tweening.
01:37Well, nothing should happen because obviously, both keyframes were the same.
01:41This is where we use shape tweening.
01:43So let's go Modify > Shape > Add Shape Hint or Ctrl+Shift+H. First of all,
01:49let's tie down the corners.
01:50So I am going to make four of these.
01:52A, B. I like to try to go clockwise if I can.
01:56You don't have to, but it's nice to have a method.
01:58Sometimes it will work, sometimes it won't. And again scrub to the timeline.
02:04Make sure nothing crazy happens.
02:06Okay, now we are going to put in some more hints.
02:09Just put one down near to the beginning, go to the final one and this
02:13time, don't put it there.
02:14Put that at the other end, and now you can begin to get an idea of some of the
02:18possibilities of this.
02:20The advantage of this system as I can drag this keyframe. I can make this wave
02:24motion as graceful or as fast as I like, depending on how short the timeline is.
02:30Let's go back to somewhere around 20, 20 frames and our project speed, we're on
02:3624 frames per second.
02:38So that's just one.
02:38Let's do another one.
02:39Ctrl+Shift+H. Sometimes I'll warn you that Ctrl+Shift+H shortcut doesn't seem to work,
02:45in which case just go back to Modify > Shape > Add Shape Hint.
02:48That's an old bug that's been around for a long time.
02:51Do the same thing on this end.
02:52Move the F hint and now we have a pretty nice range of movement.
02:57This will cycle because the first frame is the same as the start frame.
03:00So, let's go back to the main stage and let's just pull this timeline out.
03:05This time we'll make it 60 frames.
03:08Be sure that you click on your symbol and then on your Properties panel you
03:11are set to Looping.
03:13You don't want that to the play once.
03:14This is going to be a looping animation.
03:18Now you can see the immediate problem when we begin to loop it.
03:20These points aren't moving.
03:21We could try to do that inside the shape tween.
03:24But there is a different way of doing it.
03:25Let's just pop some keyframes down.
03:28We want to have a more cyclical movement now.
03:31So let's make them classic tween again.
03:34And then using the Free Transform tool or Q, let's just start pulling
03:38this back-and-forth.
03:39Now we are using the motion tween attributes.
03:42It's not the most natural flag which you ever seen but I think you get the idea
03:48it has do with to some of the things we can already do in very short spaces of time.
03:52So the other thing we could do if we want to really flesh this out, we'll need
03:56to add more keyframes in, maybe change the shape of the backend so that this
04:00begins to do some more fluttering, maybe add in some secondary keyframes.
04:05All those things are more than possible.
04:07But that is a pretty neat demonstration of nesting long form of animation shape
04:12tweening inside another, which is motion tween.
04:16That's the basic concept that we are going to be playing with a lot.
04:20Once you start enjoying the process of this, I think it'll save you a lot of
04:23time and effort and sweat.
04:25So that said, I think we are ready to move on to apply these techniques and
04:29animate an eye blink.
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Animating an eye blink using shape tweening
00:00Okay, so it's time to animate for the first time on our character by making
00:04the character blink.
00:05So, let's open the file.
00:08It's in your Chapter 3 - rigged character folder.
00:11So, let's open character_rig_ 01 and here is our character.
00:16Let's a little bit of housekeeping from the previous area where we modeled the eye.
00:20We left the eye symbol outside so let's just drag that into the head parts
00:24folder and get that clean.
00:25Anytime, you create a head symbol, put it there.
00:27Body parts go in here.
00:28So let's double-click on the head symbol and let's zoom in, get up nice and close to the eye.
00:34There is our eye level. So let's double- click on that, get inside, and you can
00:40see it's the same color now as the head so let's fix that.
00:42We'll go Preview Mode > View > Anti- Alias and that shades out the head layer so
00:47I can see better area of where we are working. Go in tighter again.
00:53So, the link to start looking at now is a frame rate 24 frames per second is the
00:57one that my project defaulted to.
00:59I think we are better off working at 30 because most computers are playing at 30
01:03these days and that 24 is a bit of throwback to the old days of film.
01:08So let's set out to 30 and I am going to make the eye blink about 9 frames long.
01:13Let me select these and hit F5.
01:16So, it's going to go from the open position what you see here to a closed
01:19position and back to an open position.
01:22So in frame 9 let's hit F6 and make two more keyframes and let's hit F6 on
01:27frame 5 to make two more keyframes and these will be change. These will be our close position.
01:33So, let's just work with the eyelash layer.
01:35If you find you have a lot of layers just use the first one you are going to be
01:38working one, whichever is the most important.
01:40So, in this case that's the eyelashes upper.
01:43Let's pull these down until we find a position that looks good.
02:05And let's see how that tweens.
02:11And that's beautiful. So that's our upper eyelash level.
02:16Now, we can smooth out this line as we like.
02:18If you think the curve needs to be changed or lowered.
02:22Always watch out with the corners. If you think that the tweening is starting to
02:26go little funky you might have to add some more shape hints in there. That can happen.
02:30So I am going to push this to make sure that we can really be confident that
02:35the shapes are solid.
02:36It's still looking good and let's put that into outline.
02:43We'll go into the back into the closed position.
02:45Now, we are going to match the skin layer. That's going to go beneath the lashes.
02:48That will cover the white of the eye.
02:50Let's put snap on and snap to the corners and we can put Snap off for this and
02:57then pull this down.
03:02Now, we can look at the underlying layer in full mode.
03:06This little white sliver that you see here we can't allow that. So let's cover that up.
03:12Now, let's start the shape tweening backend, Insert Shape Tween and that's it.
03:20Again, if you find that the shapes are going wonky and strange then go Modify >
03:25Shape > Add Shape Hints and you'll get your little A, B and C circles that you can
03:29apply to different parts.
03:31I will warn you since we are starting to get into animation with shape hints,
03:35always before you begin to apply shape hints save your project file.
03:40It is a little bit unstable and I have had shape hinting crash the program on me.
03:45If you make a form that the programs doesn't like it can crash very, very
03:48quickly and you will not be able to save your project.
03:51I will repeat this pretty much every time we do shape hinting on this course.
03:55It's a small inconvenience and it's not a big price to pay, but just be very
03:59thorough before you embark on any adding of shape hints. Always save your project.
04:05So, now we've got our down positions done, time to do the lower eyelid and lower eyelash.
04:10Of course, we don't want to be seeing these things on the lower position
04:14because they'll make the character look a little bit sleepy, so they'll pop in
04:17on this frame here.
04:19So, what we will do is we will pose them on the first frame but when they are
04:23complete, we will move that to the second frame and it will go to white on the
04:28first and the final frame.
04:29So, when we trigger the blink they'll pop in on the second frame.
04:33Actually, I am noticing a little thing here where the skin is appearing beneath
04:37the eyelid, so you might want to play with that.
04:40Let's see if we can...
04:48So, what I am going to do is change the line that describes the skin layer.
04:56Let me move it up a little bit, so we prevent that overlap from happening.
05:02It's such a fast action, I doubt anybody would have noticed it, but still it's
05:07good form to keep your eye open with things like that.
05:09Let's zoom out again, all right.
05:11Let's do the little lower eyelash layer.
05:13So, I'll do the closed position first.
05:16Actually, let's see I'll do the open position first.
05:18That's really a matter of personal preference I think.
05:22So, I am holding down the Alt+Option key to create our line for the lower level.
05:29Snap on to snap those two points; snap off again for the little sliver shape.
05:40Now, let's do the closed shape. Snap on for this.
05:51I am going to drag this up so that's beneath. If we go into outline mode
05:55for this that will help us position this outline a little better.
06:07Let's copy this line here and now let's activate shape tweening.
06:15That's nice! Now, you can see the lower eyelash layer is working great so let's go in
06:23and match the color.
06:24So, I am going to grab the color with the eyedropper from the upper layer, apply
06:28that to the lower layer, and now I am going to finish with the lower eyelid.
06:42Let's just copy.
06:43I am just selecting these and Alt+Option+dragging to copy.
06:53So, the real change here, we'll copy the skin color, eyedropper to that, copy
06:59that on to the lower eyelid.
07:15Now let's look at the closed position.
07:16I am going to drag this down again so that we simply mask out the white of the eye
07:24and that's tweening beautifully.
07:29There is nothing spinning around or going crazy.
07:32Again, if there were shape hints, they are your friend, but in this case we don't need them.
07:37The last step now will be to get rid of the lines. We will have to zoom out.
07:41Hit the Erase tool.
07:42Let me select Erase Lines and go to each keyframe and just be thorough and make
07:49sure you are painting out the entire area. Next key.
07:52The nice thing about this is it really makes sure that you are getting rid of everything.
07:55And still check if you made any mistakes.
08:00It just might come in but we are still looking good.
08:02Of course, the last step will be to -- don't forget we want to be seeing the lower
08:06eyelid on the white open frame.
08:08So I am going to hit 7 there to put in some blanks and then we are good.
08:13As you can see it's popping off there nicely.
08:17So, now we need to duplicate these frames on to the left eye,which is you
08:21remember from the previous class was a copy of the right one simple reversed.
08:26So, let's copy these frames and let's paste them in here and right-clicking to
08:35do all these operations and then play the test, very nice.
08:41So, on the outer head symbol, the final, let's give to this empty DoD layer.
08:46Now I am going to add a few more blank frames down here, clicking at 5 and making
08:51sure that your eye symbol is set in the Properties panel to either Loop or Play
08:55Once, as both should be set to Loop or Play Once.
08:59Now, we can play the scene.
09:04Both eyes look good. They are not at strange angles.
09:07There is one last thing I am going to do and this is a super fine tune.
09:10You might have noticed that it's very hard to se the closed position.
09:13So, it's not a bad idea to hold out for an extra frame.
09:17The quick and dirty way to do it and actually the easiest way to do it is to
09:20select this column of frames and hold down Alt+Option and drag and then you
09:27duplicated it and then I'll add a F5 to add a few blank frames in here.
09:33Now, it will be much easier to see that. And we are done. Oops!
09:38One last change. It has to be duplicated on to the other eye, same procedure.
09:45Hit the F5 to add that frame and there we go.
09:50Then one last little thing. Make sure that the eye are slightly closed aren't
09:53looking weird and that's looking good. So that's it.
09:57So, now it's time to move on and we will work on the mouth.
Collapse this transcript
Rigging a mouth in Flash for dialogue and expressions
00:00Okay, so time finally to begin fleshing out the character's mouth and giving him
00:05the ability to speak.
00:06So let's go into our project file and open character rigged_02. There we go.
00:13So, let's just double-click on the head symbol in the library. Zoom in on the mouth.
00:20Try to frame it so that you can see the jaw area. That will give us an idea
00:23about how, when we begin to create this open mouth shapes, how far we think we can push this.
00:28So, let's double click on the mouth layer and be sure that you have View > Preview
00:33Modes set to Anti-Alias.
00:35That way you'll shade out the background, so that you clearly see where you
00:39symbols begin in the background layer.
00:42So, what we have is a rigged close mouth and this is what it looks like in outline mode.
00:48It's bit of a handful or mouthful.
00:50So, let's go through this again frame by frame.
00:52This layer 1, this was our original working layer, our reference.
00:57Let's get rid of that. We don't need him any more.
01:00So, we have our underline lip shadow.
01:02On the top layer, the lip upper and the lip lower, with a crease at the corner,
01:06separated by a mask. We have the inner mouth shape and when the character speaks
01:11that's going to move around a lot.
01:13We have the character's tongue, the lower and the upper teeth.
01:16These things need a little more detail, right, before we can actually begin
01:19to create the animation.
01:21So I am just going to flesh this out a little bit.
01:23Let's go into the teeth upper layer and let's hit F8 to symbolize this. Call it teeth upper.
01:29I am going to correct this pivot position. So I am going to hold down Shift and
01:38use a numeric arrow to move this to the right. 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
01:4212, one way and 12 back.
01:49What I'm doing is lining up the corner with this crosshair here and I am going to
01:56push it over back one more click and one more click that way and then the
01:59opposite back again.
02:01Now, we have symbolized tooth layer which we can pivot at some point.
02:05And we can to squash it and move it around and motion tweening.
02:08Do the same thing with the lower teeth level, call it teeth lower.
02:17You can probably eyeball this if you are not too worried the position, if it's
02:20not totally critical. You can do that too.
02:21Just long as you are comfortable sliding it around and pushing it back again.
02:27The other thing you might want to do since the teeth are already blanking
02:31one another out here,
02:32we can a shadow line or we can make the lower level maybe a little bit
02:36darker, a slightly different color.
02:39It comes down to your preference and style and maybe even both.
02:42So let's have a look at this.
02:44We are going to Outline.
02:45Let's put Snap on, so we can close these sharply.
02:51Now, we can Snap off again.
03:02So let's pick a slightly darker gray for that and now it will be very easy to see where the teeth overlap.
03:09So, I'll just double-click in that line and Ctrl+X to delete it.
03:13Again, you've created these two symbols in the library.
03:16Track them into the head parts folder, which is looking nice and clean.
03:22Same thing with the tongue.
03:24So the tongue will be pivoting around this point here, so let's symbolize that.
03:32I am just going to again do the internal double-click on the tongue.
03:36The other thing you could do if you want help with lining up is go View > Rulers.
03:43Maybe create a temporary pair of lines showing you where the pivot should be.
03:48Let's move the tongue over to here, go back to the outer symbol, and note that
03:54they are hidden. Excuse me.
03:57We try to reposition the tongue to about here.
03:59So, let's we can eyeball that.
04:02It sounds a bit right.
04:03Let's get rid of those rulers.
04:06So, let's look, here we go.
04:09So, now these are all symbolized, they can all be motion tweened, and we are
04:13going to keep the mouth inner.
04:15That's going to be a shape tweened, so that's going to stay as a live from.
04:18That's not going to be turned into a symbol in the library.
04:21The lower lip shadow, I think we can keep that without being symbolized
04:25because that's going to be changing shape as the mouth moves up and down
04:27quite dramatically.
04:29The mask will also be a duplicate of the mouth inner layer.
04:33We'll just copy and paste from here to here to match.
04:35You'll see it more purely as we begin to create these shapes.
04:37A lip lower, that's going to be shape tweening, so we don't symbolize that.
04:42lip upper will shape tween.
04:43The crease will probably not change shape so I am going to create a symbol out
04:47of this. Call it mouth crease.
04:49I like that center of the crease to be closer to the crosshair.
04:56So, let's move this over and then move it back again by the same number of
05:02clicks and now we are ready.
05:06So, how you have padlock the mask you can see the structure a little better.
05:11So, we are going to start playing around with it quite dramatically.
05:14So, let's save this project. We will call it character_rigged_03.
05:20Okay, so we have this and in the next phase we'll now begin pushing these shapes
05:28around to create dialogue.
Collapse this transcript
Creating a D mouth
00:00Okay, so we have finalized the mouth symbol so it's now ready to go.
00:05So, let's open the previous file. So it's File > Open and then in your Chapter
00:103 folder in your Exercise Files you will find the character_rigged_03. Let's open that.
00:16Some more little housekeeping. We've got the mouth and the tongue symbols that we
00:20made in the last lesson.
00:21Let's drag them into the head parts folder and let's double click on the head
00:25symbol so we could see this a bit tighter and try to frame in the on the mouth
00:30and double click on that.
00:31It once again making sure that View > Preview Mode is set to Anti-Alias so you
00:35can see it contrasted against the outer head layer.
00:38So, the next thing we'll need to do is make some mouth shapes and before we do that
00:43I would like to show you the standard very simplified form of dialogue that
00:49was pioneered in the 1960's really, on the TV shows of the era, and they made
00:53six library mouth shapes.
00:55These were the only ones they made, in the columns A through F.
00:58Don't be confused by the letters. These do not mean the A corresponds to the
01:02letter A or B to the letter B. These are simply graphic representations for
01:06these mouth shapes and amazingly these six simple mouth shapes can create
01:11practically any dialogue your character mentions.
01:14So, what we'll be doing is something a little more advanced.
01:17We are going to create these standard mouth shapes.
01:19As you can see, if you look carefully, it should be possible to tween or
01:24in-between any of these forms.
01:26So, what we are going to do, we've already got our A mouth, a closed mouth.
01:29We are going through the open mouth called the D mouth and that's going to be
01:33great for loud sounds.
01:35We are going to make it possible to tween, motion tween and shape tween, between
01:39the A mouth and the D mouth.
01:41This will give us not just the option of B and the C mouth but an infinity,
01:45an infinite number of states between the close and the widest open mouth.
01:50In the future of course, we'll move on to the F or the oo shape down here.
01:54I have had friends call this the meow and if you were to follow ,that's exactly
01:58the shape the mouth would make if it was saying the word meow.
02:02With that in place, let's proceed and we are going to do the D mouth.
02:05Let's go back into our Flash. So let's go into this and start creating the
02:12layouts for the other mouth shapes.
02:14So, let's drop down F5 to make some blank places here.
02:18So, what I'll like to do is use F7 to create blank frames and I use these as
02:23labels and these are very important.
02:26So, I'll insert a label name here that describes each shape.
02:29Obviously, these little black circles in the timeline are not much good at
02:33when you start filling timelines full of these things.
02:36So, what I'll like to do is go to the Label in the Properties panel and we'll
02:40call that 'a'. That will be our A mouth. And the next one will be 'b' and then the
02:47next one will be 'c' and so forth.
02:49So d, e, f and then back to a.
02:58So that we move in a complete cycle.
03:00Let's just get rid of the crud, things we don't need.
03:02I am going to call these the mouth shapes layer and I'll like to make this one
03:07white because it's a little visual flag for me that there nothing on it.
03:11That's not going to be visible when we start playing with it.
03:15So, it's there with a note.
03:16So, right, let's keyframes F6 to keyframe the final frame. That's also going to be the A mouth.
03:23And now we are going to work on the D mouth.
03:24Let's keyframe this as well and begin playing with it.
03:27The first thing we do is hide all the layers we thing we don't need it and just
03:31only work with the ones we do.
03:32So, I am going to work with lip upper and lip lower and I am going to work in
03:37outline because I need to be able to see where these shapes overlap.
03:41Let's move the timeline down. We need as much room as we can get up here.
03:47You want to minimize the amount of pushing and pulling on these points so let's
03:51just select the blue layer.
03:53I am using Shift+Numeric key to pull this down about as far as I think it will go
03:58and we want the same thing with the green. Pull it up a little bit.
04:00Bear in mind, these are happy smiley mouth so we with these mouth shapes we
04:05want them to stay happy.
04:06Don't get angry in the middle of them.
04:08So, now it's a question of pulling the corners.
04:17You might find that you'd be better served if you have Cintiq or a Wacom tablet
04:23and you might want to draw your mouth shapes on to a reference layers perhaps.
04:27I find it's a pretty simple enough process to work directly in Flash.
04:31You can use the bracket keys, the comma key, and the period key to toggle back
04:35and forth from one to the other.
04:37I'll also like to activate shape tweening on this. Insert > Shape Tween.
04:43As a way of testing and I constantly move back and forth.
04:46We don't want to use shape hints on this part of the process.
04:49I'll like to be able to move these things around and blend them into one another
04:52without relying on shape hints because you will be applying Hints everywhere.
04:56It will drive you crazy.
04:58So, it is important that the shapes are as simple as possible.
05:01Now, to achieve this you'll notice that these lines are very simple.
05:04There is 1, 2, 3, 4, 5, 6 points and that's it.
05:08You can test that by activating the Subselection tool and selecting the layer
05:13and there they are.
05:18So, I keep a close eye on this to make sure that no rogue points creep in at any
05:21point of the process, as you are pushing and pulling these lines around.
05:29So, we are moving this corner here and if you try to move your own face and seek
05:34where the mouth of your goes.
05:36When you activate a smile, try to make sure that this looks natural.
05:41You don't want this thing looking too strange.
05:55So, I am going to put Snap on so that I can match these corners properly.
06:00Now, if you find that at any point in these processes that these lines start to
06:03jitter or wiggle and that means you've basically broken the process.
06:07At that point, you have to hit Ctrl+Z or Undo and role yourself back to the last
06:11point at which your shape tweening wasn't going crazy.
06:15So, we are still stable here. This is still looking pretty good.
06:18So, once this shape is to your satisfaction, the points are locked,
06:22I would consider saving it.
06:24I think we are still pretty safe right now and then I'll still keep testing like this.
06:29There are things that you can do at any point that are safe enough.
06:31Pulling the lines will not jeopardize the tweening, unless they overlap one another.
06:35That should be pretty safe.
06:37It's pulling the points, these guys.
06:39That's where you begin to stress the process, but as long as these lines are
06:43pulled I think we should be fine.
06:45So, if you feel that you need to round the mouth out a little bit and get a
06:48better shape by doing this.
06:50I would classify that as a lower risk part of this procedure. So that's our D
06:55mouth, the basic upper lip and the lower lip.
06:58That's the hard part believe it or not and then the next part is moving the
07:03symbols. The motion tweening aspect is pretty safe.
07:05There is not much that can go wrong with that.
07:07So, we just pull these shapes like the mouth crease over. Let's activate motion
07:12tweening on. Classic tween of course.
07:24This is a good time too to look at in the context against the jaw and make
07:28sure that looks okay.
07:29It doesn't look strange, that it's more or less sitting prickly against the rest of the face.
07:34We can animate the jaw on the outer comp on the outer symbol, so don't worry if
07:38it goes too low here.
07:41So, the next tricky part really is getting the mouth inner layer to match with
07:46the upper lip and the lower lip. So let's try that.
07:52So, the first part that we have to do, we have got no choice,
07:54go to the open mouth and make sure that the corner lines up and then let's
07:59switch Snap off and just pull the other points.
08:04Oops! We lost one there.
08:08This is the-- you'll hear me crumble about this a lot.
08:10You really want to take care that your lines don't disappear.
08:13I can also mess with the shape tweening.
08:16I like to be able to grab each point by itself individually and again
08:22Flash has disappeared it.
08:24So I am going to hit Undo and go back a step.
08:28There it is. I don't like having that taken away from me so let's do this.
08:33Pull that to here, pull that to there, and like -- like a suspension bridge. Pull these back down.
08:39You see there, it is like a little rubber band that just pulled it and it's still there, okay.
08:49So the other thing I want to do now is activate shape tweening.
08:51So I can test this is how it works.
08:52Make sure the shapes are tuning properly; otherwise we could be wasting your time.
08:58So, there we go, that's good and let's pull this down to here, to there and then just match.
09:07This area that I am working right now will just be the inside of the mouth and
09:11it will double up as the mask layer. That's the part that is going to conceal the teeth.
09:15Now, if we look at in full color mode, that's really nice.
09:22As I've shown you before, hit F5 as you want to slow this down.
09:27Now, we have our access to an extremely large potential library of mouth shapes.
09:31I am going to undo to pull that back in to where they should be.
09:37So that's our D mouth. The other things that we can do,
09:40of course the mask we set earlier will be a duplicate of this layer.
09:44So, Alt+Option and drag that to the mask layer and then the other thing that we
09:49would do is position the teeth and the tongue should correspond and travel.
09:53So let's have a look at the upper lip and the lower lip.
09:55Go back into our D mouth position.
09:58The upper teeth won't travel very much because I imagine they are locked to the skull.
10:01They really shouldn't move it all, but I find that helps for some reason
10:04if they move a little.
10:05It's an exaggeration of artistic license.
10:08Let's activate the motion tweening here.
10:10Classic tween again.
10:11Let's have a look at that and there are things that we can do that aren't
10:15strictly anatomic, where we can us the Free Transform tool to squash and stretch
10:20the teeth maybe or rotate them slightly.
10:22We can play with this at anytime. We are not imprisoned to using them in any
10:26given shape but it's nice to have a basic range of motion on them at the moment. So, there we go.
10:33We can also extend these symbols if you want to add gum lines into the other
10:37elements to mouth later on, very doable.
10:39Now the tongue. The tongue should obviously be tracking with the rest of the
10:44teeth and maybe rotate it a little bit.
10:47I wouldn't go crazy with it.
10:48It just has to move enough at the moment. Classic tween there.
10:52Now, if we put padlock on and let's make sure everything is in full mode.
10:58Last thing is the lower lip.
11:04I mentioned earlier I would like to be able to do this as I shape tween, so
11:07let's see if it will do that.
11:10If it didn't, you could always make this a symbol and motion tween it, if you
11:13don't have the time to bother with it.
11:15It's not doing anything drastic now.
11:16It looks fine.
11:19You can move it on until you think it's the right form.
11:22The beauty of shape tweening is we can change the line.
11:24Again, be careful and make sure that it doesn't go too crazy.
11:27It's not doing anything weird and becoming unstable.
11:32As I am looking at this, I notice that the corner of the upper teeth is catching the eye.
11:35It should probably be moving a bit more. So let's do that and you probably have
11:42to end up working in outline for much of this.
11:43So, I am going to move the upper teeth back just a little bit and do the same
11:47thing on the upper level.
11:56You might want to move the upper teeth up a little bit, using the arrow keys.
11:59There you can see something actually is strictly unnatural but really
12:05helps the mouth feel a little more plastic.
12:07So, that's a pretty average open mouth position.
12:09We could go way further with that, but for what we are doing this is more than enough.
12:13So we have our closed mouth, our open mouth, and in the next class I'll show you
12:17how to make the oo mouth shape and the we'll proceed to create the B, the C and the
12:22E mouths and those are fairly easy to do once we have established stable A, D, F mouths.
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Creating an F mouth
00:00Okay so we've done the D mouth. Now we're going to move on and do the F mouth and
00:04the F mouth is the ooh shaped part of the mouth.
00:08So let's go into the Library palette, double -click on the head, double-click on the
00:11mouth and let's go in very close and have a look it this.
00:15So again a quick reminder of the shape that we are going to be creating is the F
00:18mouth or the ooh sound, the phonetic sound of this six mouth shapes.
00:22So I'm going to go back into Flash and we already have our A to D back to A cycle working.
00:29The F mouth is going to be a lot closer actually to the closed mouth. just with
00:33the little pursed shape here.
00:35So let's just grab our vertical stack of A mouth, hold down the Alt+Option key and
00:40drag to the F position and let's go in a bit closer and now this point we'll
00:46just hide the layers we don't need.
00:48Now I'm going to select the upper and the lower, hide the crease, and use the Free
00:53Transform tool just to push this in a little bit, and actually what I'm going to
00:57do now is I have accrued very quick sketch using the mouse. I don't have a tablet
01:02or anything. What I'm going to do is just do a quick positional shape and this
01:09is where I want the ooh form to be, something like this.
01:11I should do it so if you just look it at that by itself. So let's put out that in the
01:17outline, put it beneath here and let's put the lip upper back on and just look
01:23at that in outline mode and let's go ahead and make that shape. And you've heard
01:32me complain before about the importance of preventing Flash from joining
01:36these lines together into one continuous S- curve. I like having easy access to these points.
01:42So without having to use the Sub- selection tool. It's nicer if I can access them
01:45with the simple Selection tool.
01:54So the other thing to be very watchful here, as we work, don't forget we're shape
01:59tweening as we worked.
02:00So constantly go back-and-forth to make sure you haven't done anything to break
02:04the shape tween and if you find that thing you are spinning around or clearly
02:10broken, we don't want to use shape hints for this.
02:13We want this to be hint free and it is quite doable. As long as your shapes
02:17are simple and as long as your structures have something like six points of
02:21geometry on the upper and lower lip, you will be safe enough.
02:23There are various different kinds of mouth shapes, different problems, but you
02:28will be able to do it if you're careful.
02:30So same thing with the lower lip. As you can see its behaving itself, so let's
02:36pull this down up, snap to there, and do the same thing with the lower lip.
02:42Usually pulls into an ugly shape before you can get into a pretty one.
02:47I'll switch Snap off now.
02:49Snap is important for getting the corners lined up but after that it can be as much trouble.
02:55So again we're trying to create some shape approaching that. Again use back and
03:01forward, using the comma key and the period key to scrub on your timeline.
03:07Corners are locked and there we go.
03:15So now the little things that we can do such as smoothing off some of these lines.
03:16This is obviously a very harsh join here.
03:19It looks a little bit mechanical.
03:21So there are things that we can do once we get the points happy and that is
03:26things like round of this corners a little bit.
03:30It's a lot better and padlock that when you get it. Do the same thing with the bottom line.
03:43And don't forget to go back and forth in the timeline. Let's go out a little bit.
03:47There we go and you might see it clearer if you go into black. And that gives us
03:54our main lips anyway, the main four poses, the A mouth, the wide-open D mouth,
03:58and ooh shape, so let's padlock that.
04:02We get rid of that rough sketch. We don't need that. We get rid of this purple
04:06layer the outline sketch, pull the crease into match, you might want to rotate it
04:12a little bit using Free Transform. Padlock that when you're happy.
04:15Keep padlocking as you go so you don't break anything.
04:18Now the inner mouth layer, that's the other tricky part.
04:21That's got to line up and basically cover this exact same area as the green and
04:25blue for the upper lip and the lower lip.
04:28So we can make this a little bit faster going to Free Transform tool, you know
04:32pull it reasonably close. You see the other points that you have to pull
04:36around the screen. Go back into the Snap, match your corners, nice, and then do
04:42the same thing as before. Just know pull your basic six pointed?
04:45If it breaks you can always draw completely new one. I just find it's a little quicker to work like this.
04:57Okay, and then don't forget back-and- forth. Yeah, that's mapping very nicely.
05:05So zoom out and then as I said before, this shape here, this ooh shape for the
05:11mouth inner, that's call be the same as the one up here. This layer and the mask
05:15layer will be identical.
05:17So we'll keep making sure, as we progress, these are kept the same. So that's that
05:21and then the last thing we need to do is to set all the secondary,
05:23thankfully easier, layers.
05:25So let's look at the upper lip and the lower lip in outline and just position the
05:30teeth to where we think would be good.
05:32It's a little bit of the movement so that there's a different mouth in between
05:36one another. You'll be able to see some motion and we can refine this later on,
05:41but we have got it reasonably close for now.
05:43Let's put those teeth into outline so I can see the tongue move.
05:49We bring it forward on the ooh. Think of the ooh as being pursed. If you can make the
05:52ooh sound yourself, your mouth pushes forward a little. So should your animation.
05:59And then the last thing would be the lip shadow.
06:07This layer here. Right now the A mouth is not moving.
06:14So we wanted to sell that forward movement of the lip .
06:19And if it will let us, we will shape tween that as well.
06:28I think that works nicely.
06:30So let's zoom out. Take a long shot again. Excellent.
06:35So that's the main four keys. That's the hard part done.
06:38The A mouth to close mouth, the D mouth is wide open, the F for the ooh sounds,
06:41and back to the closed mouth.
06:44In the next part we'll just finish off with easier stuff, just setting the
06:47in-betweens for this, for the B, C and E mouths, and I'll show you how we can have
06:52some fun with this shapes and play them in any number different sequences.
06:56So we're ready to move on.
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Getting the polished look
00:00Okay, so let's finish the mouth, some last little finishing touches.
00:03So that's in charcter_rig_ 05 in your Projects folder.
00:07Let's double-click on head, double-click on mouth, and let's have a look at how we finish it.
00:12And if we've done everything else stably and all these shapes are clean and if
00:17Flash likes this, then we can create the in-between frames by simply hitting F6.
00:23So I like to, instead of picking things just here, I would like to be a little
00:27more subtle with it.
00:28So for example, between the D mouth and the F mouth, we have a series of shapes
00:31that are increasingly pursed.
00:33I like to take this one as the key for the E mouth just to give us a little more
00:37texture in our shapes.
00:38So I select these frames and hit F6, and then pull them until they are under the
00:43E, and that becomes our E shape.
00:44You don't have to do this.
00:45You can go right in the middle if you prefer.
00:47Now the critical thing to do is to test these shapes, and you know that they're
00:51good, that they are stable, if the rest of the animation in betweens properly.
00:55If it doesn't, it means something somewhere is annoying Flash, and you are not
00:59going to have much luck.
01:00So if that does happen to you, I would advise trying again. You've made a
01:05mistake on one of the shapes, most likely the F or the D mouth.
01:09There could be an extra point.
01:11You may have to reposition some things slightly.
01:14In extreme cases, I've just redone them.
01:15Now, the reason why it's worth this kind of aggravation is because once you get
01:20the six shapes correct and stable and locked, you can do anything with them.
01:24You can play them on any number of sequences.
01:25So let's just continue this process and what I want to do is get the C mouth,
01:30I would like to be halfway open between the A and the D. So I am just going to
01:34pick something in here, and then just pull them over.
01:36I like the B mouth to really be a little bit closed.
01:40So it's more like, imagine, you are smiling with your teeth clenched.
01:44It would look something more like that and that will be great for little E sounds.
01:47So, the C, so the E element on that word. So let's do that.
01:53We can pick any of these.
01:54In fact, if you want, you can finer things,
01:56you can use just go in and you can pick a lot of very fine gradations for your B
02:00mouth if you want to even be sweeter on it.
02:03So let's pick this one, F6 for that, pull that in, and then just delete these tweens.
02:10Let's play that slowly and make sure everything is stable.
02:15There's no lines flickering.
02:16There's no colors appearing where they shouldn't appear. This looks great.
02:20You could add more details if you want.
02:21You could add a black for the back of the throat.
02:24You could add lines in the teeth.
02:25But for now, we have a limited amount of time for this but I am just giving an
02:28idea about what's possible with this method.
02:30We could play it a couple of times, looks great. So that's it.
02:34We've done it.
02:34There are no shape hints.
02:36This is all working smoothly.
02:38I think one reason why this is so stable is because maybe I am being
02:41suspicious or superstitious, I don't know, but Flash seems to like certain
02:46amounts of numbers more than others.
02:47I've tried of doing these shapes with eight points and more, and it just doesn't like them.
02:51Six is the smallest number of points I think we can get away with.
02:54Eight becomes a little less stable and you end up having to use, or I have anyway,
02:58having to use shape hints.
02:59You do not want to use shape hints for this, unless you're doing a custom mouth shape.
03:03So this is six points for the lower shape, six points for the upper shape, and
03:09if you look at the inner mouth, I think that is also six points. Click on that.
03:13Yup. 1, 2, 3, 4, 5, 6. It's hexagon.
03:18So Flash like hexagons.
03:20They seem to be more stable shape tweening objects.
03:23So let me show you the cool stuff about this.
03:25Let's say I was going to do a dialogue scene or a scene with some mouth movements.
03:29Well, first thing I would do, I wouldn't mess with this symbol because this is
03:33not my final symbol.
03:36I'll make a new one. Call it mouth test.
03:42Always keep the original. Don't mess with that.
03:45So now, we can basically select these. Hold down the Alt/Option key. Copy them.
03:51Actually, let's switch on.
03:52I am going to switch on tweening for everything.
03:56So let's say you want to go from the B mouth, and notice I am copying the labels
04:00as well so I can see which mouth I'm working in.
04:08I am just grabbing these at random and pulling them in and dropping them anywhere.
04:12This is also a part of the testing process.
04:15It's a great way of making sure that everything is working nicely.
04:18No two combinations are going to take a dislike to one another.
04:21Lo and behold, each other shape blends into each other shape.
04:26If you wanted to, you could even make another set of A-F mouth shapes that are angry.
04:30Just take the corner of the mouth, pull it down, press till you have a little
04:33angry A-F library which can also blend into any of these.
04:37If you feel constricted by only having these six shapes, well, consider the fact
04:41these six shapes are your core.
04:43If somebody comes up with a unique line of dialogue that needs something more
04:48extreme, you can take any of these shapes, duplicate it, and push it even further than this.
04:52You can do some remarkable shapes and you can snap into custom mouths.
04:56You are not limited to these six, but these six are a very good safety net and you
05:01will always have these to build up the bulk of a dialogue-heavy project.
05:04I would like to say that they're completely open to customization.
05:07Something rough and ready here, but let's say if I wanted to pull this,
05:12I don't know if this will work or not, but it's worth trying.
05:15Yeah! That seems to work.
05:18Let's padlock it. It's a very solid system.
05:22There is no guarantee that when you do this tutorial, you will get this working
05:26the first time, you may have to do it more than once, but you'll have this Flash
05:30file in your folder and you will be able to play around with it and see how it
05:34works and hopefully duplicate it.
05:35If you feel this visual style might be inhibiting, let me get rid of this.
05:38I will make a quick and dirty example of how you can have maybe a slightly
05:45more stylized version, for example.
05:51Because not all projects will be as realistic as this one.
05:55You could construct an animated mouth from-- let's give this more volume.
06:07That can be your, for example, close to your A mouth.
06:13That could be your D mouth.
06:19Something like this can be your ooh mouth.
06:21So if you had a simpler project or something with a more stylized look to it,
06:27you can still repeat the techniques in this tutorial, but working at a much less
06:31detail oriented level. Because obviously, we are working with fills, not lines,
06:36and they do pose more challenges.
06:38Definitely, there is a lot of fun to be had using shape tweening for the
06:42creation of dialogue.
06:44You can imagine this colored and with the teeth layer masks inside that looking pretty good.
06:49So the head is rigged, the mouth is rigged, the eye blinks are rigged, and we
06:52are finally ready to proceed to actually animating the entire character.
06:58So in the next chapter, we are going to move on and do a complete head turn,
07:01which is going to move the body, the head, the face, everything, and we
07:03will integrate all of the elements in the lessons we have learned in the previous classes.
07:07So that's it and I hope to see you in the next chapter.
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4. Animating a Head Turn
Overview of the head turn
00:00We've created our character rig from our pencil drawing.
00:03We've vectorized it, pivoted the points.
00:06He is ready to be animated.
00:08So this is going to involve the creation of several nested symbols.
00:12All these symbols are going to be working in tandem, just like imagine a
00:15series of Russian dolls, one inside the other.
00:18And this will create the illusion of motion and acting.
00:22Rather than talk anymore, I am actually just going to show you the final result.
00:25This is what we are going to be shooting for.
00:27So in your Chapter 4 - head turn folder, there is a SWF file and this is the
00:31previously animated scene.
00:34So as you can see, he starts looking left.
00:36There is a little anticipation with an eye blink. He looks right, but it's a
00:40pretty fast action.
00:42The legs bend, their shape tweening, the arms bend, the body squashes a little bit.
00:47You'll see the hands are jointed.
00:49There is a little tiny amount of squash and stretch on the feet, and if you look
00:53carefully at the head, I am going to zoom in on the head a little bit.
00:56You will see there is actually quite a bit of, I'll call it parallax.
01:01What I mean by that is that you can see the facial features moving relative to one another.
01:05They are not just snapping from one side to the other; they are actually tweening.
01:10So in the final version we made we slowed this action down so it's a little
01:13bit easier to see that.
01:14So let's go into our project file.
01:17So if you go into Open in your Chapter 4 - head turn folder, here is our
01:22starting position. Let's open that.
01:24And first of all, he is very big on the stage, so let's Ctrl+Alt+S.
01:32Let's make him 50% size, fit him on the stage a little better.
01:37And our Modify > Transform > Scale and Rotate. On your Mac, it will be
01:42a different shortcut.
01:44So that will stop him from bleeding off the stage quite so much.
01:48It didn't matter when you were rigging him, but now I wanted to have this guy
01:51fit a little more naturally.
01:53So the first thing that we have to do before we proceed any further is have an
01:59idea about how many elements within the rig are going to be animating and they
02:03all have to be duplicated.
02:04We'll also have to have an idea about the type of animation that we are going to do.
02:09So we'll cover all that in the next lesson.
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Preparing the rig
00:00So now we are ready to pose the rig.
00:02We'll also have to rename some symbols and duplicate some objects to make sure
00:06that we are ready to go.
00:07So let's open our file, character_ head_turn_02, and the first thing you'll
00:14notice is a very quick rough and ready thumbnail, and this is going to show us the animation.
00:18This is what we are going to do in the course of this chapter.
00:21So it's four very simple poses.
00:23The character will begin looking screen left, doing anticipation, and key pose
00:27number two, overshoot to the high point, and number three, and then settle into
00:32a normal looking right pose in key number four.
00:35So four keys, and that's it.
00:39Thumbnails should be like a stickman.
00:40They don't have to be fancy.
00:41They don't have to be well drawn.
00:42They just have to have the basic information to give you something that you can
00:45work with, that show you the tilt of the head, the general attitude of the body.
00:49You can of course make more detail in this.
00:50But if you don't have great drawing skills, don't be shy of doing a thumbnail.
00:54Here is our character.
00:57Let us make some alterations, because the big problem that we would face is that
01:01we have these precious symbols that we spent a lot of time building and we
01:04don't want to damage them.
01:05These basically are our pristine objects that we don't want to disrupt anymore.
01:10So what we want to do before we animate is to work inside a duplicate or a copy of these.
01:15You could always just duplicate your Flash file, but I like to have as many
01:18assets in the single Flash file as I think the program can stand, because I can
01:22reuse things more easily.
01:24So let's double-click on the body.
01:26on the stage and go Duplicate Symbol.
01:29There is a good rule of thumb, if you are ever in doubt, duplicate.
01:33The worst that you can do if you do too many is clutter your library.
01:36But if you actually go over an existing symbol that's been used somewhere, you
01:40can destroy hours of work, and I've done that. You don't want to go there.
01:44So anyway, duplicate the symbol. We are going to give it a name, something nice and
01:47descriptive, head turn.
01:49I am going to add that every other symbol inside this symbol, that's going to be
01:54working as a comp in animating.
01:56That's pretty simple to find out.
01:57His body is going to turn, his legs are going to be positioned, his arms are
02:01going to turn, his body, his head.
02:03So let's click on all of these and duplicate them and call each one head turn.
02:09You can be lazy and call them copy.
02:11I don't recommend it.
02:12Your library will be very confusing.
02:16So I am just going to add head turn to the arms, the legs, the right leg here.
02:25I am actually going to duplicate that.
02:27That's a copy of the right leg, if you remember.
02:30So I am going to call that leg left head turn, so it's now a different symbol
02:34completely from this one.
02:36Most important of course is to duplicate the head, as well as the mouth, and the
02:43two eyes inside there.
02:48You can get pretty fast at this.
03:09I think then I'll do the body, and if in doubt, you can always click on the symbol.
03:12Check it in the Properties panel, oops!
03:15Body needs to be duped. Okay.
03:20So now we have dupes of all the key elements, and then the other thing to make
03:23sure is that each of these is set to Play Once, because they won't be looping.
03:28This is like a single action.
03:29It's just that he looks from left to right.
03:30We don't want him doing it over and over again.
03:32So let's just bundle all of these.
03:35Make them Play Once, and same with the head, and same with the mouth and the eyes.
03:46I think we can actually select more than one.
03:48Might save a bit of time. Okay.
03:51So even if you have made a mistake, don't worry. You can always change it later on.
03:55But it's nice to get it right first time.
03:57It makes a lot of the corrections in here not necessary.
04:01So the next thing to do will be to get the thumbnails.
04:03Bring the thumbnails back inside.
04:05I am going to copy them.
04:06Ctrl+C. Now that we have the head turn symbol, double-click in there, and then
04:12in this dummy layer, we'll just drop in our thumbnails and just keep them
04:15somewhere nearby where we can see them.
04:17I'll drag that down to the bottom.
04:19I am going to lock it.
04:22Then what we do is try to estimate how long our scene is going to be.
04:27I think it's a pretty short action.
04:30We are on 30 frames a second.
04:32So, 30 frames is one second.
04:33So I am going to stretch it out to maybe 60.
04:36So it's a two second long scene.
04:38It's a very fast reaction.
04:40So let's hit F5, and stretch our Timeline out, and give this some room.
04:43I am going to think of the animation beginning on this key first keyframe, which
04:49will start to move around here.
04:51I am going to hit F7 on the keyboard.
04:53Give our eye some time to see where we are before we begin to move.
04:56Usually when you click to a scene, it takes you a few frames for your brain to
05:01adjust to the new shot.
05:03So we'll start keyframe 1 here and we'll scrunch down to number 2,
05:08the down position there.
05:10That's where the head turn itself proper, where he goes from facing one
05:13direction to the other, will happen around here.
05:16Then up to the high point and now let's give him some room to settle, maybe
05:21push this out a bit more.
05:22That's a very -- still a very fast action.
05:24About 30 frames a second, this represents about one-third of the second.
05:27So this might look like a lot of time, but it might be faster than you think.
05:32So let's just chop a few empty frames off here, and so this is where the
05:37animation is going to mostly occur.
05:39So I am going to put in a dummy classic tween in there.
05:42That's going to be like a visual guide that we are going to use to help us have
05:46the same time duration on all of our symbols.
05:49So I want to have the same number of frames on the body symbol as in the head,
05:54and the arm, and the torso, and the leg.
05:56I want all the keyframes to happen at the same time in all of these symbols so
06:00that everything nests and works together in harmony.
06:04So let's copy all of them and we will go to Edit > Timeline > Copy Frames.
06:11Then we just drop that into all the other nested symbols.
06:14Let's go back to frame 1 and make a new layer on each of these symbols. Ctrl+Alt+V.
06:30And it's just a repetitive process of repeating this for all of
06:35your animating elements.
07:05Of course, don't forget the mouth and the eyes.
07:14It's always good to double-check as well, headturn, headturn, headturn.
07:16This is the beauty of modifying the names.
07:19You can double-check to make sure that okay, I am working inside one of my dupes.
07:23I am not messing up my original perfect symbol.
07:27It's also a good idea to keep your file names reasonably short, so you
07:34can see as many of them as possible on the top.
07:42Okay, so the next step will be to pose the character.
07:48We have done everything else other than pose the character.
07:51We're now ready to go.
07:53But at this point, you should have duplicated all of the animating elements.
07:56Everything that is going to have like an internal timeline of its own, and
08:01you should have renamed them all, hopefully, with the name of head turn or some other modifier.
08:06You should have this thumbnail as a little visual guide.
08:09Now with that done, we are finally able to pose the character and see at what
08:13point we are going to be able to make a move.
Collapse this transcript
Posing the rig
00:00So, we have our character rigged and all of his symbols and comps have
00:04been named and set up.
00:06So now let's pose him into a nice position.
00:09So let's open our file, character_head _turn_03 in your Exercise folder, and
00:14let's move into the symbol.
00:18So here are our rough thumbnails.
00:19What we are going to be doing is more or less keep his feet planted.
00:22Trying to start him in a much more interesting position than this generic
00:26vertical uninteresting pose.
00:28That's where our model sheet pose or a zero pose is supposed to be, but we want
00:31to find something a little more fun.
00:34The other thing would be to make the head closer to the start position, because
00:37imagine his upper body looking off somewhere here. So let's do that.
00:42Some of this is pretty easy.
00:43Let's go into the foot and Modify > Transform > Flip Horizontal.
00:47That's a slightly better pose.
00:52More balance maybe.
00:53So, lots of things that we can do here.
00:55But be sure if you are going to be moving the torso,and the head that we select
01:00everything and use the Free Transform.
01:01I am using the Shift key to select multiple objects and maybe the lower torso.
01:05Let's pivot it around here.
01:07Let's give him a little more attitude perhaps.
01:09Let me grab the leg, and the other tool I like to use other than just rotating
01:15objects, that can be kind of unforgiving, is to use the Skew tool. Oops!
01:19If you hold down the Alt or Option key, you can skew from the other direction, where
01:24as if I just grab it like this, it skews around the pivot, the circle here.
01:28So Alt or Option is a very good tool to have, if you are going to be making your
01:32character skewed from side-to-side for example. So Alt or Option here again.
01:40In the head, he is looking the wrong way for one.
01:44So let's go in here.
01:48I wanted to reverse the angle of the head, so around this pivot.
01:51But I also want to respect the center of mass of the head.
01:54There is an easier way of doing it.
01:56I am going to Edit, just by itself, or I could double-click on the head in the library.
02:01I'll copy all of the layers, and paste them into a single layer.
02:08Ctrl+Shift+V in place. Padlock that.
02:11Now select all the layers beneath, Modify > Transform > Flip Horizontal and as
02:17you can see they're kind of off-center.
02:19So let's just pull it back in a little bit. There we go.
02:27Sow now if you compare with the other layer, they should be more of less
02:30occupying the same space.
02:32I think I like to move this layer over a little bit.
02:34I am using the arrow keys here. Good!
02:46So you might want to fine- tune the position of the head.
02:48Maybe tilt it back of it.
02:51We can do all the things like playing with the neck, skew that, and
02:59stretch it out a bit.
03:00If you even had to make bigger changes for example, if I was going to make a
03:02huge change to this neck to really work with the new position, duplicate all,
03:06just duplicate.
03:08Again, call this headturn like all the other dupe symbols in the scene.
03:12The big change I'd like to make here would be just to make it work with this new
03:15angle a little bit better.
03:17If you wanted to, you can curve the neck a little bit.
03:19Everything is too geometrical there. Or if your angle changed, if you tilt it
03:24down, things like that. You can be quite flexible with this.
03:26Now let's move this arm a little bit.
03:29So let's rotate it and let's go in a little bit closer for that.
03:40Now I did something when I set up this rig, and guess what happened?
03:44I have never done a rig where I didn't make a change once I began animating,
03:48and in retrospect this is a silly mistake.
03:51I've rigged the wrists on the hand layer and that's going to look bad when we
03:56start rotating this thing around the place.
03:59So what I should do really is have the wrist be part of the arm layer and
04:04completely separated from the hand. Look at this.
04:06That's not going to be fun.
04:08Let's very quickly go in here.
04:10I'll show you how to make this kind of change. This is the point.
04:15Every time you do a rig, you'll do a couple of test animations with the rig and
04:18that's when you'll find "Oh yeah, yeah, I shouldn't have done that, and that was
04:21probably not the best choice."
04:23So let's make that outline.
04:25We'll go into the arm layer.
04:28We'll make a new layer, paste that, and just position it where you want
04:32the replacement to be.
04:33I am going to put it on the lower level, and let's put some lines in to break
04:38this up, Snap, and make the cut about there.
04:45Now we can delete the wrist. Let's try that.
04:51Now we go into the hand layer and we do the opposite. We get rid of it.
04:56Maybe bring that point down to here. See what that looks like.
05:03Of course, we also have to check the pivot.
05:05Now the pivot might be-- or I think that should be fixed.
05:20There we go.
05:26I'll repeat that process over here.
05:28But let's say for now, I would like to tilt that hand.
05:36By layering that, we can make the forgiveness of the coverage a little more.
05:42Okay, you might want to move these feet little further apart.
05:50Alt or Option to skew from the base into opposite side, because this is a
05:54bigger negative shape. Okay, so now he looks like he is a little more alert and more attentive.
05:59And these are the issues with, for example, correcting the rig on the wrist.
06:04Don't forget you have to map them onto any other symbol.
06:06So the corrections I made, I made to a duplicate symbol, the bd headturn symbol.
06:11So we'll have to copy them, and that's actually pretty easy.
06:14Going to the body library, and so any changes you make on the fly that you want
06:18to duplicate onto the other.
06:20There is the arm, the arm right, and the arm right.
06:23There is the corrected one.
06:24So let's go into arm right headturn and copy this.
06:29That's the new wrist.
06:31Go to the original arm right and Ctrl+Shift+V. There it is.
06:36So one now matches the other, and make sure that the hand has been corrected.
06:40That we used the same hand for both.
06:42So that's just one small thing to keep in mind.
06:44So now we have the body and better start position and ready to be moving.
06:50I am going to make the change to the other hand.
06:52I am going to correct that in the rig.
06:53You'll have that asset in your Exercise Files, and any other errors that I see
06:58creeping up in the process as we begin to animate I'll flag them.
07:02I'll explain them to you, what the corrections will be.
07:04So with that done, I think we are ready to go to the next step, which will be
07:08actually animating and posing out the other three keyframes and then beginning
07:12the process of animating our character from keyframe number 1 to keyframe number 4.
Collapse this transcript
Animating the head movement
00:00So, let's go to our Exercise Files.
00:04And we'll open character_head_turn_04.
00:07We're ready to continue with the remaining three keyframes.
00:10We have the first one set up and by no means is this final, but this is our blocking pass.
00:15This is going to be our first move in big strokes through the scene.
00:20So let's click on there, enter this, and let's try to maximize this.
00:26Those are our thumbnails, and these are our guides to the positions of keys 1, 2, 3, and 4.
00:34So, this is key number 1, which we're going to hold until here.
00:37Couple of things right now that might be bothersome. The mouth is moving.
00:42Well, that's because it's using our standard--
00:46Even though it's a duplicate, it's still using our standard six shapes.
00:48So one thing I like to do is select these, hold down Alt or Option and drag
00:52that and just pull them off, pull all the animating elements off, and
00:56switch off tweening.
01:02So now we have a non-distracting mouth and it still has all the nested
01:06different mouth shapes.
01:07So, if you want to apply these during this head turn, we can still do that.
01:10I'd like to keep the eye blink at the beginning.
01:12I think that's kind of nice.
01:13It's like his brain is working, something's going on to his side out here.
01:17So let's throw down a keyframe and on this one here this will be the same as number 2.
01:22So, he'll still be facing screen left.
01:25So let's put a key here.
01:26And by this point, we should be-- Let's put that hand back into color mode.
01:32So, by this point, we're going to want to see the head facing the other
01:35direction and then settling into there.
01:38All I will do next is now that we've had some broad idea about the direction
01:43our character will face, let's go in to the head and match that up so that we
01:48have a head turn happening here.
01:49It'll make the overall body action much more easy to see.
01:52This is the frame here.
01:54If you look at the sequence here, it's frame 16.
01:56So I'm going to click on that, and this is where our extension frameEdit comes
02:01in very handy, which we installed earlier.
02:04frameEdit is fantastic.
02:05So, if I select, for example, this frame and click on it, I enter at exactly that frame.
02:11Now, that's the whole reason for installing that extension.
02:14So, this is the frame that we want to work in to twist the head back to
02:18the original direction.
02:19So, I'm going to keyframe this as the last one, keyframe this as the one that
02:24will be facing the other the other way, and let's just select all of these,
02:29Modify > Transform > Flip Horizontal, and that's again, that's offsetting maybe a little bit.
02:35I'm not sure.
02:36So you also have a look. It's pretty close.
02:40So now, when we look at the outer scene, that's where the head turn's going to happen.
02:47I'm not going to worry too much about these joins and things because they are--
02:55The body position's going to be quite different.
02:57So my priority right now will be to construct the end pose, basically the
03:01opposite of this one, and don't worry too much about the rest of the dirty work
03:05of joining all these things up. It can wait for now.
03:07So, this is the pose we want to create, and don't forget. He'll be a little bit surprised.
03:16He's seeing something, he's looking over. he's reacted.
03:19Now, the other thing you'll find, I like to have a larger area available.
03:25So, I'm going to switch workspaces to Lynda_Character_Animation_2.
03:35Maybe move the Library over to here, and let's move these thumbnails, stack them over the character.
03:48So, maybe lean the character more to the right.
03:50As we can see here, he's like "hmm?" and then down, overshoot, settle.
03:54So I think his center of mass should move.
03:56So I'm using Shift key and the numeric keypads and hold down Alt/Option to
04:02really skew these legs over.
04:08The beauty of using the Shift with the numeric keypad is they move things in
04:12fixed increments, so it's easier to keep your points aligned.
04:22So, we're going to be starting from this point, ending in that one. Great!
04:32So, the next thing we do is-- it's a matter of preference really for me, but I
04:37would maybe work into the anticipation first.
04:40So let's see what happens if we bring the character down.
04:42Let's just click one, let's see start with the lower torso, bring it down by one click,
04:45bring the body down by one, the arms as well, the hands.
04:50Again, I'm going to make this reasonably fast and dirty.
04:53The big danger I found when I work in animating in Flash is over thinking.
04:58I tend to be very analytical and sometimes that can be a dangerous attribute.
05:02Sometimes it's best to just get going and start moving things and see what happens.
05:08Not always, but there are dangers in being too procedural.
05:11So let's bring these arms out.
05:14Imagine him flaring out as he squishes, and there's going to be animation
05:17happening in the legs, but I'm not going to worry about them too much right now.
05:20Let's break them, so they're going to just move down and through the feet.
05:23Okay, and then the same. He's going to be working out of that pose here.
05:31Let's do the same thing.
05:32Try to match the previous one.
05:37See if that works.
05:39Now they're going a bit too far. Back up by one.
05:57Okay. Now, one thing that I think we'll do right now and it'll really help you to
06:00figure out what we're doing is go into these feet.
06:04I'm using frameEdit in and as you can see, here is our guidelines, so we don't get lost.
06:10Let's put down F6 here and here, and I'll put one there too.
06:13Let's make this shape tween.
06:17This is the frame that's going crazy because we just moved the legs down.
06:21There's nothing joining into the base of the shoes anymore.
06:25So, again, we're on frame 15. Let's use frameEdit in. Click on that.
06:30This is the keyframe 15. We're right at it, but let's shape tween this thing.
06:39This is where it gets really cool.
06:42Now, this is where we also need to have shape hints.
06:44Now, I warned you earlier, every time you're going to apply a shape hint, you're
06:50rooting to save your scene.
06:51It's very prone to crashing.
06:53I'm going to take my own advice and save that.
06:55Okay, now let's add some shape hints.
07:08Already getting better.
07:09If your first hint makes it worse, you put it in the wrong place.
07:12Ctrl+Shift+H, and we just keep applying more of these hints.
07:16The goal being each hint should make it subsequently stronger.
07:19If it's not, then there's a pretty good chance that you've put it in the wrong place
07:23and you should try putting it on a different point.
07:25Now, you can see that's still going a little goofy here.
07:29I'm not going to worry about that for the simple reason that we could still be
07:32playing with this for a while, but watch this.
07:34So you can see for the duration of this movement, the left leg, or his
07:40physical right leg, is actually animating and it's animating in sync and we have
07:43a nested shape tween working in tandem with a motion tween, and now we
07:48just simply do the same thing with the other leg.
07:58And you might find outline mode might be easier for some of this.
08:06Ooh! And that one worked without any shape hints.
08:10This is the mystery of shape tweening.
08:12So, I'm not complaining.
08:14So there we go and that will give you some idea about the rest of the process
08:21that we'll be following.
08:22So, since this frame here should also have bent legs, we can go into these and
08:29keep them bent. Add shape tweening on there.
08:32I'm going to go into this one, repeat that too.
08:35Still it won't be perfect but it'll be a lot better. Shape tween there.
08:38We need to add hints on the right leg again.
08:44So, we want to have some very straight legs on frame 25.
08:47So, before I do anything else, I'm going to go into that and make a new key here,
08:51 and that frame's actually be closer to this one.
08:54So, what I'm going to do is grab this stack of keys, hold down the Alt key
08:58or the Option key and drag back, and of course all of my frame numbers will be wrong.
09:02Let me close the Library panel.
09:14There we go. To correct that frame, all these, all the symbols should be set to number 25,
09:19which is our number here.
09:20Probably a lot of you time when you do this will be spent correcting all these
09:24internal frames to make sure they all line up.
09:37So, let's push this one a little higher.
09:39I'm going to select everything except the feet, push it up a bit, maybe rotate it,
09:44bring it back forward, and then let's pull his legs down a little bit.
09:51And now, we can see, if you play it without tweening, you'll have a rough idea.
09:55So, I find just make everything a tween. Watch it quick and dirty.
09:59Let's have a look at that.
10:02And so this, even though it's obviously very floaty and far off from finished,
10:05you can see that that's the basic emphasis of the point of the turn.
10:11As we begin to fix him, I'm going to correct the tweening of the foot here,
10:17because that's really catching the eye very badly.
10:20So, let's drop some hints in and when you have previous hints from the previous key,
10:25that's often a good idea to try to follow them.
10:29I often find the same combination, well, not always, but the same
10:32combination can work. It does.
10:36It's good.
10:39So now, we need to fine-tune this position so everything doesn't move down as a
10:42big slidey single image, and that's simply a process of breaking apart the
10:49various elements, so that they move more naturally.
10:53So, I think we should break here.
10:54In the next section, what I'll do is I'll fine-tune and refine this basic movement.
10:59We will see the amazing transformation as we make fairly minor adjustments
11:04to this process.
Collapse this transcript
Animating the body movement
00:00So let's continue with our character's head turn scene.
00:03So, let's open it and we'll pick up where we left off, character_head_turn_05,
00:09and we will double-click on this file and we're in.
00:12So, as you saw from the last time, we had some nice stuff happening but also some
00:17icky things have to be fixed. So let's do that.
00:20So, the anticipation is working out the level of the body. Don't worry so about
00:26the head right now, and here's the point at which the head turns and the
00:31overshoot and the settle.
00:33Now, this is a very crude overshoot that I did.
00:35I was just trying to block it in and this isn't a bad way for you to work.
00:40Don't try to make him perfect in your first pass.
00:42Block in the gross movements first, and we can fine-tune later on.
00:47That's the beauty of Flash. So, let's do that.
00:49So we're going from this down position into the overshoot and then the settle,
00:56and the one thing I'm noticing is that I would like him on this position here to
01:01travel forward to the right a little more.
01:03He's going straight up and then down to the right.
01:06So let's try to give him more of an arc.
01:10So let's select the upper body and we can maybe move these arms slightly
01:15differently too, and if this doesn't work, we can play with multiple poses here.
01:19It's a bit softer already.
01:23And then, also imagine the arms, as he goes into the squish pose, the arms are
01:27going to flare out a bit and then as he moves up to the high point, a number
01:31of things can happen.
01:32Depending on the character, we can pull the arms in a little bit.
01:47You can see ready that's giving us a more hinged feel and bear in mind, this
01:52is without even any kind of shape tweening on the arms.
01:54These are just flat symbols that aren't even doing much.
01:59They will, but even without doing it a lot, they've already starting to
02:02feel reasonably alive.
02:04So, let's go in and fix some other little things.
02:09I notice this head turns from here to here.
02:11It seems to pop a little bit.
02:12Now, we're going to fix a lot of business on the internal head, but let's fix
02:15the gross mistakes first.
02:23Notice the hair on the side of his head is sliding all over the place.
02:28Let's pull that in. better.
02:30And of course, the legs are separating from the feet.
02:38So we can fix that pretty easily too.
02:40There's a couple of ways we can fix that.
02:42We can fix that internally through shape tweening.
02:45We can also fix it externally through motion tweening, or we can use both
02:50depending on which we think is most lifelike and the most believable.
02:54But people are well used to seeing Flash symbols being scaled and tweened.
02:58So I like to do shape tweening if I can.
03:01So, we already have our key set here and our end key should be also keyed.
03:05So let's set shape tweening to go here all the way, and we'll do the same on this one.
03:10We need to match tweening all the way through here.
03:14Okay, so let's go back and we'll do the right leg first and now I'm going to
03:17use FrameEDIT in and that's our question mark key.
03:21So let's just pull these points and if a leg or a body part is stretching,
03:29we expect it to lose a little bit of volume.
03:31So let's pull in these points a little bit and it'll make it much nicer.
03:37It's much more bouncy, more natural feel.
03:41So I'm not going to worry too much about the placement. I'm going to actually
03:44move these feet as well.
03:45So, hold down the Alt or Option key to skew. Bery subtle.
03:51This does not have to be a huge move, but just enough to feel that the
03:55character's heels are coming a little bit off the ground.
03:57I think we can push a little more than that.
03:58If you do it too much, it'll feel really fake.
04:06So this is the question of just enough, like salt.
04:09Just a little bit is nice and a lot is not.
04:13So, let's do the same thing for this foot.
04:16It'll feel like it's pivoting from here.
04:17I'm going to skew back and I'm holding down the Alt or Option key.
04:22If I don't, it does this and that's not what we want.
04:24Okay, and now I'm going to alter the shape of the keyframe.
04:29Again the same keyframe, I'm working on frame 25 inside frame 25 and if I work
04:34on the wrong one, then bad things happen.
04:36So, when you're working like this, be sure you're working on the right keyframe
04:39and also be sure that your outer symbol is named correctly.
04:42If it's not, bad things will happen too.
04:45It's just a question of being conscious.
04:46As you move your keys around, if I was to grab this stack and move them over to one,
04:51but this still says frame 25.
04:53I have to go in and make it 26.
04:54There's a lot of housekeeping involved in this style of animation.
04:59So let's check that. It's working.
05:01It's not going crazy.
05:02Now let's play the whole thing.
05:07Great! Now we're getting a little feel of lift on the feet.
05:14Excellent!
05:16Now there's still things we can do to add or plus the scene.
05:22The arms are stiff.
05:23They're not really doing any thing.
05:24So let's have some fun with them.
05:25Let's just look at the right arm.
05:27So, as he's doing this, it'll be great if we make that arm bend a little bit.
05:32So let's go into that and again, we need to remember that we've got all these
05:36elements that we need to work together.
05:39So, the other thing that we have is this little wrist fellow here that I added
05:43when I was fixing the rig.
05:45That should probably be symbolized so we can motion tween him a little more easily.
05:48So, I'm going to add him as a symbol, and that'll be arm right wrist, and make
05:56sure he's pivoted properly. Great!
06:01And now we just keyframe all of these and these are all going to be shape tweening.
06:07So we'll just make them all shape tween.
06:10Get in back to see how we're going with this.
06:12As the character goes down here, we can imagine maybe the elbow bending a little
06:16bit more out this way.
06:17So, I'm using frameEDIT in so that I go into the right frame. Let's do that.
06:25Nice!
06:27So, let's see if we even notice that.
06:28Sometimes these things don't read.
06:31I think that is reading. It's subtle.
06:35Now we go popping into this frame. I'm just checking.
06:38It says frame number 16 that matches with this frame here.
06:43So now if we go up to this high point, I would expect the arm to straighten out.
06:48Let's now see if we can straighten them.
06:56Ah. Here's our old friend, crazy tween.
06:58So, before I add shape hints, save again, and now we're going to add some shape hints,
07:03Modify > Shape > Add Shape Hint.
07:07And I think the last time we did this,
07:08I think something like this might be good.
07:10Let's just add the A to the shoulder. Yes, it's improved.
07:13It's a little bit better, and I'm using Ctrl+Shift+H to add more. Nice!
07:21So, at this point, it's still not perfect.
07:23There's still tiny little problems there, but it's not worth worrying about.
07:27This thing is going to move so fast, no one's going to notice.
07:30If you really care, you can add later on but at this point, let's get the big
07:34things working first.
07:36So, I'm going to add a couple more points to help this finish properly.
07:40You will also notice, if you're more into the principles of animation, I'm not
07:43putting any slow-ins are slow-outs.
07:45Don't even think of adding them at this point.
07:47We just get this guy moving first and we get the big things working before we
07:51worry about small stuff.
07:53Every time I add tweening or easing in and easing out or slowing in and slowing
07:58out here, I always end up changing it 50 times.
08:01There really is no point unless you are completely locked into the physical movement.
08:05In most cases, we can leave that to until the very last.
08:08So anyway, here we go, we straighten the arm here and then I think the arm
08:11should bend a little more by the time he gets to this point.
08:15Let's go back in here and see if we can straighten this a bit more,
08:25And that doesn't break.
08:27Sometimes our hands move with this when we do that, sometimes they break.
08:30So I think we're okay.
08:36And this is the problem for me.
08:37There's just a bit of a pop here.
08:38So, I'm going to try to line that up a little better.
08:50And I think we're losing a little volume on that arm, so I'm going to stretch it a bit.
08:54It's feeling a little slow.
08:59I said earlier that this will be a fast action, but it's feeling quite slow for some reason.
09:03I'm going to ultimately speed this up.
09:06It's still feeling a little floaty for my taste.
09:10The other thing we can do that will be nice, actually we might be able to delete
09:14a lot of these frames.
09:15So let me just try this.
09:17This is an experiment.
09:19Insert > Classic Tween.
09:23Much better, yes.
09:25We only need to do that extra key for the head, because nothing else is turning.
09:29One of the great principles of animation is called the systematic breaking
09:32of limbs or joints.
09:33For example, we've got most of these limbs on the same angle.
09:37That's not how we work in real life.
09:40In real life, our limbs constantly fold from one direction to another and good
09:45animators know that you can really give the illusion of fluidity and life by
09:50breaking joints and one of the cool things about this style of animation is
09:54that we can do that.
09:55I'm going to keep it pretty subtle here.
09:56Okay, let's see what that looks like.
10:03So that's not too bad.
10:04So, I'm going to fold this arm in a little bit, so that it feels a little more natural.
10:09So we see the joint break from one direction to the other.
10:15Nice, if I could find an excuse to do it for the other arm too.
10:17Okay, I notice that also the tuft of hair at the back of his head has disappeared.
10:27So, this is where outline mode is great.
10:30We can see how that mistake that probably happened when I deleted these keys.
10:42Towards the end, but somehow I got lost over here.
10:46So, I'm going to move it over.
10:56And I think we'll just copy it here, Ctrl+C, copy
11:01it back into there, Modify > Transform > Flip Horizontal.
11:09I think we should add another key here, because this one is going to pop from
11:12one side to the other.
11:13So, I'm going to clone this keyframe here, bring it over, and now let's look at
11:22the head and color again. That's great!
11:25So, I think this is what I would definitely classify as the broad pass of the
11:31animation of this character now finished.
11:34There's definitely a lot of things we have to tighten up, but this is
11:38satisfactory in the sense that we're not seeing an error between the feet and legs.
11:43We're not seeing gross defects or errors.
11:46The next step will be to go into the head symbol and to make the head work,
11:51to make the eyes blink on the down move, and help the head tilt to really settle the action.
11:57So that we don't want a head symbol that's just been flopped horizontally which
12:00is what will be done on a cheap production.
12:02Now, we're not going to do to that.
12:04We're going to make it a very interesting head turn.
12:06So, we'll do that in the next lesson.
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Animating the head turn
00:00Let's start building on our head turn scene and go into your work folder,
00:08Exercise Files, Chapter 4 head turn.
00:10I am going to open 06.
00:14That's probably where we left off.
00:15And let's turn and click into the symbol. I am going to look out.
00:23It's a little floaty and we are going to speed it up a little bit. Not right now.
00:27It's actually nice to have it a little on the slow side, because it is the way of
00:31looking at and seeing if it's too fast. Sometimes it can be tricky to see things,
00:37so certainly for your first scene when you are looking at all the
00:41different kinds of tweening working together.
00:42That gives you a better chance of seeing the bending symbols work and how they
00:47all nest inside one another.
00:49So let's go into the head symbol.
00:50I padlocked it earlier, so now I am going to reverse that.
00:56Just go in and look at that.
00:57We have to do the same thing inside the head.
00:59Currently this is all what's happening in there and that's already sufficient to
01:02sell the head turn on the outer clip.
01:04So what we really want to do is to get a little bit more intricate than this.
01:08So just right click on the head and go Edit, and that way we will go straight into the head.
01:14Let's go a bit closer.
01:17And so what I want to do here is to actually turn and skew some of these
01:21symbols inside the head.
01:23Very crude. This should give you an idea.
01:25I am going to select, Shift+Click and select a few of these objects.
01:29What I am going to do is move them around like this and tween this movement
01:33and that will make it look like the head is actually rotating in
01:35three-dimensional space.
01:37So let's set a key here, F6, and this would be your most extreme turn to this
01:46direction and then we will snap to this.
01:50So let's just do this part first.
01:52And you will see exactly what I mean. Let me get this working. Insert > Classic Tween.
01:56So let's begin the process.
01:58So we are starting from here and rotating the head as far as we can along this
02:03axis from here, to here.
02:05He is going to move from this direction through this direction.
02:08Now obviously with these symbols, we can only go so far.
02:11There is only so much magic we can do with this, but let's just start to see how
02:17far we can get away with it.
02:18So I am going to pick say the eye and the eyebrow.
02:22Let's do a Shift+Click.
02:24I like Shift+Clicks for this, because they move in bigger increments than the tiny one.
02:29So let's make it one, two, three, four that way. Click the nose.
02:34You can be actually pretty rough with this.
02:36Don't be too precious about it.
02:38Let's test that already, see what happens.
02:40So you are getting some idea about the effective we are looking for.
02:47So let's take the ear.
02:49Move that over and we are and we are going to actually use free transform, the Q key,
02:52to make it seem like the ear is moving in three-dimensional space.
02:57So what we are trying to do is imagine that the skull is more or less fixed and
03:02we are going to be sliding the eyes and the eyebrows around the skull, trying to
03:06get as close as we can to this.
03:13So obviously there are things here that need to be changed.
03:16There is too much skin here.
03:19That's kind of weird looking.
03:21So let's select the eye, pull it out a little bit.
03:25Maybe do the same thing with this, let me be skew them slightly, same thing with the eyebrow.
03:42Now what I have just noticed, when I switched this to motion tweening,
03:49it automatically symbolized the eyebrows.
03:51And I don't necessarily wanted to do that, because I want these to be shape tweens.
03:57So let's switch this tweening system from motion.
04:05It won't let me.
04:07Okay, just delete this.
04:16Make a new key.
04:19That's slightly annoying and that's a new quirk that's crept into the
04:23program, I am afraid.
04:28Okay, as you can see it's a shape tween. It works fine.
04:30We will have more control over that as a shape tween than as a motion tween.
04:36So let's do the same thing here.
04:49I am going to move that over again and I don't know if there are any other parts
04:55that we wanted to maintain. We didn't want that to be symbolized.
05:02It's important that we will keep this as a shape tween, because we are going to
05:07be playing with the shape of this object quite dramatically.
05:14As you can see this isn't a precise science.
05:17There's no mathematical equation going on determining how many degrees I
05:21push these eyes over.
05:24It's very much a matter of your artistic tastes and how far you think you
05:29can get away with it.
05:31I've seen some people push these head turns really remarkably. You may be a bit
05:36intimated the first time you do it.
05:37It's worth your while to really shove these elements around, try to break them and see.
05:41I am always amazed by how difficult that is to see some of the wonderful effects.
05:46You make a turn like this and then you look at in the outer clip and oftentimes
05:51that's pretty noticeable.
05:52It looks extreme when you look at it inside the symbol; when you look at it
05:59outside the symbol it's quite subtle. Still very much worth doing.
06:04My point being you really have to push these moves to make them readable.
06:08So let's go back into this head.
06:20Okay, I think to move that mouth, maybe the nose over some more, oops!
06:24Wrong way. And let me pull the jaw around a little.
06:29And I would expect that cheek to move slightly.
06:34And this is where outline mode is also very handy.
06:40We also wanted to keep the skull as a shape tween.
06:47Because we will be actually changing the structure of the skull slightly
06:52to match this. So let's keep Snap on for of these joints here, and I back off again.
07:01You can't really make these kind of very fine alterations with motion tweening. Okay.
07:08So you notice the ear; the ear is getting smaller.
07:11It seems to be wrapping itself around the form of the skull.
07:15Maybe we can move it over a little bit more and now we can go in and maybe
07:20match the hairline up.
07:25That's something I didn't want to be as a symbol, such a big area.
07:30And one thing that really helps this move is if the hair is on the top.
07:44Then we have to make an adjustment to this area here.
07:46I will go into outline mode for this and with the widow's peak here. Now we will just
07:56try to line up as best as we can, this area with that, and the split will be
08:03hidden behind the big tuft of the forelock. Here we go.
08:12So that's first part of the turn done.
08:14Now I think we can push this quite a bit further, but for now I just want
08:19to get us to a place where we were reasonably happy with it and that's the
08:23turn, snaps into this.
08:24Now what we want to do is to complete the turn, basically have a mirror image of
08:29these frames on this side.
08:31So whereas here we were moving from the facing far screen left to look into the middle,
08:37jere I want to begin the character with his nose somewhere around here.
08:41I will move him into this position.
08:42So what I am going to do is keyframe here and do the opposite, try to pull these
08:47frames back into the center here.
08:50So there is a couple of ways we can try to shortcut it. I could try to copy
08:54these keys to this and just flip in horizontally. That might work.
08:58I will try it and see what happens, no guarantees. Sometimes worth trying these.
09:30Hey, how about that?
09:32So we can also make this a bit smoother by repositioning this slightly.
09:37There is a center of mass pop here.
09:39So I am going to see if I can help that by moving the entire stack over by
09:45Shift+Clicking and moving the numeric keypad.
09:47It's a bit smoother.
09:49Don't forget too, this entire movement that you are seeing here,
09:52it's all going to be moving anyway on the outer clip here, so let's see
09:57what that looks like in place.
10:04Nicer, it's really helped to smooth that out.
10:11There is one more thing I want to do.
10:13You may remember, I made that click and dirty copy of frames from this side
10:17to that side, which means all these frame numbers on the stack will be the wrong number.
10:22We are on frame 16, you can see here, and if you click on any of these symbols
10:28you'll see its frame 15, because I copied it from frame 15 stack.
10:32So you must not forget to correct that number and that's really going to be
10:38something you worry about on any graphical symbols or comps that are going to be
10:42animated internally, and that means the two eyes and the mouth.
10:47If you don't correct these then what will happen is if you do internal
10:51animations inside these, for example timing the eye blinks, they will occur one
10:56frame too late or one frame too early at the wrong point.
11:00And if you begin copying these stacks and moving them around dramatically, you
11:03can have some extremely inaccurate performances.
11:09So that's our first pass over the head and I think we can save it at this point.
11:15We can make further passes that will fine-tune the animation of the head.
11:19And then we will add eye blinks and tilts to the head animation and that will
11:24add another layer of believability to the animation.
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Adding finesse to the head turn
00:00Let's get started and we're going to finish this head turn.
00:04So if you go into your exercise folder, Chapter 4 - head turn, and it's file number 07.
00:09And let's double-click on our guy on the stage and let's get rid of those
00:14thumbnails. I don't want to look at them anymore.
00:16So we're going to add some finesse to the head turn.
00:20So let's look at what we've got.
00:23So first thing that comes out, the character starts to look from left to right.
00:26He really should blink on the down point, so let's do that.
00:29That's an easy one to add.
00:31So don't forget we have the little nose at the top.
00:37That will help us position the blink.
00:39I'll double-click on the eye.
00:41Now as you can see we already have the blink in there, just on the wrong frame.
00:45So let's grab this, hold down the Alt+ Opt key, just drag the entire blink over
00:51by one frame, and let go.
00:53And then we can just drag this over to where you'd like the closed eye to be.
00:57And I like to get rid of the tween at the beginning.
01:00I don't need that in there.
01:01This is our blink for open, close, to open, so that should work.
01:05That should repeat that on the other eye, same process.
01:17So here we go, and that'll look even better in context on the outer clip.
01:26Great! Other things we can do just to help to fine-tune this is add a little bit of
01:31tilt information to the head,. So for example, in this down position and
01:36actually here is a good point. We can push this a little more, just a bit more, not too crazy.
01:42Let's un-padlock all these, and the same thing on this one.
01:53Trying to make that transition as smooth as we can. That's the tricky one.
01:58But it's moving into this down- tilted the head position to this one.
02:03So let's click on that head and I'm going to use frameEDIT in, and that's --
02:10remember that is kind of moving down a bit.
02:12So let's move some of his body parts down and his face parts.
02:23You'll be surprised by how subtle the overall effect will be and hopefully
02:27it'll help save this from the awful Flash-y effect that we're just snapping the
02:33head from one side to the other.
02:35Don't forget, these eyebrows can be shape tweened, and the more we can push them the better.
02:44People I think don't really expect to see aggressive shape tweening on this kind of animation.
02:48And don't forget, this point here it's actually the forehead.
02:51That's where the joint happens to the eyebrow, so that will really be important.
02:56That looks great, so there we go.
02:58I'm going to skew this a little bit, and can't really go too crazy with it, but there we go.
03:04So try to stay on model.
03:08That's your big problem here.
03:09Keeping these characters on model.
03:11So push them as far as you can, without making them look like somebody else.
03:14Bringing this hair down.
03:15It's kind of important too. Or selling this drop.
03:19As you can see now this ghastly gap has been opened up.
03:23Working with this hair mask as a symbol, I think it's going to cause us problems.
03:27So what I am going to do is break it apart and shape tween it instead. So let's
03:30hide that here so we can see the issue that we've got to worry about.
03:35So I'm going to break the first one apart, and that's Ctrl+B. As you can see
03:41it's gone live now. Same there.
03:43Now we see these little black dots. That's Flash saying,
03:45"Oops, something wrong."
03:46So let's remove the tween.
03:48That making a shape tween and then there is a solid arrow, so we're good.
03:53So the down position for the upper hair will be more like this.
03:57So let's pull this down and let's go into outline, so we can grab our points a
04:08little more effectively. See if that works.
04:10That is beautiful, look at that.
04:11Let's see the same for the other side.
04:20And again the familiar black dots, so remove that bad tween and insert a shape tween,
04:25and then we bring that down, join that point.
04:32Make sure these two are snapped together.
04:36And let's go solid on that again and make that solid again.
04:41And often, too, wiggly is happening.
04:43That's nice, so let's check the first part of that.
04:49That's much better, pop to here.
04:52So the same thing here, very important this one too.
04:55That's the head tilted down.
04:59And I'm using again the Shift and the Arrow keys.
05:10It looks almost funky, but you often could be amazed when you see how difficult it
05:15is to notice how broad this motion is on the outer symbol.
05:19Let me bring the chin in a little bit, and again don't forget this point here
05:27is connecting to the eyebrow.
05:28Make sure that works. The in-between is great. Nice!
05:40Okay, it looks like a huge forward here. Let's get rid of that.
05:44So we'll go to outline on this upper one, and we also break apart this
05:49symbol and this symbol.
05:50They're both correct.
05:52And the others too, here and here. Let's remove that bad tween and make it a shape tween.
06:01So on that down position here, I'm going to actually take the forelock and pull
06:08this one down quite a bit.
06:10Again, see how much we think we can cheat, lock that again, and then let's start
06:16pulling the hairline.
06:19And now I want to go into outline to select this point here.
06:29Oops, let's take Snap off.
06:31It's being unruley again.
06:32Okay, see if that works, great.
06:37No need to shape tween anything.
06:39That's always a bonus.
06:41So now we are going to go into the outer turn. Great!
06:47There is one last little detail we can add.
06:48I think that will help. We're going onto a down position on the head here,
06:53snapped to here and up.
06:54But on here I'm going to actually push this up pose a little more.
06:58You can see from here to here it's not really changing very much, so I'm going
07:01to take that head, just tilt it a little bit.
07:05Free Transform, it's great little tool. frameEDIT into this.
07:09This should be our up point and that will be the tilt that we want to face to be up.
07:13So that's keyframe, because our end position, this is really our end position.
07:17So let's go into here.
07:19I'm going to tilt up.
07:22Mostly the near eye, I think maybe.
07:31Everything you do to help sell the range of motion. I'm going to
07:34bring that nose up a bit.
07:37And oops, I've locked that forelock and I'm going to push that up as well.
07:50Again Free Transforming all the way, and let's bring those eyebrows up on the inside.
07:58And also this line here join to there.
08:03And make sure everything is shape tweening. This is the one where you might
08:05have problems, but no.
08:06I'm getting tired of using keys through this Insert, so as you saw in the
08:10earlier class we created our own tweens and you can continue to use these if you prefer.
08:15But I'm going to use these commands, which I have mapped to the numeric
08:18keypad, so let's do that.
08:21That's tween out 50, shape tween, motion tween and shape tween. As you can
08:26see this is faster.
08:29Let's see what that looks like.
08:37Now it's especially going to slow and we're really starting to feel that.
08:41One final detail, is I really want people to notice those eyebrows.
08:47This is the high point of the eyebrows.
08:49Let's see if we can just yank them up a little. Nice!
08:52Giving a little change of expression, just a little reaction like, oh, what's that?
09:08That's great.
09:14And you can push this further. Don't by any stretch think
09:17this is as far as you can go with this, and I'd advise you to play with it and see
09:21how far you can take it, but that's as far as I can take it, time permitting.
09:25In the next chapter we'll take these very same principles and we're going to
09:29apply them to a walk cycle.
09:30I'll show you how to do that in Chapter 5.
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5. Animating a Walk Across the Screen
Introducing the walk
00:00So, now we're going to do the profile walk cycle and before we begin that, I'm
00:04going to show you exactly what it is that we're going to be attempting. So, there we go.
00:09This is the walk that we're going to replicate during this chapter and as you
00:12can see, we have some really nice squishing going on, especially on the feet;
00:16I'm happy with them.
00:17That's a really nice example of a shape tweened animation nested inside a
00:21motion tween symbol.
00:22Same with the legs.
00:24It's also happening in a much more subtle level on the arms.
00:26If you look at the head, we have the nested animation on the head, which allows
00:31us to move the hair.
00:32The forelock is dragging and overlapping nicely and there is a little bit
00:36of wind resistance.
00:38So this is our walk and this will be the profile position that we're going to be working from.
00:43So, before we can proceed, we have to take our existing three-quarters rig and
00:48adapt it into this profile pose, so that we can work from it. So that's it.
00:52So, if we go into the Exercise Files folder and click on your
00:56character_rig_profile_01 file, and here is our three-quarters chap.
01:00We're going to turn him into a profile position and we can now move onto that step.
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Creating a profile view
00:00Let's continue and move on to doing the walk cycle.
00:05Now, we go to the Exercise Files, Chapter 5, walk across screen folder, and
00:08inside here we have our character_rig_profile_01 file.
00:11Let's open that and here we go.
00:13So, one issue that we need to deal with is the fact that we're working in
00:17three-quarters and we really should be working in profile.
00:19Profiles will be much better for beginning our first walk cycle.
00:23What I'm going to do is create a profile rig that we can work from.
00:26So let's go select our bd file. I'm going to duplicate i, and I'm going to call it profile.
00:34So let's go into that and there we go.
00:37I'm going to make a new layer for our familiar reference image that we used in
00:45the previous rigging chapter.
00:48So, this should look strangely familiar.
00:50So let's make our upper layer outline and line up the three-quarters view
00:55with our character.
00:57That's good, right alined.
00:59So, what we're going to do is change this into this and I think you'll be
01:03surprised by how quickly this procedure can go.
01:06I mentioned earlier that the best way to rig a character is to do it in an ideal
01:11world with lots of time.
01:12You don't always have time. Do it in the front view and then you can twist and
01:16deform these front view assets into your three-quarters in profile.
01:19It's also easy to go from three- quarters directly into profile view.
01:23So let's do that and we'll see how it works.
01:24So, I'm going to break apart, Ctrl+B, break apart the reference layer and then
01:29delete all the crude and get rid of that, and all the little bits.
01:35So that's getting close, here we go.
01:37So, padlock the reference layer and hide everything.
01:41We're going to go through this bit by bit.
01:43So let's start with the right foot.
01:45So, we'll go in tight and let's just move it into position.
01:52Let's pick the heel and the ankle joint as our constant positions.
01:57Now let's double-click.
01:58You can tell obviously it's not quite matching that layout.
02:02So, let's go into outline mode.
02:04I'm going to make a second keyframe here, hit F6, and let's hit the
02:09Free Transform button.
02:11Down here at the bottom, you'll see the Distort widget and click that and this
02:15allows us to go crazy.
02:17So, let's distort the foot and just try to line up the front of the toe to that,
02:22and do as much as you can within this and then let go.
02:26So, I'm going to change the outline color to something a bit darker,
02:29because it's hard to see.
02:30So let's go to dark green and let's start pulling.
02:34I've been harping on about keeping the geometry clean and simple and here is why.
02:40It's because it's much easier to do this kind of transformation when you only
02:44have the smallest number of points making up your symbol. So, there we go.
02:52That's one of the realities of Flash, that as you work and especially you notice
02:55as we used the Distort tool, it actually did generate some extra points.
02:59So, you may end up later on
03:00there's one or two there, and there's an extra one here that we don't need.
03:05But that's possible to ignore this for now, but later on if you feel that you
03:09need to clean this up, you can certainly take this as reference and redraw it.
03:13But for now, this is more than enough.
03:15So, we go back to the main layer.
03:20The reason why you're still seeing the wrong foot is because the Properties
03:23panel is telling that you are number 1.
03:26So let's go and tell it no, you're frame number 2, and set this to Single Frame,
03:31so it doesn't loop back and forth.
03:33Unfortunately, Flash seems to like, as a default, setting everything to Loop
03:37and I wish it didn't.
03:38It will be much nicer if it just give us the option of a default.
03:42So, here is the blue foot and the same process here, make it Single Frame, frame 2,
03:47and that's now our profile foot.
03:51That's that part on.
03:53Let's reactivate the right foot and let's look at the right leg.
03:57Okay, and now Shift and the numeric arrow keys just to move it around in big
04:01chunks, Free Transform, hitting Q on the keyboard to skew the leg into position,
04:08and we'll repeat the process with the Left leg.
04:10We'll see how quick we were already moving through this thing.
04:19The torso, I'm working from foot to up.
04:21They're already working and could vary from model to model and whatever psuits you
04:25as being the quickest and most efficient.
04:27It's nice being able to reuse the same symbols because it makes tweening between
04:31one angle and another much easier when you get into more advanced scenes.
04:35Let's do the torso, torso upper.
04:41So we get it as close as we can.
04:43This, obviously it's too thick at the top, so we're going to have to modify this
04:46one as well. Double-click on that. We'll make a second keyframe here.
04:51Let's go into outline and just pull that in.
05:01Don't forget, Single Frame in the Properties panel. You're now frame number 2, and lock it.
05:08The reason why I like to go through this methodically and lock things, I can tell at a
05:11glance from the other side of the room, okay half of them done.
05:13So that gives you a good idea about your progress and how much is actually left.
05:18So, here is the arm.
05:19Now, a couple of ways we can handle this. We can keep the arm in this vertical
05:23position and shift the entire frame 2 into this position, or we can try to
05:28rotate it, but there's pros and cons of each.
05:34In this case, let's just see if we can get there by keeping the motion tweening
05:38more responsible for it than the shape tweening.
05:42So, obviously there is still a little defect here.
05:44So, click in. Make a second frame.
05:47Don't forget Layer 2 down there is our wrist area.
05:51So, just lock that, don't mess with that.
05:56And then, just reposition the arm layer and again, the default random color
06:00that Flash gave us is kind of nasty.
06:02So, let's make it dark green. That's much nicer.
06:05Great!
06:06So, again, you find that's the same thing over and over.
06:10At least it's consistent.
06:14Let's see the arm right hand, and this is going to be separate.
06:18So that we'll have to worry about later.
06:20So, hand redraw, I'm going to cover that in a separate lesson, because I want to
06:25show you how to make the hand a series of separate layers for the fingers and
06:30the thumbs and that'll allow you to do some very cool things.
06:34So, you've got that for now and the neck with the torso, this is a simple one.
06:38Bit of scaling perhaps, and a slight skew. Good!
06:46The left arm, the hand should go together.
06:49Let's Shift+click and select both of them and we'll just bring them inside,
06:56maybe rotate them a little bit, kind of just hide them as best we can behind the body.
07:01Okay, you got for now, padlock it again, and the lower level for the hair.
07:11We'll just stick that there for now.
07:13So let's look at this in color.
07:14This is kind of the acid test, looking at the stuff in color. Mistakes will pop out.
07:19So, as you can see, the layer hierarchy of the profile, these are a little
07:23different from the three-quarters.
07:23We've got the hand on the wrong layer now.
07:25So, simple enough. Let's grab the left hand and drag that down to the bottom,
07:30and the left arm, arm left, that should go just above it.
07:33Let's hide that layer for a second, the reference layer, and you can see that
07:38we're having a hard time telling the difference between that right leg and the
07:42left leg and the foot.
07:43So, I'm going to select those two layers, and in the Properties panel, make
07:46their Brightness lower, maybe 9%, 10%;
07:50Not much. Just enough to give this a bit of a color definition.
07:54And I think that pretty much covers the rigging of the body in the profile position.
07:59If you see the head, clearly the head's in the three-quarters.
08:05So, we can now proceed to, in the next section, I'm going to go into the head layer,
08:11and you can see-- also do notice how the three-quarters head looks
08:13beautifully over the profile body and vice versa.
08:17So you want these symbols to be interchangeable.
08:19That'll really really help you when you start doing more advanced acting scenes and such.
08:24Let's save this and we'll move on and we'll do the head in the next one.
Collapse this transcript
Creating the head in profile
00:00So let's finish off our profile rig and at that point we will be able to move on
00:05and animate the walk.
00:07So they character_rig_profile_2 open that.
00:11Here we go. We have got the body and profile. Let's finish the thing and do the head.
00:16So let's double-click on bd profile and just as we made a duplicate of our
00:22three-quarter rig to create our profile, we will do the same thing with the head.
00:25So let's click on the head in the bd profile symbol and duplicate it and we're
00:31going to call head profile.
00:35So let's activate the reference image beneath.
00:39I'm going to hide all the body layers make it easier to see and let's
00:42double-click on the head and start working on it.
00:46So let's begin. There's a big layer at the top.
00:49We don't need that purple thing.
00:50It's empty. Get rid of it.
00:52So the hair upper layer is a good one to start. Let's zoom in tight.
00:56And go into Outline mode and usually working around the pivot is good.
01:02So Shift and numeric arrows so we can click that over to here and I'm going just
01:07go directly in and do the rest of the work by just pushing the points.
01:12So let's make second keyframe, hit F6, grab the point to the hair, pull it over to match.
01:17And just yank the other points over, until you get a fresh forelock for the character.
01:40Great! So same as ever. We need to reset the Properties panel to Single Frame, frame
01:46number 2, so that we call the right symbol.
01:50So let's move down the stack. We will padlock that icon.
01:52We're on the earmark this one. Should be simple enough. Shift and numeric click
01:58over and then Free Transform. You'll find we're using the same small set of
02:05tools over and over again, which makes this easier to pick up and learn.
02:10It's not like 3-D where you have to learn dozens of different elements.
02:14So I'm going to do the same thing with this hair. I'm going to make a second
02:17keyframe, F6, and pull this points to match the original. This hair is going to go
02:23beaneath the ear levels so I want to give it the room.
02:25So maybe draw through a bit, match that point closely to there.
02:31I think on this one, because the profile, the layer structure's slightly different,
02:34I think we can actually create draw right through. I think this will work.
02:38If you can remember on three quarters view this part of the hair had to go in a
02:46completely different layer outside the head because it was beneath the neck but
02:50in this case it's above the neck.
02:52So we don't have to worry about that. We can actually keep it inside here.
02:56So let's do the same thing as ever. I will make it number two, make it Single
03:00Frame because we don't want the timeline looping through.
03:03So let's move that to outline and we will keep going.
03:07So the beauty of this again you notice these points, which are connecting to one
03:10another, we don't have to change them.
03:13So I'm going to go to outline here and change this hair to match the one beneath
03:20and see if we can get this to roughly line up with the line of the skull.
03:27Because you can imagine what's going to happen when you begin animating
03:31and this hair flaps up. We want to be able to see hair beneath it.
03:35So you have to try to think ahead of the range of motion of the different
03:40symbols and comps are going to be. Lock that.
03:45I don't think we need this one anymore. We would need it in three quarters view,
03:49but really it's on the wrong side of the head right now so I'm just going to delete that.
03:53I want to leave that level there, even though it's empty, and you make it easier
03:58if we have the same number of levels on the profile and three-quarters view, if
04:03we want to try to tween between one of the other, which we maybe want to do.
04:06So let's do the right eye. Move that over. Again we want to be pretty close for this.
04:13Always be very careful when you're working with the eye. Okay.
04:21So I want to duplicate this eye because that's the three quarters one.
04:25I'm going to make one specially for this profile and I want to use the Free
04:32Transform tool to get as close as we can and go in, and the pupil is the one that's
04:40really standing out as looking not quite right, so let's do that and see what that looks like.
04:46When we go back out, that's better. We might even give it a fresh pupil there
04:53with the black layer and the white and blue all on different layers. We can easily do that too.
04:58So but for now I think it looks pretty good.
05:01The nose, again I'm just moving things horizontally. I am not doing anything too drastic.
05:10That's great, the eyebrow. Now here is the thing. The eyebrow in theory we
05:16should really just not have been able to see much, but I think it's important
05:20that there should be some little hint.
05:22So I'm going to carve this and just move it there, just so we see the
05:29slightest little outline, just a hint, that we would not in a pure three quarters view,
05:36which can look very flat. It's a big danger with an absolute flat-on
05:40three-quarters view, so it's sometime just a slightest hint that we are already--
05:44The head is just tilted towards us by a couple of degrees.
05:49And now the far eye, I don't see anyway that we can elegantly incorporate this eye
05:56without it looking weird, like a tiny while slice.
06:01But what I'm going to do is leave it on the rig here and that will guide it out.
06:08So it'll be there if it's ever needed.
06:10If we have to rotate this head towards us, it's nice to have the symbol there
06:14on its right layer.
06:15So let's right-click on the eye layer and go Guide. Let's guide it out.
06:19So you won't see, it wont export, but its there and it's accessible, like I said.
06:23If we ever want to rotate the head to the screen left, you have access to it.
06:27You won't be hunting it down in the library, which is a really dismal thing to have to do.
06:32So let's get the jaw, fix this, and as you can see the jawline really should be
06:38going up to the ear, so let's try to make this as close to anatomically
06:42accurate as we can, okay.
06:47Now the one thing that you're really going to notice is that the profile mouth is a
06:50different animal completely from the recorders mouth, so we're probably going have
06:54to make a new one of those things.
06:56So let's make sure the skull level is lined up with the jaw.
07:00That looks good. A slight tweak here on the upper level of the skull.
07:06Now you can see me flying through this. Feel free please to take your time. I mean I
07:11have done hundreds of these, but the basic principles are pretty simple.
07:16Once you get into the habit you start throwing the stuff around like it's confetti.
07:20We do one and the principles are applicable to most of the things you will work on.
07:28So now I just take the mouth and the three-quarters mouth is, you see, it's not
07:34going to work here. So what I'm going to do to rig a mouth on this is a totally
07:39different architecture and really it's a little bit beyond the scope. It would
07:43involve cutting a hole in the jaw area here and it's an angle that you really
07:48don't actually talk from very much to be honest. Most of the dialogue will come
07:53from the three-quarter front position even, but if you did, you are into more or
07:56less do the same process that you did in the three-quarters mouth, which you
08:00have curve a hole through here and paint this out and shape between the entire jaw area.
08:06It still uses the same principles that we have already applied, but it's
08:09something for another day and another course.
08:13So for now, instead of doing that, I'm going to simply take this mouth and just
08:17create a static mouth that will look just like this, but it won't have this area
08:23and this lip floating around in free space.
08:26So let's select the Rectangle tool. I'm going to pull it over the area that I
08:33want to cover, and add a curve there, Alt/Option to pull this in here. That's the
08:44quickest way to make this particular shape inside the mark beneath and I see all
08:49the colors as well. Let's paint that. Great.
08:52Double click on the line, Ctrl+X to delete it. Nice. There we go.
09:02So let's pick the old mouth, Ctrl+X, get rid of that, pick the new one,
09:07drag-and-drop it in, delete the temporary layer, and there we go. He looks friendly.
09:14So let's see if the rest of the body looks fine. The one thing that jumps out?
09:19The old tuft of hair that I mentioned earlier. We don't need that any more.
09:23I still leave the layer in.
09:25It's not be taking up much space. I think we can probably loose the guide layer now.
09:32The only thing we might need for later will be this hand. I'm going to leave
09:35it for now, but I might remove it later. I'm not 100% sure on that here.
09:39We can walk with this hand. I would like to show about some point how to
09:44customize these hands. That's a separate lesson.
09:47I would like to be able to split these fingers off and move them separately.
09:50That would be the nice. It's a subtle detail.
09:52But for now we are more than capable of getting on with this rig here.
09:55So we'll save this, call it number 3, and we are done.
10:04Next we'll move on to fine-tuning the hands detail and then the walk.
Collapse this transcript
Creating the hand
00:00So it's time to take our hand and correct the three-quarters hand that we
00:05created and turn it into the profile hand.
00:07So let's open our file, character_rig_03.
00:11That's where we left this thing off.
00:14So let's just move out a bit first and let's delete the body profile and we'll
00:18hide everything except the reference image and the hand image.
00:26So, let's fine-tune this a little bit, because as we were throwing down the
00:29symbols when we were rigging the body, things were a little loose.
00:31So, what I want to do is just firm it up a little.
00:34This is going to be our pivot point that the hand's going to move around.
00:37So let's just make sure that we have our three-quarters hand in the same
00:40position, and let's have a look at the right arm and I want to make that a
00:45little more precise as well.
00:46So this area of the wrist should align with this little crosshair.
00:50So, using the Free Transform tool we'll rotate the hand, and as you can see the
00:55upper arm now isn't quite matching.
00:57Let's look at this thing and color this thing. So it's a little off.
01:01So let's correct that.
01:03Here's something to remember from the previous. You may have forgotten.
01:06When we created the profile symbols, we did so by adding a second frame.
01:11So the first frame that you're looking at now,
01:13that's the three-quarter hand position, and frame two on the comp or the
01:18internal arm symbol, that's the profile position.
01:22You can check this in the Properties panel under the Looping Options. So we
01:26have our arm set to Single Frame and we're looking at frame 2 of the arm symbol.
01:32So, if you double-click on that, you'll default to frame 1.
01:35So be sure you're on the right frame, you're on frame 2, and if you do your work
01:38in here you'll start creating problems.
01:42So, the thing to do now would be just to fine-tune.
01:45Now we've rotated the outer symbol, so I'd like to be a little picky about this
01:48and make our arm match as close as we can.
01:51That's pretty sharp.
01:52So, let's go back out and I want to look at this in color again.
01:57We've made some changes to the cuff and that's already affected.
02:01That's opened up a possible problem area here.
02:04So let's move the cuff down slightly, and we have our wrists on the lower layer.
02:09So one thing I want to do with that is just pull it up a little bit.
02:12Give ourselves a bit of a safe area.
02:14Now, we've also got a little piece of gap opening here, but again this is the
02:21three-quarters hand.
02:22But nevertheless, it might be a good idea to maybe round out the wrist a little better.
02:27Let me move the hand up slightly and again this isn't the hand that'll work
02:36with this particular frame.
02:37So, I think we can tunnel into the hand and we're going to create an empty
02:41second frame, and we're going to make new hand layers that look like this, on
02:46top of this reference area.
02:47So let's make some layers.
02:48We could do it all on one layer, but I'm going to be a little more advanced with
02:52this one and create different layers for the finger.
02:55So we can then, later on, we can animate these fingers.
02:58So, I think we need about five layers for this.
03:00I'm going to work on them directly over the original hand layer for now.
03:04So we'll need a layer over the palm. That's this area.
03:07Let's hide the green.
03:08So we'll need the palm area and four for the fingers.
03:11So the top layer will be this, the pinky, that little finger.
03:15Label the fingers with thumb, finger one, two and three.
03:17It's easier to call them by numbers I think.
03:20I'm going to call the pinky finger 3, the middle finger will be finger 2, and
03:25the index finger is finger 1.
03:28Then beneath them will be the palm.
03:29I call it the palm rather than the hand, or I can call it the body of the hand,
03:34but palm is I think the least confusing. And then thumb.
03:37The other thing we can probably do is correct some of these color outlines.
03:42Just pick some nice colors from the top line of the new color palette.
03:52Something reasonably dark and strong that'll stand out from the white background.
03:55As long as they're all different then you'll be able to see at a glance that
04:03you're working on different layers. These are good.
04:05So, at this point, I'd like to work in Outline mode and the other thing to do,
04:10since we're working like this, let's just make sure that we use the Eyedropper
04:13tool and select the skin color and that'll activate in the color area.
04:18That way as we begin to create the shapes, we'll be working the right color.
04:22It'll save us a step.
04:23So let's select the Rectangle tool, and let's begin in the palm area.
04:27Of course, don't forget too that the Rectangle tool creates a line.
04:33So I'm going to Ctrl+X and get rid of that.
04:35So, let's move this into position, snap on, so that we snap to this point and
04:40then back off again.
04:41We can hide that, the green layer.
04:48That's a little, the nice arc, okay.
04:53Okay, that's the palm area done.
04:55Let's do the thumb.
04:56Again, I'm going to use the Rectangle tool for this and double-click on that line, get rid of it.
05:15Great! So we padlock them as we do them.
05:18Finger one, we'll start working on the lower one, work our way oup. Again Snap on
05:24because I want to snap to this point, back off again.
05:36Get rid of that line again.
05:38Just double-click around the line area, and Ctrl+C, Ctrl+V, and just take the
05:45duplicate finger and just again match it to the lower one. Oops!
05:49We lost a point there. Bring that back.
05:52Keep hitting Undo if that happens.
05:54I've said before Flash likes to combine your points and that's the kind of crazy
05:59stuff that can happen as a result.
06:01Again we'll copy that and paste into the final layer and again I want this
06:06to snap to this point.
06:07So put Snap to Objects on, then back off again.
06:10I'm going to Free Transform this one to scale it in a bit, and now start pulling
06:15the points in again.
06:16We have a little bit of an overlap here for the middle finger is going to be
06:21seen on top of the small one. Don't forget.
06:24It's all on layers.
06:24So, we would like the layers to be correctly structured, so that one won't be
06:30visible on top of the other. Great!
06:31So now, if you look at this in Color mode, you see the immediate problem. All the
06:38fingers are the same color.
06:39So they all blend into one homogenous area.
06:42So, in the next section, what we're going to do is add some little highlights
06:45and shadow areas, so that we can differentiate these different forms.
06:48Then we'll symbolize and pivot the different fingers so that you can motion
06:52tween them and create some animations on the fingers to make lots of
06:55different hand shapes.
Collapse this transcript
Creating hand symbols
00:00So, we are in character_rig_profile_ 04. This is where we left off from
00:04the previous section.
00:06So, we have our line arc created for the hand in its profile position, and the
00:11next step will be to help to differentiate between these different layers.
00:14Some of this is more easily done than others, so the thumb for example, let's
00:17just make sure we have selected the right color for that.
00:21In the Color panel, go and make sure you have H selected and just drag the
00:25color down and you can see you can -- you'll watch on the stage where I'm
00:29going crazy with the color.
00:30So, let's just bring it down to something that's a little easier on the eye,
00:34just by making that one color change to the thumb.
00:36That's the simplest way of making this alteration.
00:39If we can do it like this, it's also advisable to just do it with
00:43simple change in tone.
00:46The next thing is how it will help differentiate these fingers and this can be
00:49done quite so easily because obviously this is a continuous shape and if we
00:54were to do that, then this could look quite peculiar.
00:58So, the solution here should be to add a little highlight area.
01:02Like imagine there is light coming from the top-right and we are going to
01:05see a lighter tone.
01:07Let's start with the small finger first, Snap on, and thenSnap off again
01:17because I want to make a very thin, narrow shape here and make it fine.
01:22Let's put the color back on so we can separate this area now.
01:25So, I want to go back into that original skin color, select the area that we've
01:28just closed off, and brighten this.
01:34Let's double-click in that line. Ctrl+X to delete it.
01:39Now, sometimes how readable this is could depend on the brightness of the color
01:44you've chosen or the size of the area.
01:47It usually depends on the combination of two.
01:49So, if you think it's not a strong enough separation, you might want to punch it
01:53up a little bit or make the space a bit bigger.
01:57So let's go into outline on the middle finger.
02:00We'll Snap on, same process here, and Eyedropper to make sure we're using the
02:12same color. Double-click on that line, delete it, and there we are.
02:18That's probably the simplest way of doing it.
02:21We could also add, as we did on the previous hand, this shadow area on this side.
02:26I don't think it's strictly necessary on this one.
02:29It's a good idea to keep things as simple as possible and not add too much
02:32complexity if it's not required.
02:33So, I'd be conservative with this and just keep it like this.
02:36I am going to drag all these keyframes of the new hand and just drag them over by one.
02:42Layer 1, I am just going to call hand all to differentiate that between this.
02:46So now, we can move from this to that.
02:48Definitely a slight style change because of the absence of that dark area.
02:54So, I am actually going to add it because that'll help keep it consistent.
02:57Okay, just make sure we're working in the right layer here, yeah.
03:08And if you look in Outline mode again, I have just a slight slippage there.
03:11We need those points to line up properly.
03:13Okay, so now, if we go into the earlier frame, let's use the Eyedropper again
03:21and select that dark area, because I want these colors to match exactly. Hit the Fill tool.
03:28Now, in this case we are kind of limited by the geometry of the shape.
03:31So I am pulling the shadow into a point here, and we'll do the same thing on this layer.
03:36Again, notice how I select that layer by clicking on the outline, and you
03:41can tell with the different layer colors too that you're working in the correct layer.
03:44So now let's create that line and fill this.
03:52Now, we can do that back and forth test again.
03:54It's a little better.
03:57We're not seeing that kind of pop quite so bad.
03:59I'll also add the shadow area onto the other two fingers.
04:02We need to hide this one first, because we're working beneath it.
04:05This way if and when this finger rotates and moves, you'll be able to see
04:09that color area beneath.
04:10I am now going to add it in here too, outer lining, the outlining.
04:20Again, see the advantage of working in your own outline colors, because you can
04:24tell at a glance which level you're working on. So, there we go.
04:28Again, don't forget. Get rid of these lines.
04:29Just click and remove the lines that you've created the spaces with.
04:34It's looking better.
04:35It's stronger to have the dark on one side and light on the other, and now we go back.
04:40Okay, that's not going to catch the eye. Good!
04:43Now that we have lined the shadows of the different layers, we will now pivot
04:47the areas of the symbols.
04:54One important aspect of this is to name it so that it lives in the right
04:58area in your Library.
04:59So let's call it arm right and it'll be finger 3.
05:02So, F8, arm right hand will be better.
05:09Now, when we drag that into the correct part, you'll see that's really nice.
05:13Whereas if I call that finger 3, it'll be down here somewhere and as your
05:16Library gets bigger, it gets hard to find things.
05:18This'll be arm right hand finger 2, arm right hand finger 1.
05:29We'll again do the housekeeping and just drag these new symbols into the body
05:34parts folder, and there they are, very nicely sorted.
05:36I think we'll keep the palm as a flat image right now.
05:40Now, I am not sure that we need to symbolize the thumb.
05:42We might be able to shape between the thumb, and that might give us more flexibility.
05:45So for now, let's not bother with that.
05:47So the next thing I want to do is to correct the pivots on this.
05:50The quick and dirty way is Free Transform and drag to there, but as you know,
05:53I like to make it a little more rugged than that.
05:55So what I am going to do is make a temporary layer, Shift and click, copy these
05:58layers, Ctrl+C, put them into a blank layer up here, break them apart, put them
06:04into Outline mode, and then this will be our reference layer.
06:08So then as we go into each of these symbols, double-click on them, I want this
06:13finger to pivot around here.
06:14View > Snapping > Snap to Grid. Great!
06:20And now as you can see, that's our primary pivot.
06:22That's by far the strongest ways of doing this. So there we go.
06:28That finger is now corrected pivoted and can rotate.
06:31We can fix these gaps and breaks later on as we begin to animate the form.
06:35So let's repeat this process.
06:39The middle finger will pivot around this point instead.
06:41If it pivots around the other, it'll not be as strong I think.
06:45Let's correct the pivot on this symbol here.
06:50Great! And that snapped in there very nicely.
06:55So delete the guide layer and there we go.
06:59That's out three-quarter hand on one layer.
07:01We could separate this onto layers like the other one, and that's the beauty of Flash.
07:05You can do that later on, you can create everything on one layer as a first pass,
07:08and then begin animating with it, and then later on, if you think, I want
07:11to break this into multiple layers so that I can do really cool stuff with the
07:16hand and splay out the different fingers and get more expressive with it, then
07:21you can do that too.
07:22You're not padlocked into one, especially on a smaller project where it's not
07:26going to be duplicated a thousand times.
07:28So, that's the right hand.
07:30Okay, so that's it.
07:31There's one last thing I want to do and we did this earlier too. This is right now,
07:35if you look in our Properties panel-- dDouble-click on that to move that down so
07:39we can see it more clearly.
07:40The Properties panel is currently calling on frame 1, and we did our new hand on frame 2.
07:45So we'll set this hand not from Loop, put to Single Frame, and we'll say you are
07:49now on frame 2, hit Enter, there we go.
07:53Let's just do a little quick check on the left hand.
07:57I am going to go into Outline mode and see if we need to make any changes to the
08:01left hand, because again this is going to be a profile hand.
08:04Even though we made that hand in our three-quarters position, it looks really
08:09good in the profile position as well.
08:12That's nice and natural looking.
08:13Like the other hand, it's all in one level.
08:16If we do need to, we can break these fingers up, but I think for now we are good.
08:19So let's go back into our outer layer, and we will switch everything to full color,
08:24and we'll save this as 05, and then we will move on and we will begin
08:30doing the walk cycle.
Collapse this transcript
Reviewing the walk
00:00So before we start diving into the walk cycle, I am going to give you a quick
00:04overview of the poses that we will be positioning and using to create the walk.
00:09So the first image in your reference_ images folder is walk_cycle_poses_01.
00:13And we can make this a bit bigger.
00:15You can see that we have what looks like eight poses or nine poses.
00:18It's really just four major keys.
00:20The first and most important is the contact pose.
00:23And this is where the leading foot first contacts the ground with the heel,
00:26smacks into the ground.
00:27And the recoil, this is the low point in the walk.
00:29We move though in the passing position.
00:31This is the midpoint.
00:32Then we reach the high-Point point.
00:34Just proceeding, the next contact position.
00:36And then the pattern repeats identically, and that's it.
00:40So once you establish your contact positions, that's really done a lot of the work.
00:44Let's look at this third image and you will see what I mean.
00:46How once you create the first contact pose, it dictates the position of the
00:50second contact pose, and the stride and the distance that your character can
00:54cover in the walks cycle, and each contact pose should have the same base to be
00:58at proper cycle, head should be at the same level, body of the same level and
01:02the arms, although they have moved into opposite positions, should more or
01:04less occupy the same basic unless your character has a limp or is defect in some way,
01:09then these two poses should be the same.
01:11That's essentially the structure.
01:13If you look at the entire sequence roughly overlaid, you can see how it seems to work.
01:18So, for example, follow the right foot, and you can see how it arcs nicely through
01:22the complete step and same with the foot on the other side.
01:25You can pick any given body part here.
01:27You can see through the layers, or watch how the arms arc through, the head in
01:31particular. We would have like a nice bouncing ball action on the head.
01:35We want these to be nice and curved arc patterns all the way through. So that is it.
01:39These are the four primary poses.
01:41Now when we begin to animate a walk cycle, we have two approaches.
01:45The way that you would probably begin walking and the way most animators
01:48begin when they do their first walk cycle is to animate the character walking across the screen.
01:53The other way is to have the character walking in place.
01:55And I am going to show you the difference between those two.
01:57Inside your project folder, in the Chapter-5 walk cycle, there are two SWF or SWF files:
02:04walking across the screen and walking in place.
02:06And if you open them, you will see the comparison.
02:08So on the right side, we have our guy walking across the screen as he would in
02:12the normal live-action shot.
02:14On the left side of the screen, we have him cycling in place, and you got to
02:17imagine that the background is moving behind him.
02:20So the ideal way to animate I think, I much prefer to animate in place because
02:24you can simply loop the walk cycle over and over again, and you can move
02:28the background at a different speed, and all kinds of wonderful stuff.
02:31The only problem with that is it's a bit harder if it's your first time to do a walk cycle.
02:35Anytime you are using the new program, even you are doing certainly a walk
02:38from the first time,
02:39I would always recommend that we do it across the screen, simply because you
02:43don't have happen to worry about spacing the feey.
02:45A lot of the business is taken care of for you and it also allows you to
02:49see the arcs and to see how your character is actually working in real space,
02:54instead of what I would think about as imaginary space here.
02:57This would be something that we will do after we've done the walk, across in the screen.
03:01We are going to do the less difficult one first and then we'll do the walk cycle
03:04in place after that.
Collapse this transcript
Prepping the walk
00:00So it's time to set up our character for the walk cycle.
00:02And first, that means opening up our project, Rig_profile_05 file.
00:09So the first thing we need to do before we do anything is prep this symbol.
00:13We could, if you want, to begin animating.
00:16The only problem is we will be working inside our primary bd profile symbol.
00:20And we might want to do other things with this other than the walk cycle.
00:23So let's duplicate it first.
00:25So I like to right-click on this, hit Duplicate Symbol, and let's call it bd walk
00:32and that's just that.
00:33Let's duplicate all of the other symbols inside it that we are going to animate.
00:37So that means the head, the arms, the leg symbols, and the feet.
00:41It's a little bit of busy work but it's important.
00:43So let's right-click on the head and call it hd walk.
00:49And we will see them be generated in here.
00:53Right-click on the arm.
01:02So I am going to keep moving through all these symbols, just doing one after the other.
01:06This shouldn't take about a minute.
01:11Oops, wrong one.
01:12So what I am going to do is, these are the same symbols and I want to make
01:15these different symbols.
01:17So I am going to duplicate this one and call it leg left walk.
01:25And I already have one that's done.
01:26I am going to duplicate it again, leg right walk2.
01:31You can clean up the unused symbols later on if you need.
01:36I think we have the same issue with the foot.
01:37We have the same foot used for both of these.
01:39So I am going to duplicate the right one. Call it leg right foot walk.
01:46And let's duplicate the left foot.
01:48I am going to call it leg left foot walk.
01:53And we also have probably-- you may be doing animation on the torso.
01:57So I am going to duplicate that and call that walk as well and
02:02don't forget we also have the background arm, the arm left. I think the hands,
02:12we may be animating.
02:13I am not sure but for now, well, if in doubt, duplicate.
02:16So I will just do that.
02:27Okay. And then one more task to do.
02:30And that's to make sure that all of these symbols are set to their right format.
02:33We are going to have them playing.
02:36Because we have duplicates now, we can start altering the contents and not worry
02:39about damaging our original profile rig.
02:42Now the thing to bear in mind about the walk cycle is that it's going to be
02:46about just over a second long.
02:48So I need a keyframe the contact position, as we covered in the previous
02:52demonstration, a recoil position, the passing position, high-point, and back to the contact.
02:57So lfor now, we will space these our evenly.
03:00So there is 3 in between frames, between each of our keys.
03:04And so this will go from contact, recoil, passing, high-point, contact, and to
03:09get right back to the start we have to go through one more complete cycle.
03:12So let's copy these. Alt+drag, Option+drag.
03:15So that's going to be the duration of our cycle.
03:18So let's make sure that all of these symbols are this long.
03:21So I am going to call this level keys.
03:26So these are little placeholders, just notes essentially.
03:28And let's actually put a bit of detail in here and then put letters on them,
03:31contact, because it's easy to forget which one I am looking at.
03:34In the Properties panel, I am just calling it c and this will be r for recoil,
03:40or the down, the squash pose.
03:43This will be the h pose for high-point and the passing position we will call that p. Okay.
03:54So let's copy these.
03:55Edit, Timeline, Copy Frames, Ctrl+Alt+C. I am going to copy that into, for
04:04example, we will take the head, make a new layer, and paste, and make sure our
04:12internal head timeline is that long.
04:13We will repeat this procedure for all the other elements.
04:20Now we may have to make some little alterations in here. For example, this is
04:25the first key, if you remember from our previous class, this is our three
04:28quarters position for the arm and this the profile position.
04:31We are not going to need the three quarters position for any part of this timeline.
04:34So I am just going to grab our second key and drop it over the first and delete it.
04:39So this is our profile arm.
04:40We do it again so you see exactly what happened.
04:44What I am doing is deleting this key and I am dragging this one there.
04:49So we have a clean timeline for the left-arm or the right-arm and all these other parts.
04:53So the left arm is fine.
04:54That doesn't need any alteration other than our notes.
04:59Sometimes you get a little defects when you copy these frames.
05:07Paste them back in again.
05:08Let's see if this is still a glitch.
05:12It can be difficult sometimes to copy multiple layers. It won't work.
05:19You cannot copy over multiple layers if they're different lengths.
05:22If you're going to do this copying, be sure that all the layers are the same duration.
05:27So I am going to continue.
05:28I am going to have an animated leg in here.
05:33So we want to have this fully laid out again, same with the other leg and the shoes.
05:45Again, we have two frames for the shoe.
05:47And first one was our three-quarter shoe.
05:51We are not going to be using that I think in this walk. We could but I
05:53don't think we will.
05:54We will be using this flat one.
05:55So Ctrl+X or just drag-and-drop the second frame on top of the first and we
06:01repeat that process with this.
06:02Our key seems to be disappearing sometimes. So just repeat the Copy Frames
06:10process if that happens.
06:17We will extend that out.
06:21The last step is to select each of these symbols, make sure it's set to Play Once,
06:26and it's all set to frame number 1.
06:29Now the torso is well. I forgot that one.
06:32Not the end of the world if you forget one of these.
06:35You can add it later.
06:36It just means you have to tweak some numbers in the Properties panel.
06:39Your work will be much smoother if you set them up right in the first place.
06:44So again torso should be set to Play Once and set the frame 1.
06:49That way when you begin setting secondary keys and you have all your internal
06:52timelines, all the frame numbers will lineup here.
06:55Any key on this column should be ideally set to one so that this one will be on five,
07:00this will be on 10 and so forth.
07:04Same with the leg, Play Once, you are on frame 1, Play Once, frame 1, same with the feet.
07:13Some of these were set to Single Frame earlier on because they are just going
07:16to be in a static rig.
07:17So this is just a part of the process.
07:18There is no perfect state for all possible combinations.
07:27So this is the three- quarters hand you may remember.
07:31So let's get rid of that.
07:32I don't think we need it in here, and I am going to add our frames in because
07:40we are going to be using this hand for the walk.
07:41So let's track that on to position one, and I am just going to delete this frame.
07:46So this is now set to Play Once from frame 1.
07:51We're having trouble selecting that left hand.
07:53Let's zoom in a little it, and Play Once again.
07:57So I think we got them all.
07:58So every symbol is set to Play Once.
08:00It's all set to frame 1.
08:01They all have internal timelines that are duplicates of the external of the
08:05master timelines on the body layer, right down to the head.
08:09We might even add, if we are going to do something fancy with the mouth or
08:12the eye, you might have the same in there but for this walk they will be not doing anything.
08:17So I am just going to leave them as static images.
08:19If you are going to do like a very complicated scene with a lot of keyframes,
08:22it's always worth doing a little double-check over this.
08:25So with that done, we are ready to move on and establish the contact pose of
08:29the walk cycle, and that will begin the process of actually making this kind guy move.
Collapse this transcript
Setting up the contact poses
00:00Now it's time to set up our character's contact position to begin the process of
00:04posing out the walk cycle.
00:05So let's open up our previous file, number 6, zoom out a bit, and what I want to
00:13do is to just so we have a visual reference,
00:15I think you'll find that helpful if we can bring in some of our reference images.
00:19I'll go Import to Library.
00:21Let's just bring in all of these three so we have them, and that just
00:26kindly symbolizes them all.
00:27So let's just drop the images into our reference folder and let's rename this
00:35as 1, 2 and 3, and drop them into the reference folder as well. Keep our
00:41library nice and clean.
00:42One thing I want to do actually is size our guy on the stage a little more.
00:48This will be important to make him fit on the stage and just set up the
00:51stage for the animation.
00:52So right now he is at 100% and he's a bit too big.
00:55So let's bring him down to 50%, so Ctrl+Alt+S, and that's half his size and
01:01maybe even a bit smaller.
01:02I'll just do it in freestyle, just what I think looks good.
01:06He's going to do a complete step from here to here. So we can change this later,
01:09but this would be a better fit.
01:12Now we can zoom in, making sure that we are working inside the bd walk symbol.
01:18So let's double-click on that and we have all of our layers and we have beneath
01:24that our old reference image.
01:25I think we can now actually get rid of this now. I don't think we need that here.
01:31So we have our character. I want to change the timeline.
01:33I want to go into Animation.
01:34I am not rigging anymore.
01:36I like to have a horizontal timeline.
01:38So we have our Workspace layout. Let's go to the other one. I've made two of these,
01:41one with a longer timeline and one with a vertical one.
01:48So let's see the rulers. I want to make guidelines now for the feet. This is very important.
01:52We go View > Rulers and just click and drag.
01:56Make sure we don't have snapping on.
01:57I thought Snap to Grid was there and felt snappy, so let's get that off and
02:02just make two lines, go in nice and close, and I would line them up with
02:10the heel or the toe of the foot.
02:12As long as you are consistent in, okay, this is the one that the heel will always
02:16be planted whenever he is on the ground,
02:18that's the position point that we are going to lock the heel to for each of these.
02:22Then let's get rid of the rulers. They take up screen's space you don't need
02:26to worry about, okay.
02:28So the lower line will be the placement for the right foot and the upper will be for the left.
02:34So the next thing I would like to do would be to bring in some reference images.
02:38This will really help you if you haven't done a walk before and it is very hard
02:41sometimes to keep all this new information in your head.
02:44So let's grab the reference frame of the first one, make it a bit bigger, not
02:48too big, but big enough so that you can see it right above the stage or
02:52whatever works for you.
02:53You might have a second monitor and maybe drop it over there.
03:00So what we are going to do is converting our chap into the contact pose.
03:04That's the first one that we have to do.
03:05You might find that's easier if you have it positioned here, and maybe bring it in a bit tight.
03:12We are going to spreading the legs so that they are occupying about this space
03:15here, so we have a better room to play with.
03:18Actually I think we can go back to the vertical timeline now. Let's do that.
03:21Because we're only working on this contact pose.
03:29That's better.
03:36I think we are going to move the left leg forward.
03:38That will in the leading position.
03:42Just selecting and using the Free Transform tool.
03:47At this point don't worry about bending the leg so much.
03:50That will be part of a later step.
03:51The other thing to remember the physical left side of his body is shaded out.
03:58That's because when you do a walk cycle you counter pose. In words, when your
04:02left leg is forward, your left arm is backwards and vice versa.
04:05So you don't move with the same limb and the same direction at the same time.
04:10The body is in a constant state of opposition to maintain its balance.
04:14So in this case we have the left leg forward, so that means that the left arm
04:18will be moving backwards, and here you'll begin to appreciate the advantage of
04:22having a color-coded structure that we set up earlier.
04:26So you can see if it's green on one end, then it'll be moving out of the other.
04:32So you can see in an instant that my right foot is out here; my right arm must
04:35be out in this direction.
04:36Let's just move that up there and lock it in, so we are not selecting that by mistake.
04:43You can see that there is a little issue here with the arm kind of being lost
04:46against the gradient, so we can expand this gradient.
04:49I am going to play with that a little bit later on to help define that arm area.
04:56So this is the left shoe and that should be contacting this line exactly. Also,
05:01the leading limb will be thrusting forward, so it will be, if you imagine the
05:06hip is pivoted, the left hip is further forward. So we can move this leg forward as well.
05:11And let's just use the Free Transform tool to stretch out the leg a little
05:17bit to make up the gap.
05:24Okay, now as you can see this right foot has to bend and tilt. So what we are
05:28going to is I find this as your first pass,
05:32we have to get okay before we get pretty. So I am going to act like the foot can
05:36slice through the ground plain and I am going got let the position of the foot
05:40be determined by the anatomy of the leg.
05:43So let's bring this in a little. I want to see a little bit of that and let's
05:47keep that foot like that.
05:48It's asking us simply too much to stop bending the foot, so again we have to
05:52imagine that this is what is going to crease here.
05:54We are going to add this detail to this inner foot comp later on.
05:59Imagine the left hip thrust forward.
06:01We counter pose, so that means the right arm is going to move further forward than
06:05the left, so let's push that out a little bit.
06:07We're going to have to make some changes to the internal structure of the left arm.
06:18But for now, again, this is our first pass, so we just want this thing to do the
06:23major, the gross moves.
06:25Let's have a look at that.
06:28Okay, that's a contact pose.
06:30So there are obviously many things that we can improve and fix.
06:33Okay, so this is a really great place to save our project, because this is
06:37a good block of work.
06:38So let's save this and in the next one we'll move on and start tweaking and
06:42fine-tuning our contact position.
Collapse this transcript
Creating secondary contact poses
00:00So, let's fine-tune our contact position in the walk cycle.
00:03It's our previous file 07 in your Chapter 5 folder.
00:07So as you can see this is clearly a contact pose.
00:10It's looking lot like this.
00:12There are some things that we should probably fine tune before we go much
00:14further and that left arm is looking very grizzly because that was designed for
00:18the normal hanging down position.
00:21Don't mess with the pivot point. That's the master pivot point inside there, but
00:24let's move the shoulder up a little and see what that does.
00:29We can be pretty flexible at this point because we only have the one contact
00:31position that we are working on.
00:32I am going to move this arm in back a little bit and we should probably put a
00:39little bit of bend in these legs.
00:41We have separate symbols.
00:42If you click on any of these symbols, you'll see the name in the Properties panel.
00:46This is our leg right, our walk symbol, and this is leg left walk.
00:49So we can do things in here that won't affect the other.
00:51That's very important.
00:53So in this leg left symbol, let's give it up a little bit of bend.
00:55Again if you look at the contact pose, the trailing leg is bending more than the front.
01:00The front leg can actually be pretty straight, if you like, but the back leg
01:04needs to have a little bit of a break in it. It gives us a nicer looking pose as well.
01:08This foot will ultimately wrap to follow the ground.
01:12For now it's not the thing I would like you to worry about.
01:16Also realize too that the right arm or the leading arm should have more of a break on it.
01:21Realize too where we're coming from.
01:22This arm is swinging forward and so you would also expect to have a little bit
01:26of a drag on the hand. Let's do that.
01:31I wouldn't advise against being too concerned about fussing about these
01:35joins at this point.
01:37It will really make you just obsessed about things that I'm going to be
01:40changing many times anyway.
01:41So this is the point where we would like to be more open and fluid about it.
01:45So also don't forget too, inside your arms, we have two layers.
01:48We have one for the upper arm and one for the wrist, which you can see here in purple.
01:52So we are going to be sliding this arm around and tweening things a lot and I
01:57think it will help us a lot too if we go in and symbolize this wrist.
02:02I am going to symbolize it, just a very quick one.
02:05This will be the arm right wrist and do a quick and dirty pivot fix, here we go,
02:13and now we can motion tween this thing, but we'll be shape tweening the arm.
02:21Let's put that in Outline mode and you see there is more of a break on the arm there.
02:24So let's do that and hide the wrist for now.
02:42Let's look at the wrist again, and you might find that the wrist isn't long enough.
02:51Even at this point it's possible to go in and make your own wrist, or
02:55duplicate it or extend it a little bit.
02:56I wouldn't go too crazy with it.
03:01You might break something in another scene.
03:02If you're ever in doubt, make a duplicate and then you won't be affecting any of
03:09the preexisting symbols.
03:14So let's fix the right arm now.
03:24Now that might be overkill for the walk, so maybe bring the arm down a little bit.
03:29We can overdo it and then pull it back in if we have to.
03:31Okay, let's try that.
03:33So it's not a bad contact position.
03:36I am going to hide the reference image now, so we can have more of a range.
03:40Now at this point I am going to duplicate the contact position.
03:43Let's go into our alternate workspace layout with a longer timeline and I like to
03:51see if I can have all of my layers visible.
03:53So let's just duplicate it over here and this will be the first frame and the
03:56final frame should be the same and this contact frame here will be the same, but
04:01with limbs on the other side.
04:03So let's just keyframe that for now as a first pass.
04:06So now the next thing to do is to position these secondary contact positions
04:10where they should be physically on physical space.
04:12So the second, if we look our reference images that we brought in earlier, when
04:16you do a contact position, the second contact would be driven by the position of
04:21the leading foot. So the front foot on the first contact will be the same as the
04:24trailing foot on the second contact position.
04:26So we'll see this very clearly now.
04:28Let's just copy all of our first pose, Ctrl+C and Ctrl+Shift+V, onto a reference layer
04:35and then what I am going to do is just drag this over, Shift+click on the
04:39numeric keypad, and so this is the left foot in purple.
04:43So now that we have this, let's go in a little closer and you can see that as
04:49this hip and this heel hit the ground, all we want him to do is to align with
04:53the purple one and I think we are not far enough over.
04:56Imagine the foot hitting the ground, pivoting around this point here.
05:01I am going to do a temporary move, so you see what I mean.
05:03That foot should come down to there, smack into the ground, and then tilt up on this axis.
05:11That's the physical process that's going to drive the position.
05:15I am going to undo all that.
05:16So I think we are not too far away from that.
05:21Actually, I think we are very close, because we can see the heel of the foot is
05:24matching that position here at that overlapping.
05:26So I think that's excellent.
05:27So let's go with that.
05:30So the next step will be to use this purple guide layer. Let's padlock it.
05:35We don't want this to move.
05:36We are going to the second keyframe now.
05:38This would be the alternate.
05:41We match our keys to that. Go in bit tighter.
05:44Let's make this fairly precise, using the arrow keys to get the position and
05:49there we go, and then we repeat this procedure for the second contact.
05:53There is couple of ways. We can just repeat the identical process or we can make
06:00a note of the amount of horizontal motion from the first contact position to the
06:05second contact position and just replicate that.
06:08That's probably the more reliable mathematical way of doing it rather
06:11than eyeballing it.
06:12So let's just make a new layer, draw a line for the chin, second line, and just
06:21grab that and then match our chin position on the third contact pose to there.
06:30Now we can delete these two little temporary note layers, get rid of them.
06:34Let's go in and activate classic tweening.
06:39Okay, now we have a slide.
06:44Nothing is moving. The reason being that the right leg hasn't moved into
06:47the correct position.
06:48So again, what I'm going to do is make a new reference layer, copy these, Ctrl+C,
06:54Ctrl+Alt+V, do that and then overlay an outline ,and what we are going to do is
07:00I am actually going to go back to the other workspace layout.
07:03I'd like to have a more vertical timeline for this one.
07:06I am going to take their left hand and move it into the position currently
07:12occupied by the right- hand and same with the legs.
07:15It might seem a little confusing and if I find them getting a little overwhelmed
07:18by the number of layers, I just pull the whole thing apart.
07:23Okay, so now what I'm going to do is move this hand into the opposite hand position.
07:30It won't be exactly right of course because we have to do the bends and some of
07:33the internal work, but let's just get into its physical place.
07:37That's step one, to grab Shift+ click both of the arm layers.
07:43I just worry about matching the upper arm position for now.
07:52So again, I am using Shift+click and using the Free Transform tools to
07:56get everything close.
07:58It doesn't have to be exact, but within 80%.
08:08Don't worry about the foot not being joined to the lower leg and worry more
08:12about getting the feet precisely positioned, because we can make really big
08:15changes to the internal leg symbols.
08:18I don't worry about the lower leg.
08:19We are going to be tweening them internally and doing some really nice stuff in
08:23there to make them work properly.
08:24So let's just get the upper parts of the legs in position and the same with the arms.
08:29Just worry about the upper arm position. Don't worry about the lower arms. And this hand,
08:35it will break from the lower part. Don't worry about that.
08:42Let's go into Outline mode to make sure that we're lining up. There we go.
08:46The left arm, the blue, is a little bit out of place so let's just do that.
08:51This probably looks like junk, right now.
08:53But let's have a look and see what it's giving to us.
08:55So you can see already we are getting into a zone where it's starting to look
09:00like some kind of a walk is happening.
09:02So the next step will be to correct the internal comps and then I think you'll
09:07start to get a much more concrete idea, once we start lining up the lower arms
09:13with the hands and the feet and the lower legs with the feet, we start to
09:16get some inkling of the mechanism that's going to make the walk a coherent animation.
09:23So we'll move onto that next.
09:24So let's delete this temporary layer.
09:26I am going to save this as and you'll find when you start getting into this
09:31level I recommend you save probably more than you think you need.
09:35So we'll save this as 08 and we're ready to move on.
Collapse this transcript
Finishing up the contact poses
00:00So now we're ready to start to fine-tune our contact position for the walk cycle.
00:04So let's open up our previous file 08 in Chapter 5 of the Exercise Files folder.
00:11Let's double-click on the stage, and because we have our little reference guide
00:15image here, if you feel like you're getting lost in all this.
00:17So let's have a look at where we are.
00:19I'm going to zoom out so we can see more of the space for the walk, our guidelines.
00:25We began to crudely create the different contact positions.
00:29So as you can see, they're not really lining up too well.
00:32That's because we've just made very broad movements.
00:35So let's take just one of these and if you feel like it's getting too much
00:39like what is going on,
00:41let's start switching off say a few of these limbs and just pick one of them.
00:45Pick the upper right arm and I'm going to see if we can fix this.
00:50Little check to make sure that all of our nested symbols are correctly labeled. Oh!
00:55See? A mistake.
00:57It should be set to frame 1. Not the end of the world.
00:59You'll find this happens naturally.
01:01It doesn't matter how careful you are.
01:03So you want all of your symbols to be set to frame 1 on this column and all of
01:08these frames to be set to frame 17, or the current frame number on this one.
01:13If you make any changes, then you must correct all the internal frame numbers.
01:17So I'm going to set this one to Play Once and this will be frame 17.
01:23That one escaped me. I thought we'd set all this up earlier.
01:26I've never had one of these go perfectly. Play Once, and then the end just to be consistent.
01:32The right arm there we will also make it Play Once.
01:34The last frame is currently set to 33, so make that 33. So there we go.
01:40So let's go into this frame.
01:41I've mentioned earlier too if you double -click for example on this symbol, you
01:45will jump back to frame number one.
01:47I don't want to be on frame number one. I want to go in at the same frame that I'm on.
01:51Luckily, there is a third-party plug-in called frameEdit. We've covered this previously.
01:57It's available on a great web site called toonmonkey.com and I've mapped it onto
02:03the Forward Slash key on the keyboard.
02:06It's to the right of the Comma and the Period at the bottom of the keyboard.
02:10So when you see me doing this and going into the right frame,
02:12that's what's happening.
02:13Now if you don't have that command, then you're going to have to just go into
02:16frame 1 and grind forward to the right frame.
02:19But this will really speed up your workflow.
02:21Let's add our keys in here.
02:24We're going to correct this frame, and basically correct these frames as we go one at a time.
02:28I'm going to pull that to here.
02:40And same thing with the wrist.
02:42So the pivot should be at the top of the point. Go into Free Transform and
02:49grab the wrist down.
02:51So now it's roughly in the right place. Again it can be rough at this point.
02:54We're not making the final animation yet.
02:56But now you can see on this frame that we're a little bit closer.
02:59I'm going to just tweak the position of the hand a little bit.
03:02Now let's see what happens.
03:12You see it's popping into the right position right there.
03:14Of course, we'd like it to meet between back and forth.
03:17However, there are other keyframes that are going to have to happen first
03:20before we get there.
03:21I don't want to overstep the mark here.
03:25I'm going to just go in and correct these one by one.
03:29So let's switch off this layer, and we will activate right leg.
03:36Again, we want to make sure on the right frame this is correctly set.
03:39We're on the frame 17 down here, frame 17 here. Let's tunnel in.
03:44Set a keyframe here.
03:45I'm also going to set a keyframe here, because we should end and start as with
03:49everything else in the same frame, because this is a cycle.
03:51Let's drag that leg over and the same process for the opposite.
04:10You might find this easier if you set Preview mode to Anti-Alias, because that way
04:13when you're actually inside a symbol it'll fade out the others.
04:16It'll help you visually hold your position.
04:18Let's switch that off and the other limb we have to worry about.
04:26Never forget to set keys; otherwise you'd be changing your first keyframe ad
04:29that wouldn't be good.
04:40This wrist will be easier if we can motion tween it.
04:44So I'm going to call it arm left wrist.
04:48That should of course be the same all the way through.
04:50So I'm just going to move it all the way back and delete the others.
04:55So it's in this correct position here. Let's go in and make sure it's pivoted properly.
05:00Then move it back.
05:01Then well, again repeat the same process, to be consistent.
05:07Drag and drop it up here. There we go.
05:20So now if we look at the entire body, we have a contact position that looks
05:24much like the first one.
05:25So we go from a contact A to contact B with the left leg now in the back
05:30position, not the front.
05:31If we animate this, you will still see some glitchiness of course.
05:36Now it's more localized. The glitchiness is now happening in these two areas.
05:43So before we can really begin to tweak this much further, we have to begin to
05:48add the central pose, the passing position, and let's look at what that looks
05:52like in the reference image.
05:55So the question that would come up, we now have our contact positions.
05:59We're pretty close to that final area.
06:02People would wonder which would be the next most important position to animate
06:06and I used to think the down position was nicer to work into, because it gives
06:09you a good squashing point to feel the weight it happening.
06:12But actually, it's kind of counterintuitive, the passing position.
06:15That's this guy here.
06:17That's the one that we should do next.
06:19You will see very quickly why, because it's the halfway point between the
06:22contacts and by making even slight changes on this keyframe,
06:26such as bending the spine, or making small alterations to the characters
06:31emotional state, or the flexibility of the body,
06:34you can have it really dramatic and wonderful possibilities with adding
06:37personality to the walk.
06:39So we're going to save this project now.
06:42We'll move on, and start playing with the passing position and at this point,
06:45we're going to start seeing the walk really come together.
Collapse this transcript
Creating the passing poses
00:00So we've blocked in our walk cycle's contact poses, the most important poses in the walk.
00:05So now let's do the passing position.
00:07The passing position will flash out the walk, and start to tighten that up a lot.
00:12So in your Exercise Files folder, version 9 should be the last version
00:15we're working from.
00:16Let's double-click on the walk cycle and let's have a look at it, see where we are again.
00:22Okay, as you can see, not perfect by any means.
00:25But their contact positions have been tied down pretty well.
00:28So the next step is the passing pose.
00:30Now let's look at the passing pose again.
00:31So the passing pose is the midway point between the contacts.
00:36You could do the recoil at first. The only problem within from contact to recoil
00:40is that it doesn't give you such fine control over oscillations or changes in
00:44the spine or the attitude of the walk.
00:46So the best way I think of doing that is by doing the passing position.
00:49That would be the way it was done in the Disney Studios in the good old days. Let's do that.
00:55So the automatic tweening that we've established is very crude.
00:58It hasn't given us too much to work with, but what it has given us is the
01:03horizontal travel of the character.
01:05So we're going to use that information and set a keyframe.
01:08Then we will of course fine-tune all these positions and do the rest.
01:12Let's just extend our Timeline a little bit.
01:14I'm going to try and start playing with this.
01:17One thing I find that is very useful is to make sure when you're in your preferences,
01:23to absolutely make sure that you have Contact-sensitive Selection and
01:27Lasso tools deselected.
01:29This is going to make your selection of all objects much easier.
01:32So do not have a tick mark on there.
01:34Be sure you're set to Object-level Undo.
01:36That means that your undos will happen contained inside the comp or the symbol
01:41that you are working inside.
01:43You don't need to be taken out of your comp into an external one or an internal one.
01:46That's what will happen by default.
01:48So those two things are critical before we go any further.
01:51So let's select the upper body on the passing position.
01:55Just drop a bounding box around that.
01:56You can even go a little bit over the legs.
01:59I like to do this to make sure that everything is properly selected.
02:02It doesn't always happen.
02:03I'm just going to put a little tilt.
02:06There is this slight tilt on the passing pose. Nothing too crazy.
02:09But just a little bit more than the normal position.
02:13You'll see that it doesn't happen from here to here,and like he is completely
02:19vertical, but on the first part of the walk, I think we can push it a little bit more.
02:23Let's go in, select everything again, Free Transform.
02:26Let's bring down a little further.
02:33Now you can see there is a slight little dip on the walk.
02:35That will give him a lot more of a natural feel and then a bit less flashy. So that's that.
02:42Now let's look at the feet.
02:43What should be happening here is this forward foot hits to the upper blue line.
02:49That heel should snap and plant down.
02:51So I'm going to hide this foot, because they're all getting obscured.
02:55So as you can see, it's not pivoting the way we would like it to do.
03:03The horizontal position. That's great.
03:06But the vertical position is wrong.
03:08That needs to be corrected.
03:09Let's go ahead and undo that first. Let's grab that key, click it down. We can go in.
03:13I should be pretty picky about this. Go in fairly close. That heel point should align.
03:19Then I'm actually going to pull the all the corner down slightly, so that the
03:22front and the back are both on that axis.
03:25Let's take the look at our reference image, so we don't get lost inside the
03:30overall chaos of the frames and tweens.
03:33So the leg will working on this forward facing leg, which on the recoil position
03:37here snaps into the ground and stays there on the passing position.
03:41It begins to lift off the back of that on the high-point.
03:44So that's this pose here.
03:47So it should actually be contacting the ground here.
03:51Let's just hold down Alt or Option, and copy that to the high-point.
03:55Now that'll give us a much nicer feel.
03:58If you look at that foot now bang!
04:00It's hitting the ground. It's staying there.
04:01It's not wiggling, or moving, or doing anything weird.
04:03That'll give us our access point that we can use to position the leg with.
04:07We can do something similar with the opposite foot.
04:09Now, have a look at that.
04:10This is where it is on the passing position.
04:12That should be lifting well off the ground.
04:14That's this guy here.
04:16So let's rotate him. Get him into a position that's a little more natural.
04:19Let's hide that leg, and this leg too.
04:22That is getting in our way right now.
04:27Much better. So we're going from follow this foot.
04:32It's going from here to here to here. Maybe even higher on the high-point.
04:38We won't worry about that now.
04:42The other thing to worry about will be the position of the hands,
04:44the right-hand for example.
04:45I will just watch where it's going and where it's coming from, where it's going to.
04:50It's here.
04:51Then on the passing position, that will be swinging down, somewhere around this
04:55direction, so see where it's been put.
04:57I think we can bring it in a bit lower.
04:58Let me drag up back a little bit. Let's hide that up around for a second.
05:03We can't see through the body, so let's put the body into outline.
05:07I'm going to hide that arm as well.
05:08We have a bit of surgery yet to do there.
05:10I'm going to pull the left arm down to the passing position.
05:13The left arm is also swinging on the big axis like thing, like a pendulum back and forth.
05:21So there we go.
05:23So what I'm going to do now,
05:24I'm actually going to ignore the arms and legs for now.
05:27I really wanted to help you focus on looking at just the feet and the hands,
05:30because that'll help.
05:32You big challenge here, if you haven't done a walk before or haven't done it in
05:34Flash, is just getting over the visualization of where all the bits are and
05:38where they're going.
05:39So let's make the second passing position here.
05:42What I want to do is make a reference image that we can use as well.
05:46Because don't forget, the second passing position should be much like the
05:49first one, but just over here.
05:52We titled the body, and did another bunch of stuff.
05:54So let's make a reference image. Copy all those, Ctrl+Shift+V. So we snap them
05:59into place and then take this reference image.
06:03Let's put it in outline mode and just drag it over until it's in the same
06:08horizontal position as our new key is going to be here, and padlock it.
06:12Then make a stock of keyframes. Hit F6.
06:15I'm going to hide that reference image again.
06:19A big bounding box once more, over the upper body.
06:23Then just tilt it until it lines up with the earlier version.
06:27It doesn't have to be 100% exact, but near enough.
06:31Now I think we can actually get rid of that temporary guide layer.
06:39Once again, I'm going to hide the layers that needed further attention.
06:43That's the legs and the arms.
06:47I need to repeat our actions on the feet.
06:52Let's just follow it like one foot.
06:57So the problem foot this time is the right foot.
07:07Actually, on that contact position I think it should be a bit lower.
07:10It should be on that lower line.
07:12Let's look at the whole thing again. Yes, indeed.
07:16It's actually a little too low on the alternate position.
07:19So let's pull that down, pull that one up. Glad we caught that now.
07:31Let's hide the other foot.
07:32It's kind of distracting.
07:34It's good to do one thing at a time.
07:35So here is our right foot. It smacks into the ground.
07:39Now we should do the same thing. It should plant itself down on that lower
07:43line and stay there.
07:44So I'm going to drag this back to the recoil position and forward to the
07:47high-point, which we did.
07:49Remember, on the opposite foot at the same point.
07:51F6 for a new keyframe here, zoom out and see how that feels. [00:07:57.62 Great! Much better.
08:00So you see you found, as you're working in passing position, we're already getting the
08:05feel of the actual walk cycle even with just one key.
08:08We're actually missing the recoil and the high-point and we're already getting
08:12a nice walky feel to things.
08:14So I'm going to hide the arms and the legs again.
08:16I want unhide the other foot level, because remember on the opposite passing
08:20position it would look like this, dragging forward.
08:22Let me show you again on the reference image.
08:26So the foot that we're going to be working on now is this guy here.
08:29So let's move him up. Free Transform and drag him.
08:36We've lot of freedom with the foot once it's off the ground. You can really go
08:39crazy with your position of it.
08:40But this is going to be a little more conservative.
08:43The further you push it, the harder it is to pose.
08:45But it is possible to do crazy things with walks. So here we go.
08:49It's pretty standard, stable passing of feet and hands.
08:55So just one last double-check.
08:57We check the contact, contact, contact. Looks good.
09:02Passing position, passing position.
09:04The hands look pretty consistent, the position of the feet looks consistent,
09:07other than that they're reversed.
09:10If we reactivate the limbs, we can see they are perfect on the contact of course.
09:15On the passing position, they need to be polished and tweaked.
09:19So I'll do that in the subsequent section.
09:22And we will correct all these little errors on the limbs.
09:25Then at that point, the walk will then have a few little gaps that will be fixed
09:29on the recoil and high-point.
09:30But it will start to feel a lot less disjointed and a lot more solid at that point.
09:36So let's move on and correct the arms and legs.
Collapse this transcript
Finishing the passing pose
00:00In the last section we did the passing position.
00:02We actually went in and fixed the positions of the feet and the hands.
00:06So now we are going to go in and make the arms work with them. So let's see that.
00:11It's in your Chapter 5 Exercise Files folder, file 10.
00:13Let's tunnel in here.
00:17We can hide the reference image.
00:22Quick through, so you can see the walk is starting to get a little better.
00:25But we still got some broken parts and that's where the limbs are intersecting
00:29and not quite working.
00:31So, one way of doing this, if you don't like the layer horrors, is simply hide
00:36everything except the arm or the leg that you are working on.
00:40So we treat the hand position as the more stable and permanent.
00:43So let's keep that. Make sure that you are set to work in Preview Mode >
00:48Anti-Alias, so it shades out the other level. I find that's helpful.
00:52And critical always when you work,
00:54you select your frame number.
00:56You are going to be working on whatever frame this is, frame 9 in this case.
00:59Check that you set the frame 9 in the Properties panel and when you are going
01:02to your symbol, make sure that you are working on frame 9, so that everything
01:06matches up. Otherwise you'll start seeing crazy glitches.
01:10If you see glitches and things popping, it's a pretty good sign that you have
01:14one of your numbers set incorrectly somewhere.
01:17So let's pull this.
01:18Try not be too crazy with moving the upper part.
01:22I like to keep that as close to the same axis as possible.
01:33And it's that simple.
01:34So we take a quick peep at the overall body. Okay.
01:39So then we can pick another part.
01:42The leg left, the leg foot, same thing there, so a couple of ways we can do this.
01:47I am going to again, don't forget, keyframe.
01:51You can squash the entire thing or I prefer do a little bend if I can.
01:54That makes it feel more anatomical and much richer.
02:03In this case we might be able to get it through just rotating the outer symbol.
02:08Do as much as you can by working in the outer symbol.
02:11And now the leg right and the leg right foot, this is the big one so
02:15that's, it's a big change.
02:19So if you remember, we were having to lift that foot into this position here.
02:25That means the leg has to bend quite a bit. Go into outline. Except for the
02:31right foot and the right leg, so we can may be lift the leg up a little bit.
02:40Don't forget to keyframe.
02:41Let's see what we can do there.
02:46We did something the other side, but it's feeling a little more extreme here.
02:52So the other solution is if you feel like you're hitting a limb as to how
02:55far you can deform this, then you can always go back into your foot and put it down a little bit.
03:00This time there is reason to be close to the, I will turn them to the other side.
03:05Okay.
03:06So now let's take a good look in outline. It looks clean.
03:09Put in a different color, looks good.
03:14So that's our first passing position, and of course the in-between frames are
03:19still a little disjointed.
03:22So we will do them next, but for now we are just taking care of this guy and
03:26this guy, so repeat the process over here.
03:31Same thing if you feel the layers are too much. Just hide what you don't need. Hit F6.
03:40And I am working inside the internal arm comp or composite frame.
03:43Ultimately we are going to tween many of these spaces, so we won't be popping
03:52from one shape to another.
03:53This whole thing will blend into itself very nicely.
03:55Don't be surprised when you start doing this, if you forget to make a keyframe
04:06and you start making changes here, but then you realize, "Oh no, I've been making
04:09the changes to the wrong frame." It happens.
04:13That's why you like to have undo available.
04:16And also save your files, save them often.
04:19There is the other big one, so let's fix this too.
04:22I think on the other we brought the foot down a little bit, make this a bit
04:25easier, and also set the key.
04:42And on this one, we need to straighten up the arm.
04:44That gives a nice swing on the arm too.
05:03Okay, let's have a look at that. Much better.
05:13So right now I am trying to focus on the best of the work and ignore the bits that don't.
05:17The things we are watching out for are our foot placement. The feet should be solid.
05:21Even though they are at the moment, as you can see, sliding.
05:24In this case, this foot here is sliding to the ground. We'll fix that later.
05:28There is no reason to worry about that right now.
05:30We are looking at the overall larger movement.
05:34As you can see even without the recoil on the high points added, we have a
05:38nice feeling of a walk.
05:39So when they go in, that's really going to start coming to life.
05:43That will also tie down these ugly little gaps and breaks.
05:48So let's save this and we will move onto the walk cycle where we impact this
05:53character into the ground and really give him some weight.
Collapse this transcript
Animating the recoil position
00:00So we have our contact positions and our passing positions all laid out.
00:04So it's time to continue to the recoil position.
00:06So go into our Chapter 5 Exercise Files and open file number 11, and let's
00:13tunnel into our symbol.
00:14Let's take a little peep again at the sample image.
00:18So here we have our contact position, our passing positions, and our contact
00:21positions, they are all done.
00:22So the recoil is next.
00:24That's where the character actually impacts into the ground and this will give us
00:27the feel of weight and of mass.
00:30So how far we push this will give the character's weight a greater amount.
00:35As a less extreme recoil position, he will feel a bit lighter.
00:39Just bear in mind that this foot is going to be flat on the ground and this rear
00:44foot will be completely off of the ground and ultimately in the final version,
00:48this rear foot will actually be slightly curved and right now it's slicing
00:52through the ground layer.
00:53We are not going to worry about that just yet.
00:55So let's hide this preview. Center our character.
00:59A couple of things that are worth saying more than once. Go into your Preference
01:03panel and make sure the Contact- sensitive Selection and Lasso tools is off and
01:07that you are on Object-level undo, not Document-level Undo.
01:10This will actually control your undo's to the symbol you're working on, and
01:14that's much easier to follow the undo's.
01:16And contact-sensitive means that it will only select an object if you are
01:20completely surrounded with your selection area.
01:24Whereas the other way, you'll select that just by doing that and that's too sensitive.
01:28It's hyper sensitive.
01:29So let's start adding in our recoil position.
01:32So I am going to draw an F6 to make a keyframe.
01:39Now the next step will be to select the upper body, just a big box around all
01:44the upper body layers.
01:46Sometimes you can miss levels so that they don't get selected properly, so I
01:49also like to just drag everything.
01:51Move the down arrow, five or six clicks, maybe one more.
01:56Now let's pretty quickly test this.
02:00You see, he seems to float from the second step from here on.
02:07He doesn't have a recoil yet, but here, boom!
02:09We are already seeing a bit of a bounce. Sso I am actually going to push this a
02:15little bit further, a couple more clicks.
02:17But further down you go, the more weight he has, but the more difficult it can be to
02:21make these legs line up.
02:23So bear that in mind. You have to balance that out.
02:27The other thing to remember about the recoil -- let's look at this position here.
02:31I am going to put a sample image back on.
02:33The recoil is the point of maximum impact and the arms being swinging, they are
02:38more prone to reacting to that, so they'll flare out slightly on the impact.
02:44So let's go into the arms and from the contact to the recoil, I am going to
02:50actually push them out a little bit further from the body.
03:07Much harder to do this with a nice angle on the rear arm so we'll just concentrate more on the leading arm.
03:13And we will change the bend of the arm later now, but for now I'm more concerned
03:18about the position of the hand and seeing how much we can get away with.
03:22This might be too much, but it's good also sometimes to over animate these
03:25things and then pull them in, to under animate them. Okay.
03:37And you might want to tilt the head a bit down on the recoil, because it's
03:40shocking a little bit. Now I can feel it.
03:45So let's go in here and I am going to fine-tune the legs. I am using the
03:52Shift and the numeric arrow keys for these big crude movements just to get us
03:55into a rough position.
03:56We can use the regular keys after that.
04:00So let's look at this in outline. Okay.
04:07So also it's good to have your sample image up here.
04:11To give you an idea about what the legs are going to do...
04:14So for example, we are going from the contact pose, this, into the recoil.
04:18So look at the recoil leading leg, the left leg.
04:21It's actually going to be bending at the knee, so rather than trying to deform
04:25the entire leg, I am just going to tween the lower leg on the internal symbol.
04:30So make sure again we are on the right frame. We are on frame 5 of the outer timeline.
04:33I'm going to also on frame 5 of the leg symbol.
04:36So when we go into the leg. Be sure that we are working on frame 5 of the leg.
04:40Let's go in closer, let's go into outline, and let's see if we can put a better
04:47outline color on this to make it easier to see.
04:56Try not to change the direction of the upper part of the limbs. Just work on the lower part.
04:59That's flexible a bit.
05:00And then we will do something similar for the right leg.
05:04I'm looking at something where the leg is reasonably down. It will bend at the knee.
05:08So I am going to move the leg forward a little bit, and use frameEdit,
05:13our favorite third party extension from toonmonkey.com.
05:18Always remember make a new keyframe or you will be changing the wrong keyframe.
05:22That will cause problems.
05:23So pull this up, and you can bend this too.
05:31We will do more work, actually changing some of these curves a little later on.
05:41Okay. Now to give you a foretaste of what we are really going to be doing at the
05:46final stage of this, I am going to go into this symbol and activate shape
05:51tweening, and you can see it's working.
05:54That's nice and have look at what the final result is as we are looking at this leg here.
05:58Let's do with the other one, and that's moving.
06:04It's not getting jittery or anything.
06:07So no need for shape hints at least for this case.
06:11So that's going to be the technique. We have a shape tween inner comp doing
06:17this action in place, which when it's on the outer symbol, this motion tween to
06:23line up with the foot.
06:24So we can still do things with the float like position it, move it, we can
06:27still control or skew to affect the outer symbol, but we do have the shape tween
06:34in our form, which is taking care of all the joints. So that's that.
06:41I think we are okay there.
06:43Now we need to do the second recoil.
06:48So I am going to do a familiar process, I am going to copy all of these, Ctrl+C,
06:54Paste them over here, turn them in to an outline.
06:57This is a temporary level.
06:58It's just here as a guide to give us an idea.
07:00Switch off the background and that will give us an idea of the pose that we have
07:04to copy, because we want both recoils on each side to be pretty much the same.
07:09The arms will be in opposite positions, but we want the upper body and the rest
07:13of the poses to be as similar as possible.
07:16So let's draw a box around the upper layers and again just test that we
07:20have selected everything. Pull it down a bit.
07:22There we go, and I would still use the reference layer for our positions for our hands.
07:28Let's see. It's easier if you just pull these completely free.
07:32I want to make sure we are working on the correct arms.
07:37On the original, the right arm, is out and to the up and so we want this arm to
07:42do the same thing on the opposite side.
07:45So I want to match it as close as we can.
07:47Again, it doesn't have to be exact.
07:48It can be slightly off centered or at a different angle.
07:53As long as the pose is the same and the height is close enough.
07:55And the same thing with the feet. Let's zoom in on that.
08:02I am going to pull these legs apart.
08:07Make sure that the foot is on the right line. So we are going to outline mode.
08:19The green is the right side and that's nearer to us.
08:27And the green should be a bit lower here. That's right.
08:30So let's pull that in.
08:31We will keep this reference layer for now.
08:35It's still good for helping to position the legs.
08:37Let's go and rotate it, so again, most of our work will be on the inner symbol.
08:46frameEdit in, and don't forget.
08:48Make the keyframe here. Done.
08:56And let's position the leg, frameEdit again. Make a keyframe.
09:05If you add anything new in here, add a keyframe first.
09:19Okay, so now we can delete that.
09:28We will find all these shapes later on.
09:31This is a blocking pass.
09:32This is still in the process of making sure everything is basically correct,
09:37fine tuning can happen and all this is sorted and clean.
09:40Okay, we are still seeing the pops, but those are happening where the pipe
09:44points would be on the next part of the course.
09:47So I am going to go through it a bit more slowly. It's good.
09:51That's good.
09:53We are all connected, good.
09:57Same here, same there, and there. So let's save this, and then in the
10:04next episode we will move on and we will add the final of the four keys,
10:07to high point.
Collapse this transcript
Animating the high point of the walk
00:00So now comes the final of our four walk cycle poses.
00:03That's the high-point, pretty self-descriptive.
00:06So let's go in and add the high-point to the walk.
00:10So again, a reminder, we have our contact, recoil, passing poses done.
00:14So the character is in the recoil position, smacks into the ground, begins to
00:17move through, recovers from this, goes into their highest position where
00:21their body is at maximum stretch, and then they move back into the contact, then it repeats.
00:26So depending on how high we make the high- point, it's like the opposite of the low point.
00:31This is how we control the weights of the character, how light footed they are. So let's do that.
00:40I think the easiest way is just let's make a keyframe stack, F6, and draw our
00:46bounding box around the upper body.
00:48I'll repeat from the last one.
00:50Make sure that your Contact-sensitive Selection is off and Object-level Undo is on.
00:55So let's select these, pull them around, just make sure that you grab them all. Undo.
01:02And now let's just click the arrow and pull it up, by a bit. Not by too much.
01:05I'm going to use 1, 2, 3, 4, maybe 5 clicks of the numerical arrow key.
01:10Maybe bring the head up a little, just to give it a bit of a joint feel.
01:15And we can actually probably bring the legs up too, 1, 2, 3, 4, 5, 1, 2, 3, 4, 5.
01:18And it's good to keep a mental tally of the number of clicks.
01:24It helps to line things up if you are going to push them around like that.
01:27Now you can see already.
01:29You see it's not doing it here, so the first step has a bouncier feel to it.
01:40So as you can see, of course we have some issues with the positions of joining
01:44the legs with the feet.
01:45Again, look at our reference material to see what we're shooting for.
01:50So the thing to bear in mind about the high-point is that we have a lot of
01:52flexibility with the position of the foot.
01:54It's floating in the air, so there is a huge amount of choices as potential
01:57positions that we can use for the foot.
01:59So we're not limited to this position by any means.
02:02We can play with it.
02:03So let's have a look.
02:04I'm going to take a look at this high-point.
02:08So let's push that foot off for a moment and see what's happening.
02:13So we can actually slide this leg around.
02:17If we wanted to layer it slightly differently, we could bring it right up.
02:20We could do really crazy things with it.
02:22So I am going to try to be reasonably conservative and just pull it out to here.
02:27Don't forget, we're going to have access to the inner position as well, so all
02:32this will be shape tweened.
02:34So let's just do something a little maybe bolder with it.
02:40Now we apply the foot.
02:41So we can do that for example. Make it a bit more dainty.
02:47What I'm going to do now is activate shape tweening, so that we can see this
02:53thing properly tweened.
02:54I haven't bothered now, because I've been more worried about just getting the
02:58thing positioned at the main points.
03:01And you can see here there is a little bit of a point here that's going to
03:04need some shape hints.
03:06So the first part of this is working great.
03:08Let's look at that first.
03:09And we're just looking at his physical right leg right now and here it breaks.
03:16At this point we have to have shape tweening.
03:17So let's use the frameEdit in or the question mark key.
03:24So before we add shape hints, let's say this. Save your project and go Modify >
03:29Shape > Add Shape Hint, and let's pick another high corner up here and now we'll
03:36use the scrub through.
03:37It's a little bit better.
03:38Let's add another one, Ctrl+ Shift+H. Already more stable.
03:48We'll add another.
03:54Just add a couple more.
03:55We'll tie this one down.
03:59Oh, that one broke it, so I'm just going to put this one here instead.
04:03This is the point where I've found that the program can be a little weird and it
04:07can crash, so that's why we saved it.
04:10It's possible that you create a shape that Flash just can't tween, so it's
04:13response is to crash, but as long as you backup your previous version, you're safe.
04:18So that's good now.
04:19Well worth the effort. So there we go.
04:24That's a pretty cool looking step. Good!
04:30So now that's our high-point and we need to make a couple of more little tweaks.
04:34This leg, we can make that reach this foot by a couple of means.
04:36We could stretch it up.
04:37But bear in mind, look at the foot. We're actually going to bend the foot.
04:40So to reach this point here, the foot is beginning to peel off the ground.
04:45To work it back into the contact pose, and we're going to do that as well,
04:48this foot here is going to be slightly different shape.
04:51So I am going to leave that for now. We'll move ahead and deal with the rest of
04:59the parts first. I'm going to come back and deal with that last.
05:02Let's undo that little move.
05:02It's going to line up with the feet, the hands.
05:06Let's go into Outline, because I want to make sure that the left hand is moving properly.
05:11That's this guy.
05:17Seems to be enough. I think we can pull it down a bit.
05:27Notice as well that the left hand and the left limbs are moving opposite to one another.
05:32So as the right moves forward, the right arm goes back, and as the left leg
05:37moves forward, the left arm moves back.
05:41So that's our character, pretty much posed.
05:43We still have to go in and fix some of these inner shapes, but for now this is sufficient.
05:48So now I want to create the opposite of that shape, and again, we'll make
05:51a placeholder here.
05:53I'm going to copy the first high pose position, Ctrl+Shift, and paste it to the
06:00temporary layer, and then move this over.
06:03And this will be our positional guide, so that both high-points look as close to
06:07one another as we can get.
06:09Now we can make our keys here, F6, bounding box around the upper body.
06:15Actually I'm going to include the legs as well, take that photo. Good!
06:19Now I'll just use the arrow key to roughly line up to the height I want, maybe
06:24Free Transform to tilt the head back a little, match the other.
06:29And the other thing that's important to match is the position of the foot.
06:33That should be the same.
06:37Not so much the physical position as the angle. Move them off to one side or
06:40here, but definitely the angle details should be as close as possible.
06:44And we want to make sure that the foot is on the right line.
06:47We have one line for the left foot, one line for the right foot.
06:51Very easy for these to slip.
06:52So the one closest to us is green and the one farthest away is blue and that
06:57seems to be solid enough. So that's good.
07:02And then the other thing would be to position the leg.
07:06So I'm moving the left leg to match the one opposite, and I think that should be fine.
07:12So let's get rid of this now. Delete that layer.
07:15I was a bit premature. I'm going to put that back in for a second. I want to
07:20check for the hands as well. There we go.
07:26Now we can get rid of it.
07:39So we have the same issue with this foot. This foot should be peeling off to
07:42join this back leg, but there's some internal issues here.
07:46So let's make a keyframe there and we will just bend the lower trouser leg or
07:54the lower leg to match that.
08:02And go to Outline for a second. I want to make sure that the arms are
08:07all properly aligned. Close enough.
08:11We're not in the game yet of being completely accurate. This just needs to get close.
08:19So if we look at each key by itself for a moment, don't worry so much about the
08:23in-between frames, and check all the poses are solid, nothing is drifted, or not
08:29worrying about this just yet. And that's good.
08:32Our recoil pose is good.
08:33A little gap there, easy to fix.
08:36Passing pose is solid.
08:38High-point is good. That's good!
08:41And if you want to be very thorough, just check recoil against recoil.
08:46Close enough, not too far away.
08:48The passing pose to the second passing pose. Make sure they're at the same height.
08:53The same general pose, even though they're on opposite sides.
08:57The high-point to the high-point. Fantastic!
09:01So let's save this. We call it 13.
09:07So with the file saved, it's time to move on and the next step will involve
09:11shape tweening the legs and the inner timelines of the legs and the arms to make
09:16sure that they're not popping, which is what we're seeing right now, so that way
09:19all the keys and all the in- between frames will be smooth.
Collapse this transcript
Adding in-betweens
00:00It's time to add in-betweens to the inner timelines of the arms and the legs of
00:05our walk cycle to smooth out the entire walk.
00:09So let's open 13 in your Exercise File, double-click on our symbol and then
00:14quick run through and you'll see we still have things popping on some of
00:17these in-between frames.
00:18So now I think it's kind of a fun part.
00:20What we'll do is hide some of the other legs and we'll take that leg layer.
00:24And then we'll take that back arm and just hide them for now.
00:27Let's just work with one side. Great!
00:30Now, let's take this leg for example.
00:32I'm just going to start adding shape tweens and I'm going to use my
00:38numeric keypad shortcut.
00:39And as you can see, it's all smooth.
00:44There is still a little bit area and that's because we need to animate this foot
00:54curling to meet that.
01:00So what I'm going to do-- That's a little bit distracting.
01:01So I'm going to hide that foot layer, so we can choose focus on the pant leg.
01:05Good, it's getting very close.
01:10So we'll do the same process for this upper arm.
01:19So it seems that I want to shape tween beginning from frame 5.
01:26So what I'm going to do is add a keyframe here and don't forget we have our
01:32wrist area that's going to be motion tweened. Now let's go out.
01:38It's be slight offsets here, because the hands on a different layer.
01:43It's not arcing quite the same, but I'm not worry about that just yet.
01:50So we need to add a little tween here.
01:52Wherever the hand breaks, that's where we tunnel in, make a keyframe and then
01:58add our tweens there.
02:02Now the tween process is breaking a little, so we have to help it out, give it some hints.
02:07Again always before you add hints, save your project file.
02:19So the first hint helps, so that's good. Leave where it is.
02:22Sometimes one hint will be enough.
02:23Sometimes you have to add a lot more.
02:33Okay, so that looks good.
02:34So again test the outer symbol, nice.
02:37I think we should have a tween here.
02:42It seems to be breaking off a little bit.
02:44So again, just don't keyframe from here. Just add a key there, much better.
02:53And then definitely from here to here.
02:56That should be tweened. Again add a key.
03:02Shape tween, motion tween, huh!
03:03It's breaking it again, so more shape hints.
03:10Modify > Shape > Add Shape Hint or your shortcut for that.
03:24Still a little wonkiness at that corner, so I'll add one more at least.
03:31It's still a little bit, but I don't want to let that go, because we might be
03:34playing with this still. There we go.
03:36So now as you can see, properly tweened.
03:41So let's unhide the other leg and the other arm.
03:52Actually, I'm going to put the torso on outline as well as the lower torso, so
03:57we can probably see through them.
04:00Lots of breaks happening here still, so I'm going to go in here.
04:02It looks good from there, fine.
04:05I'm looking at the arm now.
04:11Definitely from here we're going to start tweening the arm, so going into that
04:14same frame, F6, Shape Tween, Motion Tween.
04:19Good!
04:28Move from here to here, definitely you'll see it's breaking, so F6 for keys,
04:36Shape Tween, Motion Tween.
04:37And then again we're going to have to add some extra keys for the hand position.
04:47Definitely we should have some kind of tweening happening here.
04:51So as you can see it doesn't happen on some of these keys, because between some
04:54of these keys in the outer symbol, we didn't do anything drastic with the arm.
04:59Simply put these where they're needed, there we go.
05:00So I'm going to actually switch off at legs, so we can focus entirely on the arm.
05:05There is a little bit of sticky that's happening here.
05:10You can see right on this frame.
05:15It's moving either too much before that.
05:18So I'm going to do is give it a bit more room to travel.
05:24We can't change the first frame, not the last frame because it should be the same as this.
05:32These two frames have to line up.
05:33So any changes that we make, any doctoring, has to happen sooner than that.
05:42I find sometimes too the easiest way to correct this is something to delete the
05:47sticky frames, clear the keyframes, make a new one, let Flash worry about the
05:53rotation and the overall positions, and then you can fine-tune it.
05:56It's probably the smoothest way of doing it. Now let's check.
06:01It's much better.
06:03So let's hide that hand.
06:04It's getting in the way. Yes, that's fine.
06:11So let's unhide some of the other layers and see, choose the other one we wanted to work on.
06:21Oh yes, the right leg, hide the other.
06:30Then go through frame by frame, there we go.
06:35So from frame 17 through, we have to add something.
06:40Shape tween that, and we need to add a shape hint here.
06:43Don't forget, save your project.
06:44I'm going to add more hints.
06:51Clearly we've already assigned hints on our previous pass, so I'm going to add
06:55them in the same position.
06:56They usually seem to like the same position.
06:59If they work on one key, they tend to work on the other.
07:03Okay, it's good enough.
07:09There is a little bit of wiggling in the corner there.
07:11Let me add one more.
07:22Okay, that's much better. Some more hints needed here.
07:27As you can see it's not matching the outer movement.
07:38And we should probably add them here too at the end.
07:40So let's add one more key and one more shape hint.
07:43Basically, anytime it's moving between two of these, you can make the whole
07:47thing a shape tween and keyframe all of these points and shape tween the entire
07:51timeline. That would probably work.
07:54So let's look at the entire thing with all the layers and see if
07:58we've forgotten anything. Pretty close.
08:01So we've come a long way already.
08:05Zoom out and watch it. Sometimes I find it easier to look at the things from
08:07a bit of a distance. So that's great.
08:12So the last correction, I'm sure you can tell, is that foot.
08:14We need to do some surgery on that shoe to make sure that it wraps and curves to the ground.
08:19That's really going to sell the character living in his environment, so let's save that.
08:29Now we'll move onto correcting the shoe.
Collapse this transcript
Rigging the shoes
00:00The final step of the basic pass of our walk cycle is going to be fixing the feet.
00:05So let us open the previous file and it's number 14.
00:12So click on here and again just to look at the feet action on the reference image.
00:18Let's just watch this light colored foot, just see it bends and twists
00:23and adopt different positions in the curves around the ground and obviously
00:26we think a Flash symbol probably wouldn't be able to do that because it's one big static shape.
00:32I am going to show you how to do that and how to make this look like it's made
00:36of leather or something flexible.
00:39So the first thing I'd like to do is right-click, just go right into the symbol.
00:43I don't know if you remember our creation of this but we took an earlier three
00:48quarters foot and used the Distort tool to create this image and with the
00:53Subselection tool I'll show you what happens. You end up with a couple of extra
00:56points that you don't need.
00:57It's still pretty clean but I would never want an image to have a point there.
01:02This curve could probably be made with one line but preferably just two to bend here.
01:07So let me see what happens if I try to bend this shoe to make it look like it's
01:14wrapping onto the ground.
01:16So let's see second point here is already misbehaving, twisting into weird shapes.
01:21So now I've got to pull this other weird point here, pull this up.
01:28It may work, okay that worked, but as we begin to pull this thing, I'm not having
01:36much fun pulling this line. Adopting these weird little curvy S-shapes.
01:40It's very annoying and at some point in the process of doing this I
01:45guarantee you this thing will break and you will pull it into a shape that
01:51the program doesn't like.
01:53You've already seen shape tweening acting up with very simple forms.
01:58This kind of thing will happen.
02:00It will drive you bonkers.
02:02So even just to do like a small move. Let's undo all that.
02:07The solution to this isn't too difficult.
02:10All we want is to give shape tweening every chance of doing its job.
02:16So having everything for one first problem is we have too many points and we
02:20are going to redraw this and remove this point and we are going to remove this
02:23symbol here and the other thing we are going to do is to create this object
02:27not on one layer but on 3.
02:29One for the dark area, one for this one, one for that one.
02:32There are a couple of different approaches we can use for this, so let's try to
02:36find the one that's going to be the most stable and Flash friendly.
02:39So let's make three layers and the lower layer will be our reference layer,
02:46which I'd like to color something like this.
02:50So our choice now is how to split up this shape onto three separate layers.
02:55What we could do is one strategy is have a single black shape, that's this
03:00outline color, and then have simply the brown layer on top of that and this
03:04layer on top of that.
03:06So that we would have a three pointed light brown layer, a 1, 2, 3, 4, 5, 6
03:10pointed dark brown layer and about same number of points, seven points, for the black layer.
03:16The only problem with that might be that the black would overlap on this.
03:20So I think we should definitely have the light brown layer on the top and I am
03:24going to pick this dark brown layer as the largest part of the shoe.
03:28So let me show you how we begin this.
03:30So I am going to pick the Rectangle tool and click that line off. I am going to
03:36work in Outline mode and may be pick a brighter color so we can see the outline. Better.
03:43So I am now going to put Snap on because I want Snap to work exactly to these points.
03:56Hold on Alt/Option to snap to this point.
03:59Actually I am going to go a little beyond. I am going to have black sole be an
04:02overlay. I am going to actually go over this, so we can move a little outside
04:06that but keep this point alive. We don't want this point to be disappeared by
04:10Flash, so you can keep that as a sharp point somewhere in this black area.
04:17This area here is going to be covered up by that light brown.
04:21Hold on Alt/Option again to make this curve and don't make too many of these
04:25curves in here. These should be as few as possible.
04:29Okay, so that's going to be that area.
04:34Now I am going to make the three pointed light sole of the shoe. Let's click
04:39the Eyedropper, padlock that off, eyedropper to there, and same thing. We are
04:45going to outline the lower layer so we could see this better and create our shape in here.
04:51Double-click the line. We don't need that, delete it.
04:55Snap on again and this time I am going to keep the lower layer on too.
04:59So this point will come exactly to here, to there, make this a triangle,
05:06then map that to this.
05:08Go in to outline for a second, let's see what that looks like.
05:15So that's it and then the final phase would be the sole of the shoe.
05:19Again, I think the rectangle shape will be good for that. I am going to get
05:25rid of that outline.
05:29That's a dark gray, so we paint that dark gray.
05:32Just put on all our previous layers in outline and lock them.
05:37Outline the upper layer. Make sure Snap is on so we line to these points
05:41precisely and I want to Alt+Click, Option+Click so that we make an extra point here,
05:47because we only want to bend the foot roughly around this point.
05:53So it matches this curve of the front of the shoe and then wrap these curves and
06:01the last step will be to reactivate all our layers and check and make sure that
06:07they clearly overlap, because obviously if you pull this too far you might start
06:10seeing white caps like this.
06:11So this is really-- you can never quite get this exactly the first time so
06:16sometimes you have to add little areas of overlap so that you have a bit of give.
06:23Now we can get rid of the earlier layer and if you look at this in the Subselection
06:29tool it will show you the geometry.
06:31So for example, here we have six points.
06:33That's a very clean shape and on the front of the shoe, three points.
06:39That will be much easier to tween and this is a tricky one.
06:42Let's go one two three four five six seven points.
06:45So that is pretty good, so let's first of all save this and I'm going to try a
06:56quick experiment and we will see how much easier it is.
06:59We are going to have to twist the shape of this foot to match the ground plane
07:03for example and already you remember how difficult it was to manipulate this
07:07foot shape and now it's just two points. And I have already disappeared the line
07:12break here, so that happened during the creation process.
07:15Easily fixed. We could actually redraw it.
07:18There is still a point there.
07:20So what I want to do is re-create that. I really want to have easy access to that.
07:23So I want to draw a box over that and hit X to delete it.
07:26Make sure Snap is on, pull that point back to where we want it, and now we have it again.
07:32This time I am going to keep a slight break there and that will help to work with.
07:37So now if I wanted to for example put a break on the shoe, you see how easy it's
07:43going to be at this point to create radically different shoe shapes.
07:50So imagine this rotated a few degrees and we are going to be able to do amazing
07:55stuff with that and we'll look at that the tweens.
07:59So little piece sticking out there but that's easy to fix and that's going to be fun.
08:06So let's undo all that for a second or actually just delete these. Clear Keyframe.
08:11That's a really great stable shoe. Like I said, a lot of fun with this one.
08:17So let's save this again and we will now move on to actually animating and shape
08:24tweening the foot to fit the walk cycle.
Collapse this transcript
Animating the shoes
00:00So we've got everything done now but our shoe and we need to bend the shoe and
00:05make it a more animatable object so let's open our previous file. That's 15.
00:13Double click on the body and let's work on this one because it's starting in the
00:20contact post so we would be able to animate the bending of the foot.
00:25So, it might just help just to hide the other leg so we can focus on this one. Okay.
00:32So, the thing to bear in mind is that when this foot hits the ground it should
00:37stay there and only do the things that we want that to do.
00:41That means on this frame here it really shouldn't be sliding through the foot
00:44plane and we put that in as a working position really but it's not what we
00:48want to have happen.
00:49So I am going to show you the reference sketch on our bottom layer.
00:55We want the foot to bend, going from on the passing pose, still flat.
00:59Moving it to the high point and the contact. It's here and here.
01:03That foot should be beginning to twist and bend into a proper shape, so let's do that.
01:10So the first thing I am going to do is get rid of this overall foot position.
01:14Let's go back to where the foot was still flat and copy it.
01:19So, at this point the foot will be at its maximum flexing before it lifts off on
01:24the subsequent key and that leg should be flexing here too.
01:28So beginning on this frame and on this one, it will be tweening into this bend foot shape.
01:33Don't forget any alterations we make to one foot, we have to make to the other.
01:38We'll do that after we animate this section.
01:41The other thing we want to make sure is that any time you work with the nested
01:44scene with a timeline inside a timeline you want this to match.
01:49So let's make sure that this is on frame 1. The next key as you can see here is
01:54on 5, so we click the foot and see an error has crapped in. This happens a lot.
01:59So, let's click on the foot.
02:01This next one should be frame 9, as the outer timeline is on frame 9, and we are
02:07going up by four times. This should be 13.
02:09The next key should be 17, I am looking down here, and then we are at 21.
02:19That's correct, 25, slide over, 29, 29, good and 33, 33. Excellent.
02:29So, let's go back to our point where we are going to start tweening this. We have two feet.
02:36This is the old design that you may remember when we were first rigging.
02:39Let's look at the other one.
02:41This is the one that we separate on to three layers for much more easy shape tweening.
02:45So let's copy these layers, Ctrl+Alt+C, and we'll copy that artwork into this
02:51symbol, so now this is the same as the other.
02:54Great. Well let's find the position of the maximum twist for this foot and that
02:58is frame number 17. Click in here.
03:01I move to frame number 17 and let's set a keyframe. And the bending begins here
03:07and we'll snap back to our recoils position here.
03:10So, let's make this a little larger, and we discussed this before. Flash really
03:19likes to take our points and merge them.
03:22I have a point here that I created and if I tried to select this shape and with
03:26the basic Selection tool I can't do it.
03:29So, let's go in and recreate that. Very simple.
03:32This is how I usually do it.
03:33So, just make a new hole in the rig.
03:37I just want a single point here between the two that I can use to snap off.
03:42So we are going to break the shoe there.
03:43It's going to bend at that point.
03:45So, there we are, still there.
03:46It looks like it won't continue with this curve but I want to have a break right there.
03:50You'll see why now.
03:52So, let's just hide the two lower layers and that's where we are going to
03:56bend the shoe to match.
03:57This is the value of having the outer clip in place with no rotation. You can
04:01see the point of transformation, the way it relates to the outer symbol.
04:09So, don't worry about that for now. Then the next most important symbol is the
04:13large brown area of the shoe. Padlock that off.
04:16Let's twist that up so it's inside the lower cuff of the pants.
04:24Oops! Padlock that sole now.
04:26Make sure Snap is on so that this corner matches exactly that one or we'll have
04:34strange arcs and shapes happen.
04:39So, let's put shape tween on right now and see if this works. Very nice and then
04:45the last element would be this.
04:46A slight little bend and twist on the toe of the shoe, just to make it feel
04:53like there some squash and stretch happening.
04:56Now, let's see how this interacts with the outer clip.
04:59All right, so let's switch off the other shoe.
05:09Not quite all the way there yet but close.
05:11So we need to go in to this symbol, maybe stretch it a bit to cover over the gap
05:18that's opening up there.
05:32Now, some of these in- betweens are looking strange.
05:35There may be an error in your frame information, again on your symbol.
05:41This is frame 1, this is 5.
05:43Let's check these first.
05:45This is frame 9, this is frame 9.
05:46Again, I am checking the frame numbers in that Properties panel.
05:50Frame 13, frame 13, frame 17, frame 17.
05:55Okay, so all our numbers line up. Now here we go.
05:58The problem is there should be a shape tween here.
06:00So, I am going to add a shape tween there.
06:02That's where we are having the pop effect. That's was an oversight from a previous part.
06:08Great, a couple of little things now. Just to readjust the pants. Make sure they
06:19are nicely centered over the ankle.
06:28Okay, it's looking pretty good, and the thing to watch out for, focusing on this
06:37area, and when we start fine tuning this to make sure that the pant leg isn't
06:42fluttering too much.
06:43When we lift the leg off here, it's sliding a little bit, as we're moving from the
06:50high point and from the contact to the recoil.
06:54Basically, once the contact pose ends we really should be off the
06:57ground without foot.
06:58So, there are three different ways we could tackle this.
07:01We can move the other leg up a little higher to lift it clear from the ground.
07:05Now, the other thing I would do is the return from the stretch into the recoil,
07:12it's quite slow.
07:13So, we can make that snappier by pulling this back and then we will recoil
07:17from that into that.
07:19So seewhat that looks like.
07:23So all these tween case that you are seeing here. We can ultimately end up
07:27adding secondary keyframes or changing this leg position.
07:33Whatever it takes to snap us out of this stage clean off the ground.
07:48That's a lot better already.
07:49I wouldn't say that's the final by any stretch but that's gotten rid of that
07:52big nasty sliding.
07:57So, now we apply the same process to the other foot and don't forget this symbol is wrong.
08:02That should be flat.
08:06Basically the same as this but with a bend.
08:08So we want that same flat foot here and we also want it in its other position here.
08:15Let's see what's the best way of doing this. Wwe can click and eyeball it.
08:19I am going to copy it and paste it in place and just slide it back along the line.
08:26We want to make sure it's in the same relative position to the foot as these.
08:30So, let's make a quick reference layer. I do this a lot.
08:33It's a nice way of making sure that we are perfect in our positioning.
08:39So, the position of the foot relative to that is this, which tells
08:43us we are a little bit off and that'll get rid of our reference layer.
08:49Last step of this part will be just to check our frame number and it's again
08:53this is a unique image.
08:54It doesn't have any animation in it yet.
08:56Let's make sure this is set to frame 1 of the start and frame 5 and all the way through.
09:15That should be 21, 25 is here. Little mistakes that crept in along the way.
09:26It should be 29 and 33, great.
09:33So, what we will do now is duplicate the animation of this part.
09:38I am just going to copy all of these frames and we want this animation to happen in here.
09:44Let's move him down to this area, put a little gap between them so we can
09:49see the difference.
09:51So, on the passing position to the high point to the contact we want the same
09:56thing to happen here but on the opposite frames.
09:58So not from this passing to this contact but this one.
10:01So, let's duplicate them.
10:05Actually, I should hold down the Alt key and keep our original over here in
10:09case anything breaks.
10:11Let's see if that works.
10:13I think we should also duplicate let's see here.
10:18Yes, this post should be there too.
10:22As we bend on the first frame.
10:29Okay, so it's curving and then just slight error in here.
10:36There we have an example. If the frame number of your symbol doesn't align with
10:40the outer frame number and you are trying to keep everything on the same track.
10:43So you see little pops like that.
10:45So, often times to check your numbers.
10:48Good, now we are getting there and remember we made a little change here on
10:52the recoil position.
10:53So, we would, I think, eyeball a similar change here where we drag this up.
10:58We lift it off the ground a little faster.
11:01It will snap here. That's good.
11:04Okay, so that was a bit of work. A little fine tuning.
11:13Very hard to avoid.
11:14The feet are usually tricky. As I see a little gap there opening up, and this
11:20spot here so we can pull that down.
11:21Always be vigilant for the gaps between the layers.
11:27It's very common and I think that is the basic walk complete.
11:32Now, we proceed to the next phase, which is taking our existing walk cycle and
11:36doing what in the good old days was called plussing, adding details and touches
11:41that will really enhance and improve it.
11:43The first thing I am going to do is move into the head and move the little piece
11:47of hair around, try to make it feel like
11:49it's reacting to the secondary motion on the hair.
11:52So let's save this file and we will then move on and proceed to the hair.
Collapse this transcript
Animating the character's head movements
00:00So, we've animated the basic walk cycle and now it's time to add a couple
00:04of little details to the head symbol to make it look like it's a part of the action.
00:09So let's open up our previous saved file, number 16, and go into our symbol,
00:18and actually let's look at it from the outside first.
00:25As you can see, the hair should be moving around a little bit, reacting to the
00:28motion and the jolt of impact and such.
00:30So, it looks like quite what it is, a single static symbol.
00:36So, let's find the places where we think it should move and definitely on this
00:39recoil, you'll expect here, as the body is moving down, the hair should be
00:44catching the air and dragging up a little bit.
00:45So let's go into this.
00:47We're using the frameEDIT in command.
00:51Extremely useful and I'll be using that a lot.
00:53So let's zoom into this.
00:57This is our hair upper layer. This is the one we'll use.
01:00Actually one where that's quicker, you might find this, is a locked layer and you
01:03just keyframe all the major positions on this Timeline, and it's a symbol so
01:09we'll motion tween these.
01:13So, on this frame, I am making sure snap is off because I just want to make fine movements.
01:18I might drag it back a bit and maybe skew it.
01:20I find skewing is very useful for this.
01:22Now, we want to make sure with that, bear in mind, that if we bring this up
01:27too much, it will reveal some of the potential problems with the underlying hair level.
01:32So let's go into this part and just pull thar forward a little bit.
01:40You can modify, in some small instances like that, if this is a personal
01:43project and nobody else is using this, asset of artwork, then making a change
01:48like that is very unlikely to cause any kind of problems.
01:51If you are in a big production where other people might be using the same rig
01:55and sharing assets with you, it could be a huge problem.
01:58So, these kinds of changes to the rig do depend on your context and your work environment.
02:02So, I would be very careful.
02:03If it's your project, then you can pretty much be freewheeling with it.
02:08Do be cognizant of the fact that if you are sharing these with friends and
02:11coworkers, you might want to just duplicate a symbol before you make a change,
02:15give it a name of your own.
02:16So if somebody pulls in your walk cycle, they won't be corrupting an existing
02:21symbol in their library.
02:23So, anything we do on one recoil,
02:25the beauty of doing that, is just a simple case of holding down the Alt or the
02:29Option key and dragging your keyframe to the opposite.
02:34Now, let's see what that little change has done.
02:40It might not be too noticeable.
02:41Let's look at that from a distance.
02:42You can see there's some kind of movement there.
02:45Let's look at it frame by frame.
02:48Quite subtle, but we can certainly accentuate it because on the move to the
02:52passing position, the opposite should happen.
02:55That little forelock of hair should drag down.
02:57So let's see what we can get away within here.
03:04That'll give a much stronger transition.
03:07So again, hold down your Alt or Option key, copy that over.
03:10Now let's look at it.
03:14Again, let's go into slow motion, we'll go frame-by-frame, and drag, and
03:22now it's pulling down.
03:23So, on the way up, we can actually increase the drag a bit further.
03:32So for example, we have the hair at the maximum drag at this point.
03:36There is no reason to why we couldn't push it even further, maybe all the way to the high point.
03:40Let's just try it and see what happens.
03:41We can always change back.
03:46That's better.
03:48It's a much softer feeling now.
03:49Changing the timing also changes the feel of the material.
03:54If you made the hair snappier, it'll be like he has got some crazy gel in it or
03:59it would make it feel it more like a wire.
04:01The slower these movements, the fuller, more like a soft puffed-out texture
04:07you're seeing or feeling on the hair.
04:09Same thing goes for any other property.
04:12So just be aware that that timing of your object does affect the perception of the material.
04:17But in this case certainly, the slower movement really looks nice.
04:21It's subtle but it's there.
04:22We could add a few more little tiny details.
04:24I am not sure how well they'll read, but let's give them a go.
04:28So, this area may be tweenable at the hair at the back of the head.
04:31Let me un-padlock this.
04:33Now, you may remember we made this thing into a symbol and it's got everything
04:39we've done so far in this course.
04:41It should have just a small number of points.
04:43So this thing should be able to shape tween.
04:45It won't be able to shape tween here.
04:47So, for simplicity's sake, I am going to break it apart, Ctrl+B. So now we should
04:51be able to shape tween it, and let's drop some keys in.
04:54We get the same timing I think as on the upper hair, and let's shape tween all of these.
05:01I am now using my commands for shape tweening, which are on the numeric keypad.
05:06So, let's go through this frame-by-frame and see.
05:10So, on this, you might be able to pull that hair up a little, and on this frame,
05:22let's see if we can drag it in slightly.
05:23Yeah, and it's shape tweening very nicely.
05:28Again it's a subtle thing.
05:31It may not make too much of a difference, but it's certainly a lot better than
05:37having a big stiff static shape, and it also shows you how you can take a
05:40symbol in your Timeline that is designed to be motion tweened and sometimes
05:44suddenly just break in apart, and it can become a shape tweened object on the same Timeline.
05:49You can have it motion tweened for apart, then break it apart.
05:51Shape tween this for another few frames.
05:54One more little thing we'd maybe like to do here, and I wouldn't go
05:58crazy with this because it might look odd, but certainly the head is tilting
06:04very much on this high point and it would be nice if we can do something with the eyebrows.
06:09So let's do that and I am going to very conservative again and just do it on
06:14the same timing as the rest.
06:15So from here, this is the recoil and this is the high point.
06:20So we are going to shape tween from here to here, and from here to here, and
06:25just move the eyebrows up a little. A few clicks with the arrow keys.
06:28Let's see if that works.
06:30Well, I made a change there without keying.
06:33This eyebrow should be keyed as well if we are going to animate that.
06:38Let's drop them in. Set them to shape tween, okay.
06:47So, let's move up again and we should go in a little closer.
06:50This is a very subtle movement.
06:51So, when he is in his up position, he will do this.
06:57And actually he'll do the same thing on the other one.
06:59So hold down Alt or Option and just copy that over here.
07:04Oops! There we go.
07:08So let's see if that's even readable.
07:13I think it does, very slightly, and we can make an even more subtle change.
07:18Again, I wouldn't go nuts with this because we're going to be making him
07:22walk over and over.
07:24So it might be eye-catching.
07:28All I want is this to look like his head is tilting back up a little bit as he walks.
07:33So let's just leave it at this and then copy anything you do him on step of the
07:40walk onto the other.
07:49I am feeling it. I don't know about you but I am certainly detecting that.
07:54I don't know if I would notice that if I was looking at this cold, and a lot of
07:57times these effects are subconscious.
08:00Nobody is going to go "Wow, did you see that crazy movement on the eyebrow,"
08:03but it'll certainly give a feeling that we're looking at something that's a
08:06little bit more than just a flat symbol that's been shape tweened in a very
08:11boring way across the screen. So, this is great.
08:14I am going to save this, and when we come back we will do a little beauty pass
08:19over the entire walk.
08:20Take a little closer look at some of the other parts of the body and make sure
08:24that everything is nailed down.
08:26Let's save this and we'll move on to the next.
Collapse this transcript
Fine-tuning the animation
00:00By this point, we have animated our character and it's time to do some little
00:05fine-tuning on the walk.
00:06So let's open our file, number 17.
00:13Let's have a look inside.
00:15Now, when you do an animation in 3D or traditionally, you are always told and in
00:203D it's kind of done for you to a degree, to move things in arcs.
00:24So, things in nature, they do tend to move in arced paths of various kinds.
00:28So, in this case what we should be seeing for the head is a kind of a bounce.
00:32So let's just look at the head layer, and I am going to onionskin the whole thing,
00:37and it might appear that it's moving in a sort of an arc, but really if
00:42we look a little closer, it's not quiet as good as we would like.
00:46So, let's just look inside the head and I am going to guide out all of these layers.
00:50Actually what I am going to do is temporarily delete them. Don't worry.
00:54We'll undo this in a bit.
00:56Let's just draw a crosshair around close to the center of the head.
01:01So this is the path that we created when we animated the head.
01:05So, let's hit F6 and now we'll look at the onionskin, and you know, that
01:12is not an arc path.
01:13that is a series of zigzags.
01:16So, what we need to do is to try to make this more arcing and less straight.
01:22So, if we look at the points, there is our contact.
01:27Let me lock this down.
01:30If we select Anchor Onion, now we can move through this without changing it.
01:35So there is our contact pose with the blue line.
01:37There is our recoil position.
01:39There is the passing position.
01:41There is our high point.
01:42So as you can see, we have a couple of options.
01:45We can reposition each one by hand or we could put in a motion guide, lots
01:49of different things.
01:50It's important to figure out which one we get the most for our effort.
01:55So, if we did some certain extra smaller keyframes and just tweaking some
02:03of these positions.
02:04So let's say on the first step, we might take our passing position, which is here,
02:15just move it up a little bit, and there is our high point.
02:19That should be fine.
02:20There is our contact position.
02:22We might even add a second keyframe in here to round these lines off.
02:26Now, if we add keyframes into this part, we are starting to see something that's
02:30much more natural looking.
02:32We achieve that simply by adding and playing with some other positions here.
02:38So that's how we are going to do.
02:40So let me hit Undo a lot.
02:42I am going to Ctrl+Z and get rid of all this. Okay.
02:51So let's click on our strange little crosshair shape right now and this is very
02:56important to work like this.
02:58Go to your Preferences panel and to work in this method, make sure that
03:01your Contact-sensitive Selection and Lasso tools is off and that you are at Object-level Undo.
03:09That'll help when you are working on this.
03:11Your Undo History is now isolated inside each symbol and that means you can do
03:16drastic things inside it, like delete the entire layer set. Don't worry.
03:20They're one Undo button, Ctrl+Z, Ctrl+Z, away from being back again and then
03:27now we can Ctrl+Y to bring the crosshair back.
03:30We can work independently of -- let me get the cross back again. There we go.
03:36Okay, so, Ctrl+Z and Ctrl+Y. So now we can work with this crosshair.
03:44It might be a little bit easier to visualize this.
03:46So, what I am going to do is just make a few of these and this way I can see
03:54the overall arc pattern a little bit better between the contact position and the recoil.
04:01That seemed to be a really nice spot for fine-tuning this using the numeric key,
04:06and remember, any change you make to the first pose must be made to the last one.
04:10So, be very careful with that.
04:14Okay, so let's keyframe everything.
04:17Well, first of all, we will activate Edit Multiple Frames and now let's hit F6
04:26and now we can see that that's much nicer.
04:28I hit Ctrl+Z. We might even add- - We wanted possibly one more in here.
04:35Now, as you can see, as you add the keyframes, they appear in the multiple view
04:38that we've selected. Here is another.
04:43So the more of these you add, the more you round it, but I don't want to have to
04:46add that unique keyframe for the entire timeline.
04:50That is going to be beyond tedious.
04:53So, I think that is a vast improvement already over the first pass that we had.
04:58Once we have that, let's go back into the head symbol, hit Ctrl+Z until
05:05we resurrect our head. There he is.
05:07Okay, we can delete that temporary cross layer.
05:11Now, let's switch off the Edit Multiple Frames, have a look at this and see
05:15what it looks like.
05:16Okay, that's looking nice.
05:20Now let's see how it integrates with the body.
05:24Now, you are going to find that by doing this that the head no longer
05:29cooperates with the body.
05:31It seems to be a little too high, because we have been pushing these arcs a little bit.
05:35So, either we bring the head down, or we push the body and neck up a little bit.
05:39So I think the lesser of two evils here is to select the entire head, Edit
05:44Multiple Frames, make sure you got the entire Timeline, bring them down by
05:47a couple of clicks.
05:50Okay, that seems to be seated a little bit better and we've got that alterations
05:55we want to make here such as maybe move the head forward a little bit. Either we
05:59alter the neck symbol to pull this back a little bit.
06:16We could also do the same test on the body.
06:18The body, don't forget, is also subject to the same constraints arc-wise as the head.
06:27So let's Edit Multiple Frames on that and have a look at it, and if you follow
06:30these corner points, you might see more of that.
06:34You'll see little less of that happening on the upper body because don't forget,
06:37we've actually rotated it left and right and that just create some natural arcing.
06:42But let's test it.
06:43It should be interesting, at least on the core of the symbol, the same thing.
06:47I am going to make a little cross and a guide out to the body.
06:51Let me put that little cross back in.
07:05Now, if we hit F6, it's a little bit less geometrical but not quite arcing enough.
07:12So we can find these positions that can be pushed a little bit, we soften
07:19that straight line. Now, let's hit F6.
07:22It's a small change but it actually looks a lot nicer now.
07:28So now, let's go back into the torso body, get rid of that temporary cross
07:32layer, and guide out the other.
07:35You can keep the cross layer again if you think you are going to be going
07:38back-and-forth between these two a lot.
07:40Let's switch off Edit Multiple Frames, see what this looks like, and that's
07:46going to affect the neck perhaps.
07:57It doesn't seem too bad, and now let's see the entire thing.
08:01So now we have an arcing torso and an arcing head.
08:04Those are the big areas that would catch the eye.
08:14So that would be one fine-tuning, call it arcing, and we can push this a
08:21bit further. We can do the same thing on the lower torso and watch how each leg pivots.
08:26There is no end as to how much detail you can add to a walk and we could keep
08:30doing this for hours, making it finer and finer.
08:34We have to draw the line somewhere, but something to watch out for with your
08:37walks, especially if your motions are this broad.
08:41The other walk cycle that we'll be animating later is animating in place.
08:44It doesn't have quite so many of these issues.
08:46Well, this is something that's going to appear more when you animate your
08:49character moving across the screen.
08:51There are a couple of details I want to correct on this, but for now let's
08:55save this project and we'll move on to another fine-tuning pass.
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Nesting the hand symbols
00:00So we've added some arcs to our walk cycle and to our character's head and his
00:06body and now we're going to check some of the other arcs where they're really
00:10more of an issue enough and that's on the hands.
00:12So, let's open up our file, number 18 in your Exercise Folder, and let's go into the symbol.
00:21I'm going to actually hide because there's a lot of motion that kind of catches
00:25the eye on these different leg layers.
00:28So let's just get rid of them.
00:29Let's just focus a little better on the hands.
00:33So he is moving across the screen. Let's center this.
00:38Okay, things are moving pretty fast so you think it's all right, but let's take
00:41a little closer look, and I'm going to take this arm and put it in Outline mode.
00:47Now, if you watch the behavior of the hand as it supposedly connects to the wrist,
00:52you'll see that's got to be really painful.
00:55So, let's see what we can do to correct this.
00:57There's a couple of different approaches to fixing this problem, depending on
01:02which level of complexity you favor.
01:05So, one way to do it, one way to do it is simply find the frames where this
01:12event happens and just grab it and that automatically creates a keyframe.
01:16When you have motion tweening active when you do this, it'll generate a
01:19keyframe automatically.
01:21So, keep scrubbing through the Timeline as you find these really outstanding areas.
01:26There's one that's actually on a key, so we certainly fix that.
01:30Let's move back again, make sure we're still okay, yes, forward.
01:35I would have expected more breaks to have occurred on this already, but there we go.
01:40And definitely here, we should pull that out.
01:41That's a better position.
01:43So that's one way of doing it.
01:44It still won't be 100%, but for most purposes that you might need this might
01:50be sufficient in accuracy. You could always even add secondary keys in here for
01:57certain troublesome spots.
01:59There's always going to be some.
02:08So, each time you do this, bear in mind, if you have ease-ins or ease-outs,
02:12you're going to be changing a lot of business that happens in here.
02:16So that's one way of doing it.
02:17There is another way of doing it, a little more elegant.
02:21That involves nesting of course.
02:23We'll do it on the opposite hand, so you'll be able to compare the two systems.
02:28So we'll copy this and let's keep that layer visible.
02:32I'm going to hide the right hand.
02:33So, copy this hand, double-click on the arm symbol.
02:39So now we're inside the upper arm, and let's make a new layer and we're going to
02:44paste the hand in here.
02:45Now, I'm not totally happy with that pivoting position.
02:52So for now, I'm just going to be on the rough side and just pull that in a
02:55little bit, pull that into here, and rotate it until it matches the starting position.
03:01Okay.
03:03Now let's see what this looks like.
03:05First thing though, you might want to hide the other hand layer. Oops!
03:11See, something's already going wrong because we're swinging this hand internally.
03:15we're moving it around.
03:16So, first thing we should do is keyframe these motions, just drop some keyframes in.
03:29And just very quickly, nothing too fancy just yet.
03:33Oops! Let's just copy that.
03:36Alt/Option+click to here, and actually this keyframe will be the same as that one.
03:40So I'm just going to make a copy of that.
03:42So as you can see, we're just matching the position of this hand to the other points.
03:50See that one's going to go there.
03:51Let's clear that to make a new keyframe.
03:56Okay, so that should roughly work.
03:58Won't quite be arcing totally correctly inside, but it's a lot easier than the
04:02big movements in the outside clip.
04:04Now let's look at this and as you can see, we don't have to worry about the
04:15big arcing issues any more, because this hand is, by definition, it's inside this clip.
04:20So, when we swing this arm, guess what? It's going to arc.
04:25So, that's the other way of doing it and you probably guess that I prefer
04:29nesting it, because if you keep that on this outer timeline, one thing it does
04:34is it makes this timeline a little bit longer.
04:36Whereas if we keep it inside the upper arm,
04:39it's a little tidier.
04:41So, what we can do in this instance is keep our lower level to padlock and let's
04:47go into the upper level, the arm, and we can go through it frame by frame and
04:55we can match our hand in here.
04:57So let's just put this on the bottom layer and we'll call it the hand.
05:03Let's just make all these keyframes quicker.
05:05We're not having to worry.
05:07Okay, so let's use frameEdit in our Commands menu from the toonmonkey.com
05:12website. Use Free Transform.
05:15If you don't have that extension, scrub to the right frame by manually and we
05:20move that out a little bit, and let's move to here.
05:24So I'm going in on the exact frame of the outer clip.
05:29This line here should not change position as I use the frameEDIT in shortcut.
05:40So by positioning the hand like this, what I'm doing is just adding in the drag
05:46and the secondary motion that we had already animated on the outside.
05:56Great thing about this too is you can really be more flexible with the timing.
06:01You can delay it so that the drag can overlap slightly.
06:05It's a much nicer way of working I think.
06:07So let's just look at the arm by itself.
06:09So I'm going to delete the lower hand layer now.
06:15Okay, so let's go into this a bit tighter.
06:30I'm going to hide this again.
06:35So let's say we want to put up a bit of more drag on that hand, go into that frame,
06:41Simply drag it in here.
06:49Same in this one.
06:52The only pivot I have to worry about is in here.
06:54So now we go to the outer point and then here we might want a bit of overlap.
07:00So maybe after this frame, as the hand begins to move down, it might be nice if
07:06we flip it back a little bit.
07:07And we'll rough this in at the moment.
07:08I have a bit of stick in here still.
07:13So I'm going just move that back a little bit.
07:24And there is a little flip at the top, and look how clean the timeline is.
07:29I'm putting some of that busywork on this inner clip in here and it's keeping my
07:35outer timeline clean.
07:37It's fixing all my arc issues.
07:39It's taking care of a lot of problems.
07:42That is looking like a really nice overlap on the end. It makes it feel like
07:47an actual object and we're trying to escape from that Flashy look, the effect
07:55that we have, and we're just pushing a bunch of symbols around.
07:57So that's really nice and having that nice arc on the hand, that really helps too.
08:03So, the next thing I would do on this, and it's a simple process.
08:06Just so I want to repeat that process on my own time on that right hand.
08:11Just basically copy the right hand into the right arm and nest it in there and
08:15then delete this layer.
08:18So the walk is done, we've smoothed out everything, and the only thing remaining
08:22to be demonstrated now is how to reposition our walk cycle, so that we can make
08:27it do more than just two complete steps across the screen. Maybe we want to
08:31repeat it so it does more than that.
08:33So, in the next clip, I'll show you how to do that and that will be the end
08:37of the walk cycle.
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Repositioning the walk
00:00So, one last demonstration remains on the walk cycle and that consists of how
00:05we position it and it's amazingly simple thing.
00:08So, let's just open our file, number 19 in your Exercise Folder, and I'll
00:15zoom out for a bit.
00:16So, at this point, we can clean it up a little bit.
00:18I don't think we need to have the sample image floating around anymore and
00:23let's just take one more look at it.
00:27So, as I promised in the preceding clip, I've just nested the right hand inside
00:34the upper hand symbol.
00:36So we have what looks like a little weird magical gesture when you look at it
00:40contained by itself, but when you see it properly moving with the character,
00:44that's pretty nice.
00:46Okay, so here is how we would create a longer walk out of what we've already got here.
00:51So, I'm going to Free Transform, make this guy a little smaller.
00:56I'm going to give him more space to move across and we should also extend our
01:01Timeline much longer than the Timeline contained inside the walk.
01:06I'm going to make sure he's set just to play once, make him a graphic in
01:13the Properties panel, and Option, Play Once, and also make sure he's set to the first frame.
01:20That's nice. Great!
01:21We're set.
01:23So, this is what would happen if we play him once.
01:25What we want to do is to play them over and over and over again.
01:27So this is one way to do it.
01:31So, let's say the walk cycle is this long.
01:35So I'm just going to Ctrl+Alt+C to copy those frames, paste this in here, and
01:41actually let's just clear these frames.
01:42So this'll serve us as a little sign
01:46I like to use to copy these frames and that will show me how long my cycle is.
01:54So again, holding down the Alt, Option key, drag that to here, and so we
02:00see what we're doing.
02:00We have our original walk cycle from here to here.
02:04I've copied that again onto this layer back in this position.
02:07So what I'm going to do is grab the upper layer and simply move it over.
02:15Let's go in a bit tighter, make sure it lines up properly, and then where they
02:19overlap, I'll just put the lower level to a F7 to a blank image.
02:23Now, when we zoom out, you can see the process.
02:32So we would simply repeat this over and over again, and a couple of ways of maybe
02:36simplifying it is finding out just how many pixels you move from left to right
02:40and simply duplicating that.
02:42But this will be a more basic way of doing a repositioned walk and as long as
02:52you don't have to do this too many times, this is one way of doing it.
02:55Not the optimal way of doing it, but it certainly is functional. Zoom out again.
02:59Now, let's go to color. There we go.
03:16So those are two repositioned cycles further along from the first.
03:26Now of course, the ideal way will be instead of having to do this, we can just
03:28animate him walking in place around an imaginary vertical axis and then we just
03:34have to create two tweens.
03:35We can make him walk, enter the screen, and we have complete control at that point.
03:40It's a little trickier with this.
03:41So, we will now move on to the next chapter where I will show you how to animate
03:46a walk cycle in place.
03:47If you've already worked through this chapter, you'll find it a lot easier and
03:51it'll also be good to do a second one in a slightly format, and many of the
03:55principles and the poses will all be the same.
03:57But I think you'll enjoy the freedom of not having to worry about your arcs and other factors.
04:03I'm going to save this project file as number 20 if you want to see the sample
04:08of the repositioning.
04:09And let's move on.
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6. Animating a Walk Cycle
Introducing the walk in place
00:00In the previous chapter, we animated a walk cycle or the character walked across
00:05the screen from left to right.
00:07In this chapter we will do the very same animation, but this time we will
00:12animate it in place, so the character won't move from left to right. He'll be
00:14fixed in the one position on the screen, and this is going to allow us a much
00:19greater flexibility in how we use the final animation.
00:23So I am going to show you comparison of both of these approaches.
00:27So on the left side again, we have a guy walking across the screen and on the
00:31right he's in place.
00:34So if you imagine an imaginary background moving behind him, like this, then
00:38you can see how we can have a panned background and reuse his walk cycle very, very easily.
00:44It's much harder to do it with this. We are constantly having to mess around
00:49with the feet placement and reposition them every 20 or 30 frames.
00:54There are other advantages to animating in-place.
00:57Make some of the issues that arise from the arcs created.
01:02They tend to be in much more natural flow to the in-place animation as it
01:06turns out in Flash.
01:08So what we are going to doing is actually cannibalizing some of the work we did
01:13on 5th chapter and this is now our goal.
01:18And I think you probably won't want to go back when it comes to working one way or the other.
01:24It's a lot of fun once you get your head around the cycling in place.
01:28So let's move on.
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Setting up contact poses
00:00So it's time to do our walk cycle in place.
00:04Let's open our file, character_rig _walk_01.
00:10So this thing should look familiar.
00:11It's actually identical to the setup that we created in Chapter 5.
00:16And if you haven't seen Chapter 5, you might want to, because we covered the
00:19principles of the walk cycle in greater detail in there, all the main poses of
00:23the walk and so forth.
00:24If you are kind of experienced with Flash or walk cycle, you might not need to watch that.
00:30But I am going to assume that you have good understanding of all the theory and
00:34these major poses and the timing of the walk cycle.
00:37So the first thing I would like to do is take this file and just clean it up a little bit.
00:41There are some stray symbols lying around.
00:44These symbols will go into the body parts folder.
00:47I've made some alterations based on what we did at the end of Chapter 5.
00:52So you will find now that the hands are nested inside the arm symbols, makes
00:58posing a lot quicker.
01:00It's another layer of nesting, but by now we should be very familiar with that,
01:04so that solves a lot of problems.
01:06And I think at this point we will be ready to go.
01:10Now the only difference in approach you are going to see here is that instead
01:14of animating our character horizontally, he will go up and down.
01:18This creates one major difference in the way we have to approach the scene.
01:24When we move him across the screen from left to right, we don't have to worry
01:27about the foot positioning We have plop it down
01:29and we will leave it there.
01:31In contrast, when we animate in place, we move the feet.
01:34That is the part of the body that we didn't really have to concern ourselves with.
01:38Now we are going to be moving the feet in the series of our arcs and loops
01:42to create the walk.
01:44So any mistakes that we make in that part of the process could cause problems
01:49later on, so there are just a couple of things we have to watch out for.
01:52So I'll explain those as we go along.
01:54The beauty of this is that having cannibalized the previous symbols, they are
01:58all set up with the labels for the correct timing of all the internal animation.
02:04We don't have to worry about any of that; they are all numbered properly and
02:09we can get into it.
02:10Here we have our chap with his timeline. Let's open this out a bit.
02:15So I'd like to move from the contact into another contact into the third contact.
02:22So let's just keyframe our final one, this will be the same as our first.
02:26And as we did in the previous chapter, we will keyframe this contact position
02:31and then we have to move the legs and feet into their alternate positions.
02:37Look at this in outline.
02:38we have the green for the right, blue for the left.
02:40So let's make a temporary layer.
02:42Now I'll copy this contact pose, paste it into here, Ctrl+Alt+V so it's pasted
02:51exactly in place over the hair layer levels.
02:54Now we will just move the various body parts.
02:58Let's just grab them, so this green one will move into this position and so forth.
03:03So let's grab these and do a very big move, just get them into the right area.
03:08It can be confusing if everything seems to be in the same spot.
03:14So that's our left arm. That will move to this side and our right arm.
03:17Because this is locked to the top, I am selecting the lower layers.
03:19So let's just move them into the general area and we will pick one whichever
03:24looks least painful to position. So let's bring this foot over.
03:38And that's the right foot, so that should be contacting the lower line.
03:42The lower line represents the path followed by the right foot, the upper line is
03:47that followed by the left, which is in blue.
03:49As we did before, pivot the legs and that will favor the positioning of the upper leg.
03:57Don't worry about the lower breaks yet.
04:09Okay, same with the left leg.
04:17I am going to move the right arm.
04:20I'm positioning the upper arm here.
04:22I am not worrying about the lower arm at this point.
04:24We will do that next.
04:35We are still keeping this purple guide layer.
04:37That's still very useful for giving us good information.
04:40I want to tunnel into each of these symbols and then correct the positioning
04:45that's fallen out of place. These are kind of close.
04:48So just check we are on frame 17. We are on frame 17.
04:51No reason, how we shouldn't, but always get into the habit of checking.
04:54So this is the frame that we need to correct, so first of all I am going to
04:58keyframe the end, because we are going to work into a cycle. So first frame,
05:03last frame should be identical.
05:05Let's keyframe the contact position for here.
05:13There we go. It's that one.
05:28See, I made a slight error here. Hold on a second.
05:33The guide layer on top is being altered, so I am going to break that apart.
05:36So now I can go and make a change to this without affecting the guide layer. Cut.
05:42There we go.
05:51Oops! I made the change to the wrong frame. I made the change to frame 1 instead of
05:55frame 17, let's just hit Undo.
05:57Okay. So make a new frame here. I want to make sure that the purple layers are broken apart. Good.
06:07Now I go to frame 17, make that change.
06:12Okay.
06:14It's very easy to make the change to the wrong frame and you will see very
06:22quickly when you tunnel back out that, oops!
06:24Something has gone weirdly wrong.
06:27So my advice is to save your project, have many backups, and don't panic if
06:34something goes wrong. Just very slowly hit Ctrl+Z key or Undo and you
06:38will find where it is.
06:40This one here, I'm going to use my favorite plug-in extension, frameEdit, which
06:46is made by toonmonkey.com.
06:48You can download it from there.
06:49It's a free extension and we have covered this before, so I'll mention it again
06:54in case anyone forgets.
06:55So I'm just going to go into frame 17 of this leg position, correct that.
07:02So it's worth keeping an eye on to the rest of the rig as you are doing this to
07:05make sure nothing else has been changed, if you are using multiple frames and
07:08reuses the same symbol.
07:10So now we go into the frame 17 of the upper arm. Let's just set more keys.
07:18It will become a mechanical habit of yours to set a key every time you do
07:21something like this.
07:35And the rest, just drop that in and same thing for the left hand, make a keyframe, F6.
08:04And then bring that wrist up as well.
08:13Okay, let me hide that guide layer. See how this looks. Nice.
08:23So you can see we are toggling from one to the other.
08:26Just tweak that on the foot and you can see a slight gap in the over layer, that there.
08:39Let's make that a little bit bigger.
08:39Only problem with that is it will be slightly bigger than these two and see if
08:46we can do that by just bringing it down.
08:48That's a bit easier. And one. It's better.
08:53So now we have our two contact poses set and let's delete our temporary layer.
09:01Classic tween.
09:03And now you can see there is a little weirdness happening there. I think we have
09:08an old hand layer that we need to delete. Let's get rid of that.
09:13That's from our earlier project.
09:16So now we have what looks pretty horrendous, but it gives you an idea of the
09:19mechanism. I like to test our walk at every stage of the process.
09:23I want to change our frame rate.
09:24Make it a bit faster.
09:25Let's make it 30 frames per second.
09:29Make it more like a video frame rate. Okay.
09:36So we know that the hands are moving. As we did in the previous chapter, we are
09:40going to add the passing pose then the recoil, the down pose, and the high
09:43point, the up pose, and see this thing coming to life and one of the
09:47beauties of this is what I am going to do is something slightly different, so
09:50you don't get bored.
09:51I am going to alter the passing pose a little bit and we'll see what kind of
09:54affect that has on the total walk pose. So it will be as much of a surprise to
09:58me as it will to you.
10:00So let's move on next and we will do the passing positions.
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Creating the passing poses
00:00We have our walk cycle simply set up.
00:03We have our contact pose done.
00:05And we want to move onto do the passing position.
00:07So let's open our project from 02.
00:13Let's see what we have so far.
00:16So just the feet sliding, the arms sliding back and forth, and lots of popping
00:20of course, because we have to add in the rest of the frames.
00:23But what I want to do, if you remember what we did in the previous chapter, we
00:26created a passing position where our character did something very simple.
00:30He just leaned forward a little bit into the walk to get him a bit of flexibility.
00:33I want to do something a little more experimental now.
00:36I will show you the power of making changes to the passing position.
00:41You can make things like sneaks and all kinds of different attitudes with your walk.
00:45We'll not go too insane with this, but we will try to do something a little more adventurous.
00:50So I am going to draw our bounding box.
00:54And again, I repeat this, make sure that you're set to switch off
00:58Context-sensitive selection and you are on Object-level Undo.
01:02And that'll make the selection of these areas a little easier.
01:05So let's use the Free Transform tool and rotate the character back a little bit.
01:10And what would happen if we do this? And I of course tilt the head forward perhaps.
01:16I am going to give him a dizzy walk.
01:30So now he needs to-- even though in this he will be a little off balance.
01:40We still need to make sure that the limbs are behaving and counteracting the forward lunge.
01:46And the other thing I like to do, if the legs seem to overlap and get a bit
01:50messy here, I am going to switch one of them off. Oops!
01:53Let's go back to color.
01:57Let's go with the left leg. It seems to be in the better position.
01:59So I am switching up the right leg and that should be a bit lower than that.
02:07This is the left foot.
02:08So that should be on the upper line.
02:10So I am going to just play around and find a goofy pose, something a little
02:18more, a little less conventional.
02:28Now, the thing to watch out for, when we created this keyframe over the
02:32passing position, it created a pose for this foot and one of the most
02:38important aspects that you want to remember with the animation cycle in place
02:44is the position of this foot.
02:46Once that heel contacts the ground, on each subsequent frame the foot must move
02:52by a fixed number of pixels.
02:55If this number drifts, if you start changing the position so that these frames
03:01are closer than these frames, then you're going to find it impossible to have
03:07your character walk across the screen without his feet slipping and sliding. It looks awful.
03:12Just be careful when you make these keyframes that you respect the horizontal
03:15placement that the computer gave you.
03:17You can move the foot up and down to align it on this line, but never move it
03:22left and right unless you're doing it deliberately to really make it a precise placement.
03:26We'll do this in much greater detail later on, but you should know about it now.
03:30So anyway, that's our position.
03:33Let's see if we can do something with the rear foot.
03:36This one is now moving through.
03:39So I am going to put it somewhere a little more interesting.
03:43Let's move it to here.
03:44I am going to alter this leg a little to make it join there or it'll make this
03:54hard to follow.
04:06Let's make a duplicate over here as a repositioned guy.
04:10Copy them, paste here.
04:13If you remember from the previous one where we happened to these duplicates
04:15around, we don't have to do it now because they're all occupying the same
04:18vertical space. Break that apart.
04:20Ctrl+B. And let's make a vertical stake of keys.
04:26And let's line up the upper body to that.
04:39And again sometimes it's good to pull the entire selected area out and make sure nothing's been left behind.
04:44Sometimes Flash doesn't select everything properly.
04:47So you have to be conscious of these little errors.
04:51Okay, let's take the head back.
05:02I think, we can -- Oops!
05:03Let's be careful with the feet.
05:06We need to use this is repo- guide for the feet as well.
05:09Just look at this for now.
05:23So the foot that is going to go into this up position will be the trailing foot
05:29that's here, this one.
05:38Okay, and then this foot is the right foot and that should be a bit lower, and
05:42the tweening processes has moved it up a little bit.
05:44We need to correct the vertical position, but not the horizontal.
05:49This is as much as I would like to do.
05:50Even that might be a little risky, but we will check this out later.
05:54And then the other thing to do would be to correct the legs.
05:58Let's move this up a little bit.
06:00Close enough for now.
06:01And let's frameEdit on the keyboard into this, make another key, F6, and then just
06:08line up this leg here.
06:12So now all of our internal symbols are working with that.
06:21So let's hide the purple reference layer.
06:24See what this looks like.
06:25So we are going from this contact pose to this passing position to this contact
06:32pose to this passing position.
06:34This passing position should be an opposite of that one.
06:37So where the left hand is on this pose, the right hand should be on that, and
06:40vice versa, same with the legs. There we go.
06:42So I am going to delete that purple layer and that was just the temporary.
06:48Let's save this as and then we will move on and add the recoil.
06:52As you can see we are moving a little faster now than the first one.
06:55So it should be interesting to see if this walk comes together and is in any way
06:59respectable, goofy or crazy.
07:01The real intent of this is to show you the difference it makes just by making
07:05a single alteration, in this case one alteration to the passing position and
07:09now we're going to follow through on that and see what it does to the rest of the walk.
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Creating the recoil positions
00:00So let's move on and we'll begin the process of fleshing out our walk, we have
00:05our contacts and passing position switched on.
00:07So, it's next keyframe to add in is the down position or the recoil position.
00:12So, we'll double-click on our stage, on our symbol or double-click on the bd
00:16walk symbol in the library and we are going to go a bit tighter and let's begin that.
00:22So, I am going to add keys for the recoil position.
00:27This orange layer has a bunch of keyframes I will delete it we doesn't need.
00:30Let's get rid of that.
00:31That was our reference image. Let's clean it up.
00:33So, okay we are going from this to this and some little breaks on the legs and
00:40such, so let's correct that.
00:42So, we will just draw a box again and wrap the upper body and maybe the legs as
00:47well and click it down a couple.
00:50I am going to push it a bit more this time, see if we can go make it a
00:53little more eccentric.
00:59So this is the recoil and let's bring the head forward because we would imagine
01:02this would be like his impact with the ground.
01:06If its motions are going to be a little more erratic then that's appropriate.
01:11The other thing to remember is on the recoil this is when the arms are at their
01:14most outstretched from the body because this is like an impact pose, bang!
01:20The other thing that would happen also is that the feet will hammer into the ground here.
01:24Let's hide the leg.
01:25It's getting the way that.
01:27Don't move the foot left or right, just move it up or down because we want the
01:32foot placement to be as consistent as possible across the screen.
01:35We have to imagine that we are moving by an equal increment by frame by frame.
01:39We'll do this in more detail later but I want to make sure that if we are
01:44moving by 10 pixels from heel to heel on one frame to the other is the same on
01:49all of these frames.
01:51Before we start getting into too much detail that's one of the things I'll check
01:54and I'll show you how to do that in a way that's very straight forward.
01:58So, we have our contact and recoil position here.
02:02I am going to bring this foot up a little higher and I am deliberately trying
02:13to over animate this.
02:14To give you an idea that we don't need to feel so constrained or trapped to
02:22these poses, it is possible to break them up and by playing with them you'll oops!
02:28Classic mistake I am working in the wrong frame, so we undo all that and
02:33let's make a keyframe.
02:34So, let's back track see how that happened.
02:36So, I am moving to the frame number 5, frame number 5 in the Property panel here
02:41too, tunnel into that the Flash booms you back to the first frame of your time.
02:45So, be sure you always go to the equivalent frames.
02:48If you are working on frame 5 in the outer timeline and this is the frame 5
02:52being called upon by the script and you tunnel into it.
02:55Be sure you do your work on frame 5, this is simplest mistake to make and it
03:02doesn't matter how much practice or how experienced you are.
03:04It's just natural to forget and overlook that one little step and because there
03:10is a lot of redos so here we go.
03:16Let's check that other limb here.
03:19I want to tilt it out like this and make a keyframe here.
03:26So, again don't worry about these in- betweens we are just going from -- try to
03:33
03:41image this if we are snapping from passing pose to passing pose.
03:45I think something went wrong with this passing leg, so let's go into that and we
03:51can easily fix it just make a keyframe on the relevant pose. Its frame 9.
03:55Just pull the foot back, done so no reason to ever get freaked out if you
04:03delete a shape or whatever, we have to recreate this recoil frame and want to
04:09repeat it on this frame here.
04:11So, again make a temporary layer, copy all these, F7 to make an empty layer,
04:18Ctrl+Shift+V or paste in place.
04:23Let's look at that in an outline and we can maybe break it apart just to keep it simpler.
04:29So, let's make a stack of keys F6 here and make sure our reference layer is padlocked.
04:40Select all the layers we want to move down and bring it down to roughly match that.
04:45The ones that we want to rotate will primarily at first, the head and the neck
04:51and the torso and the lower torso maybe.
04:53So, I will rotate them to match the purple outline, close enough and then just
05:08slide the hands and position the upper legs first.
05:22I am using the frame editing, my favorite extension and like a keyframe there
05:32that takes me into the exact frame we want to work on, minimizes mistakes too in
05:38case you end up drawing on the first frame of your symbol by mistake.
05:41There we go and the frame end on this.
05:45I have mapped the keyboard shortcut onto the question marquee.
05:49It's right beside the bracket keys that take me to the Timeline.
05:52It's pretty quick way to work.
05:53Now the things got a bit weird there so let's just undo.
06:00If you think Flash has inserted any kind of weird lines or it's starting to
06:06make you shapes a little goofy look and then just hit undo, go back a few steps and start again.
06:11Okay, so let's see if we want the extra foot here and see what that's all about.
06:17These be position to match the purple, great and this foot.
06:21Again, be careful just rotate it, don't do left or right.
06:24We may need to later on but I think for now we are okay and this is the right
06:29foot so this should go on the lower line.
06:32All right, let's see what this looks like.
06:35He is like doing some crazy jive walk and there is that little thing with the
06:44other passing legs so let's just go ahead and correct that, frame edited and
06:48make a new key bring that down.
06:57Okay, so let's just quickly check again.
07:01I want to make sure all of major keys are at least connected, contact, recoil,
07:06passing and at the other contact seems to be broken as well so let's given there
07:11something I tweaked incorrectly.
07:13Now I am going to conceal this from you, this happens.
07:21It's just a part of the process you are working with symbols inside a symbol and
07:24inside a symbol and that's very easy to make an alteration to the wrong one.
07:28So, that's where you go back and every time you had something like this happen
07:31test again from the beginning. Ah!
07:36So here we go there is the culprit.
07:38So there should be keyframe here.
07:40I was making adjustments to the wrong key.
07:43Again, I am going to go be thorough back to the beginning, contact, recoil,
07:55passing, high point, contact, recoil, contact, passing, contact.
08:01Good, let's save this and we move on and at the high point.
08:05We can do something else that's a little crazy and see what this does to
08:09the walk.
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Animating the head's high point
00:00So we've proceeded with our in-place walk cycle.
00:03We're going to add the high point, so we have to finish this one before we can proceed.
00:07So let's open our walk_04 file from the Exercise folder. Click on this.
00:14And we still have to do a lot of internal patching and all these shapes and I
00:18have deliberately made this walk very strange, just to break us out of the
00:25conventional student-oriented walk cycle to show you that we can do something
00:29that's completely off-the-wall and goofy.
00:31So let's go and select our high point to make it into a key.
00:37Let's find the layers that we want to push up first, and that would be pretty
00:40much actually all of them apart from the feet.
00:42So I'll just Shift+click to deselect them and move that rest of the body up by
00:48holding down the Shift key and the numeric arrow key. One click should do it.
00:52And let's see what that does.
00:58This is a very extreme walk.
00:59So we're going to raise all kind of interesting issues. So let's see here.
01:07Well, we need to close off the gaps that are opened here.
01:10Let's see his foot.
01:13We can keep carrying up higher to here.
01:17It'll be a much more interesting step.
01:24Let's bring it forward a bit more than that.
01:26It seems to be sticking there a little bit.
01:31Now it's better.
01:34Now we can fix some of the elements, so let's stretch this leg out.
01:40The beauty of the shape tweening is that it enables us to do things to the
01:44graphical form, like pull the leg if you wanted to stretch the different parts.
01:48It'll allow us to do that.
01:49In this case I wouldn't want to over to do it, but we can give the impression
01:52of the muscles been pulled in and create quite different shapes and graphical forms.
01:58For the most part I've been working with these selected parallelogram shapes.
02:01Nothing is stopping you from going in and making them curves against curves.
02:07Or all kinds of cool things.
02:08It is okay that's our high point on that side.
02:12Right, so I'm going to make another temporary guide layer here, or a guide pose.
02:23I'm going to create the second high point, match the first.
02:26So I'm going to copy these, paste them in here, Ctrl+B to break them apart, padlock that,
02:33and then just go in and again select everything. I think on this keyframe first
02:38and select everything and then just deselect the feet. There we go.
02:44And then Shift+Arrow key, up one, or another amount.
02:51It doesn't have to be that, but that's the amount I'm going for.
02:55Hands look all right, so let's delete that layer now. Oops!
02:59Let's not.
03:01So I'm going to bring that back.
03:02That's a good idea to use his foot position.
03:03So first, I'll turn it.
03:06Now is the right foot position, so we'll match the left foot to that and same with the leg.
03:12Otherwise there is a chance that the walk could look a little bit like a limp.
03:14That's not what we're looking for.
03:18So let's go in here, make a key, move that.
03:26There we go.
03:27We need to make a change to stretch out this one.
03:31We could motion scale it on the outer timeline or we could be a little more adventurous.
03:36And let's try shape tweening this, okay.
03:44Let's delete that purple layer now, so now we have a slightly more
03:50fleshed out goofy walk.
03:53As you can see the legs are popping, so as the next pass we're going to tunnel
03:57in to all of these, arm and leg symbols, activate the internal shape tweens,
04:03and see if it smoothes this out sufficiently where it becomes a believable goofy walk cycle.
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Tweening the legs
00:00So we have our walk and I am in the in place with the four main key poses,
00:05contact, recoil, passing and high point, and it's time to smooth it out and add
00:10some tweens to the arms and legs.
00:12So in the Exercise Files folder, we have got our rig_walk_05 file.
00:17And let's see, have a look at this again.
00:18And as you can see, we have deliberately pushed the range of motion this time,
00:24and he has had a very good day.
00:29So let's click on say one of these symbols.
00:32Go and quick and dirty and just say right, let's shape tween you.
00:39Play it through rough and the shape tweening is really steady.
00:42It's not wiggling or doing anything funny.
00:45Now let's go into the other one.
00:47Usually when I do this, let's see, compare this to that.
00:50So I am going to shape tween all of these, the whole timeline, shape tween the whole thing.
00:57Now let's watch the feet.
00:58Ooh, it's a little bit of a jittering there at some point.
01:01Let's go into this.
01:04Yeah, I am right in here.
01:07So this is how we do our shape hints.
01:09And don't forget when this happens before you apply shape hints, save your project.
01:13That's a cool way of controlling the shape tweening.
01:16But it can crash your program.
01:22You can lose a lot of work.
01:23It will ruin your day, so don't go there.
01:26So I am just going to use the shortcuts to add two or three more shape hints.
01:31And you will see with each successive hint, the shape should become more stable. That's nice.
01:37And if you are in the rough phase, may be you only want the enough hints just to
01:40get these things stable so that you can see what it's doing.
01:44If you're being super picky and working on a much finer scale, then you
01:47might want to, oops!
01:49Adding that fourth hint, direct it.
01:51Just move the fourth one up there.
01:54Okay. Let's add two more.
01:58There is no rhyme or reason to the method to the correct their placement I find.
02:03They can be almost random sometimes.
02:06I like as a form to keep them in one direction, but there is no guarantee that
02:10that's going to work.
02:11And I have been playing with this for years.
02:14So okay, here we go. And that's nice.
02:17That's all steady.
02:18There is one more, so let's go in and fix that.
02:23Actually that leg position, either we should change the foot or change the leg to match it.
02:29I like the foot walk so let's go in and change that leg. So that means we are
02:33going to have to add a keyframe in here, and that's probably going to ruin all
02:36of our of shape tweens. So let's put one in anyway, see what happens.
02:47Now we find a little bend in there.
02:50So we have all those hints. I am going to remove that extra one and let's just
02:57realign all of these.
03:03Okay, we need to add them on this end as well.
03:06Just make six of them and just drop them over the others. This is the set going forward,;
03:11the ones that we're covering are going backwards, so these are hinting in this direction.
03:15They always hint forward so it's good to make a mental note. F, E, D, so it's going
03:20A,B, C, D, E, F. So let's match that or you could cause problems.
03:31Okay, and still more problems here.
03:35So let's just keep adding these hints.
03:37This is why so many people give up on shape tweening.
03:39They just go, "Well, it is not worth it."
03:43But they don't know that the hint feature exists. They never found it, which is really sad.
03:46The payoff's well worth it.
03:49Let's see. This is a little annoying widget.
03:55It can be very hard to find these sometimes.
03:58Okay and then one more on this batch too.
04:09It's really nice if we can keep the same letters over the same general points.
04:23Of course, this one is misbehaving for some reason.
04:45 Let's scrub through, make sure that everything is still working. Great!
04:49Now let's see how it looks in context. That's great!
04:56So that the legs are done, so I am going to do the arms in a separate clip,
05:00because this is getting on a bit.
05:01That's still pretty nice looking.
05:04We will save this and in the next one we will do the same process with the arms
05:09and let's hope they are just as well behaved.
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Tweening the arms
00:00In the previous clip, we shape tweened and fine-tuned slightly at the animation
00:05of our legs of our character, so now the legs are completely smooth to the entire walk.
00:09So, now we are going to go in and do the same to the arms so character walk_06,
00:15open that and let's double click on our guy on the stage, have a look.
00:20The legs are smooth;
00:21the arms are still doing little bit of popping.
00:24So, let's go into one of these let's just move through arms and see if we
00:29can add some motion.
00:31So the arms now have a look at them, they are actually in a pretty simple form.
00:37Let's take the right arm.
00:38It begins in this crooked position and in the backend of the walk it's in the
00:42straight position and then it works back into this crooked position.
00:45That's a simple way to animate as possible.
00:48The only thing is not doing is actually blending into that.
00:51So the thing to remember about an arm in a walk and we saw that before is that
00:56on the recoil position it's at its most outward pose from the body.
01:00So, I would think that on the front recoil we should probably differentiate from
01:05the one on the back, which is here.
01:08So on the front recoil, I think this guy might bend his arm a little bit more,
01:13so let's go in and do that and hand might bend up a little bit.
01:20So, now if we compare key to key we get this effect, maybe we need to fine-tune
01:26the position of the hand on that recoil.
01:30Okay, so then the hand is going to swing.
01:33Let's switch this one off so we can on just one then the hand is going to
01:37swing down and some where around the position to this position, the other contact pose.
01:43It maybe, out of its straightest position and swing it back around until it
01:50walks right back into this.
01:52So, then the art comes in and trying to figure out what's the best point to bend this.
01:59So, let's do something as simple as we can.
02:01Let's just, I am going to insert motion tweens here and shape tweens there just
02:06make so we have that one working.
02:08Then we are going to save this will bend into that position without going crazy.
02:16So, let's see add some hints again.
02:18If you are going to add hints, save your projects first. So, let's do that.
02:22Ctrl+Shift+H to add a shape hint and just that one hint alone is locked down
02:31the shoulder at least.
02:32So let's add a couple more.
02:34Ctrl+Shift+H, second one.
02:42Let's do one more from now.
02:48Okay, now there is still a bit of wiggling at the other corner but I don't let
02:51that go for the moment.
02:52So, I just want to test this and see if it's doing right.
02:54So what kinds of other things we could do, for example as the arm moves back
02:59into position across the body like this.
03:01We could lead with the elbow on this frame that will be interesting.
03:04So let's try that, let's make a keyframe here.
03:07When I say lead by the elbow what I mean is we can break the joint and have the
03:10elbow move first, do something almost on anatomical.
03:16That's going to be something that happens in motion so fast you might not even notice it.
03:21Let's see what it looks like.
03:22I am going to have to tween this however.
03:24Okay, it's working this way and I need to add some shape hints here.
03:32Again, we show your back up your file first and let's go in a bit tighter. Here we go.
03:57Now, you might find you will have like a transition or a shape that
04:00almost defies tweening.
04:01Well, that the case you could just pull these all out by one for such a small
04:05number 1, 2, 3, 4 be with your while to not worry about it.
04:10But I like to play with it and take as a challenge.
04:13So, let's see we swing the empty hair and it's leading too soon.
04:17So let's change timing of that very easy to do.
04:20So, what I am going to do is duplicate this key and then drag it to here,
04:24switch that tweening off.
04:25So, what I've done is hold this keyframe for this duration and then just be
04:30going that elbow leading action to here so that it only happens very, briefly.
04:34So, let's try that and it's still a bit abrupt.
04:43I might be overdoing that a bit.
04:45Let me go in and make it a little more subtle.
04:47Again, I check back and forth to make sure our tweening still works.
04:53If I pull these keys back a little bit like I could slow down that and then we
04:59also want to make sure that the hand is following.
05:02So, let's activate motion tweening on that layer and activate motion tweening here.
05:16As you can see that happens so quickly.
05:17The goal is to convince the eye consciously or unconsciously that the
05:25character is not comprised a little flat planes but he has dimension outside of this program.
05:33So, the other thing that we can do going to this hand let's drag that a little
05:37bit and let's go in and twist that wrist, and see if that works.
05:47That's looking really goofy and a good one. Okay, let's see.
05:56So, it's looking a bit stiff from the backend, but I think we should do
06:01something push this out a little more and on that key.
06:06I am going to add a key here again, I am going to push this back a bit and
06:10put in motion tween and shape tweening here and maybe just do something just to change that.
06:17Oops! I can't adjust a moment I've add tweening here to if I want to change that.
06:21Okay, so for now I am going to leave that at that and I am going to move on and hide this arm.
06:38Going to move on to the other one, do the same thing here, so the same process,
06:45the click at it in place.
06:48So, this is our contact position at the other end and this at this end.
06:52So I am going to push the arm out as if we are looking at it in three dimensions
06:58a little bit and make that a shape tween, make these a classic motion tween.
07:02If we go from here to here let's imagine this is the impact, so we want that
07:09hand to flair out just a little bit.
07:15Then as he goes into this passing position actually that hand should come down,
07:20sort of swing lower and into the contact position.
07:32I can't change the contact position here;
07:34I have to change it here.
07:36So, I don't mess with that just yet so let's go to the contact and then flair it
07:41out a little bit and then we are going to come back this way.
07:49Let's see if that swings nice.
07:51I am going to looking for things that we are little stiff.
07:54Now, some of that stiffness could be because of internal reasons inside the clip.
07:57We are moving from one and we have a couple of states, here we have the low
08:00hanging state and then we have the pointy elbow.
08:03So, when we snap from one of these to the other you are going to see that jilt.
08:07So, let's have that and try to be intelligent as with the other hand we have
08:15to make the breaks.
08:17So, the down point of which the hand will be at its most straight should be on
08:22this contact position.
08:25So, from here to here I would imagine this entire shape. Here we go.
08:30That's nice.
08:32So, now when we go from to here that should be a completely smooth action which
08:36guesses to here at the beginning and begins to move back snapping back into this crook.
08:46So, I think we can just simply activate shape tweening here and motion tweening.
08:50Let's see how that looks like.
08:50I am going to put the body in outline so we can see the hand and then a little
09:00bit to the right hand.
09:01We can do something little more extravagant as he comes back through here.
09:11Maybe, do another leading action or at least break this line of the arm, which
09:16makes it look a little more organic, something little more extreme.
09:25Okay, see what it looks like.
09:26We won't really know until you see it in place.
09:29Okay, let's put the body back on and let's look at the other arm.
09:34See, how the whole thing works together.
09:35This is a pretty goofy walk so he has had too much coffee.
09:44Okay, so those are four keys much more cartoony extroverted walk than the
09:50other one and the kind of walk that you would do if you were doing a more
09:53realistic character.
09:54Now, in the next step we'll be just to go in and do so more fine-tuning, things
10:00we can do on the head that suited in the previous chapter, put some drag on the
10:03hair and I also want to correct the feet.
10:05You can see that the feet are sliding, they should be in contacting the ground
10:10and the big one is the foot placement.
10:12So, we are going to move forward and keep solving these issues.
10:15I think, next the most important thing it will be to correct the shoes and make
10:20sure that they're consistently placed.
10:21So we can begin to move this guy across the screen without foot slippage.
10:25So, let's move on.
Collapse this transcript
Setting the placement of the foot
00:00So, the next thing we need to do with our walk cycle is to watch the feet.
00:05I am going to animate the shoes as we did in the previous animation in Chapter 5.
00:11This time we also have the additional issue of the placement of the feet.
00:15Because if you remember the last time you were moving across the screen so the
00:18feet were planted for us.
00:20In this instance, we have to worry about that ourselves and make it work
00:24without causing problems.
00:26So, let's have a look at this thing and there is our current animation so let's go in again.
00:36The process for here will be pretty much the same as it the last time.
00:39I am going to switch off the far foot so we can really concentrate on just one at a time.
00:44So we put it up on to the ground, foots begins to rotate.
00:50So, I want to remove the rotation, straighten the foot out.
00:57Let's bring it down so it lines up with our guideline. And the first frame should
01:12be the same as that.
01:13So, I am going to grab this Alt+Option and drag and then make shape tween again
01:20and we are going to reset this to frame 1 in the Properties panel here.
01:24Okay, so now it's not doing that nice rotation any more. So it does seem to be
01:31opening air between the foot and the ankle on the bottom of the leg.
01:35So, we are going to end up changing the show. We are going to bend that foot to
01:39join here and we may need to alter this transition a little bit.
01:48By this frame here, the foot will be actually off the ground, so I am not
01:51worried about this one.
02:00So, this is the critical point. Here is the contact pose. This is where we hit
02:03the ground for the first time.
02:05It begins to rotate and at this point we have to watch the position of the ankle.
02:13The key point is that of course the front of that foot and that move by the same increment.
02:17There are various ways of doing this.
02:21We can edit multiple frames and look at it in outline mode. So let's do that.
02:25Just look at the foot level now.
02:28Sometimes this is hard to look at simply because there are so many layers
02:31overlapping as you can see.
02:34We also need to create some keyframes in here.
02:39I just find this impossible.
02:40It gives us a rough idea.
02:42I think we are okay.
02:42These things seem pretty well spaced.
02:45But there is a more manual way of doing this so let's do that.
02:49So, I am going to make a fresh layer and just select our Line tool and an
02:55overlay that's padlocked there beneath.
02:57Go to the contact pose and just draw a line. Make that line a darker color so
03:02maybe you can see it better.
03:04Great! So back to that contact pose and then for each frame just go through
03:10frame at a time on that layer.
03:13For each position of the heel just put down a line.
03:30And as you can see we've had quirks creep in.
03:43Okay, these nicks represent the position of the heel and because these positions,
03:51the travel time of the foot is not even,
03:54this means that when we play this walk cycle next to a scrolling background it's
03:59going to slip relative to that background.
04:02If we move the character across the screen, tweening him from left to right,
04:06the feet will slip in.
04:07It will be quite noticeable.
04:08It doesn't look like a lot but it will.
04:10So, let's correct that and there is a probably easy way of doing this.
04:14So, let's just select all this little tick marks, we go Window > Align, and make
04:21sure that Align to Stage is clicked off, and then we will distribute them around
04:26the horizontal center.
04:29Flash does a really nice job of giving us our ideal spacing guide.
04:34This is what the foot placement should have been.
04:36So, now let's go frame by frame. So this is the contact position and then so we
04:43know that there are 3 in-betweens, 1, 2, 3 between each key.
04:49So, this is our contact position and let's pick a different color for that.
04:53Let's make that red. So solo this.
04:56So, these are our keys here.
04:59Okay, so this is the contact key.
05:09Of course I need to on padlock that level.
05:12I am going to padlock the tick mark level now, so this foot should be,
05:16in a perfect world,
05:17it will be there and next one is a little bit over so it's there.
05:23This one to here and that's our last.
05:25So, now when we scrub through we have a completely perfect transition or travel
05:33time for every foot.
05:35Now, don't delete this level because we are going to use that for the other foot.
05:40And the other thing that we have to do is correct the right leg, because having
05:46moved our foot, a lot of the leg frames will be slightly out.
05:51So, we can either correct them by changing the outer symbol or the inner
05:56tweening. I think the inner tweening will be the easiest of the two.
06:00Because we didn't move them drastically. So I am using the frameEdit
06:09extension to do this.
06:13Okay, I am not going to bother with this because we are also going to modify
06:16the shoe to curve up.
06:20But the one thing I might do is just pull that leg in a little bit.
06:23Obviously, that's going to bend this way. The leg might bend a little too far out,
06:28possibly too far out here too, but I am going to leave that for now because it's
06:31our contact position.
06:36Okay, let's zoom out a bit.
06:41So, that's that.
06:42So let's repeat this process very quickly for the left foot and it's important
06:47that the left foot travels the same distance as the right, even if that might at a
06:53different size or distance. So let's hide that foot there and go to the contact
06:57position and have a look at this.
07:01So, they are more or less in the same area so the same tick marks are going to be used.
07:04The only difference between of course that this foot is on the upper line
07:09whereas the other foot was on the lower line. So I am going to fine tune those
07:13positions and start and the stop.
07:20Of course, we want to remove the tilt and now we can use these tick marks as well to help.
07:39Okay, this will be also be a lift-off frame just after that key so I am going to
07:48push that up so we know we are off the ground at this point. So now we can get
07:52rid of the tick mark guide level.
07:56Then the other thing we would also have to correct will be the position of the
08:00left leg and then right leg I think. Just make sure that we did it.
08:19Okay, so I am going to pull in this contact pose, repeat, copy that to here.
08:25Of course, change that name just to be consistent. Frame 33, a random number. Okay.
08:30So, now our feet are correctly placed for the-- let's just move. Little alterations here.
08:44So, I think that's fine. So we can save out as this.
08:49It looks the same as the last one but there is an amazing difference in terms of
08:56the reusability and the stability of our walk.
08:59So, the next step would be to start curving the shoes and making them bend and
09:03flex like they're actually made of leather, not vectors.
09:06So let's do that and we'll save this out.
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Animating the shoes
00:00So we've animated our character and the major step is to correct the shoes, so
00:06that they twist and flex as the feet touch and leave the ground. So let's do that.
00:13So we open file number 8.
00:18Click in the symbol.
00:19And let's pick one of the two feet.
00:23So we'll try this one first.
00:25So hide the other, so we can concentrate on this. We can focus a little better.
00:33The foot contacts the ground.
00:34We'll continue to see little matching issues.
00:44If the pants don't quite fit the foot placement and go ahead and correct that.
00:51Very easy to do.
00:55If the anamoly happens on say frame 9, be sure you tunnel in and make your
00:58changes on the inner frame 9.
01:00Okay, little bit of a tweening ledge there, but we'll fix that later.
01:11Okay, so what you are seeing now is that foot should begin to bend and
01:15that'll reach to its maximum bend on the contact frame. That's when it's going
01:19to twist and turn up.
01:20So let's move into that frame and set a keyframe and let's set an out keyframe
01:26here, back to its normal position.
01:29So the bending begins to happen on the passing position, so let me show you
01:34the reference image.
01:36So the foot to follow up the dark shaded foot here, it's perfectly straight.
01:40It impacts the ground, holds there flat on the passing position, begins to bend
01:45just slightly on the high point, reaches its maximum bend on the contact, and
01:50then we're off the ground on the recoil.
01:52So what we're going to do is begin this foot bending, the shoe twisting on the
01:56passing pose, and it'll peak on the contact and then it'll snap back into its
02:01normal position on the recoil.
02:03So let's go into this shoe symbol.
02:11So it'll start here, maximum bend here, and then back to normal somewhere in here.
02:16So let's just make all this a shape tween, and what I want to do is find the pose
02:25that we want to work as reference is this one.
02:28This is the contact pose of maximum twist.
02:31So let's work on the sole level.
02:37And then we have to change the lower leg area to better match this and see how
02:40far we can push the shoe and check back and forth. The tweening is looking
02:47really good, lock that, and let's work with the other blue. The bulk of the
02:52shoe area is this brown section.
02:55So let's push that up inside the foot, making sure Snap is on so all your
03:06points join properly.
03:07I don't think we can really push the geometry too far this direction.
03:12I think the foot will start gaining too much volume or too much mass, so let's
03:15just do it to here for now.
03:18And that's now are very stable. No reason to do shape tweens at the moment,
03:23and then the other level is the front of the shoe and if we're feeling fancy, we
03:28might just squash that just a little bit.
03:31Okay, so this is the animation that we're looking at on the outer layer.
03:36So let's zoom out so we can get a better look at it.
03:43So I think we can correct some of the mismatches by pulling the leg back in a bit
03:48and then may be altering the shoe as well slightly. It's a little more
03:55contained movement and it's tweening okay.
04:01Okay, let's zoom out again.
04:02Make sure that that's reasonably stable looking. Okay, not too bad.
04:16Now as you can see the foot has planted and I want to make sure that it's
04:23following along this line, that it's not dipping below this line.
04:26It seems to be a little bit of slippage south.
04:32I'm not sure if it's an illusion caused by the guidelines.
04:36I'll go in a little closer and let's go frame by frame.
04:40Let's go and make sure that these are -- the corner of the foot is
04:47closely aligned to that.
04:49Do not under any circumstances intend to move the foot left or right because
04:53that will really mess the position of pan when we begin to move the walk
04:57cycle across the screen.
04:58Okay, I think that's all right.
05:00That's pretty good.
05:05So now we can repeat this process for the other foot.
05:10The next thing you want to do is copy the frames under Edit > Timeline > Copy Frames
05:16or Ctrl+Alt+C and then Alt+V. So let's do that.
05:25Go into the other foot, I have to find that place have maximum twist on that,
05:28which is our frame number one contact position.
05:30So let's make a keyframe with the other position here and I'm going to
05:36paste those frames in.
05:37This creates sometimes a second dot here. Let's get rid of that.
05:40Now let's check our contact pose.
05:45It's good.
05:48And don't forget we have to apply the same thing to the final frame because this
05:53is a cycle. Frame 1 and frame 33 have to have the same graphic and then we need
06:01to tween from our second passing position, which is here.
06:10Let's tunnel into that, keyframe these, add a shape tween, here is our second tilt,
06:18and that is -- the shoe now properly animated.
06:29So now I'm going to actually hide the guides.
06:40We can hide the sample screen.
06:45So that's all the outstanding large-scale movements.
06:49Other thing I want to test is to make sure that the start and the stop are identical.
06:53There are no little motions or glitches in there.
06:55That's very important.
06:56There are still things that we can play with.
07:02That I think we'll buy us a little more entertainment value.
07:06So in the next section I am going to show you how to push and pull some of these
07:11shapes to just to give it a little extra.
07:13And we also probably should add a very quick little drag on the hair.
07:20That will be little different from what we did in the walk on the previous
07:23chapter, simply because to look at the difference in the movement with the head.
07:26He is dipping and moving backwards and then up and down.
07:29We still have a couple of things to do and also a bit more drag. I think we're
07:35going to push some of the animation on the hands and give it a bit more swing
07:40and I'll show you some of the fun things that you can do and really start squeezing
07:44some more tricks out of this nested animation method. So that's it.
07:49Hope to see you in the next one.
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Animating the hair
00:00So we've animated our walk in place.
00:02So it's time to add some secondary actions to the hair.
00:06So let's open our file in Exercise Files, Chapter 6.
00:12Let's double-click on the stage.
00:14We could also double-click in the library on the bd walk symbol.
00:17Let's have a little look at it again.
00:20As you can see here it's a much broader action than the walk that we did in Chapter 5
00:23and that's going to create some different requirements for the secondary
00:27action on this forelock of hair.
00:29So let's go in and have look at that.
00:31So we're going to animate keyframes for this layer here.
00:36So, all of these positions are going to have some sort of motion on them to
00:40react to the broader up and down bouncing up the walk cycles.
00:44So let's just switch that whole thing onto a classic tweening and now using our
00:49Back and Forward keys we'll move through the timeline.
00:54So as you can see from the contact pose to the recoil pose, I would expect the hair to drag.
00:58Let's go in a bit and again move to the recoil position.
01:04We've moved in on frame 5. So when you tunnel in, make sure that you are on
01:09frame 5 and a reminder again, use the frameEdit shortcut that way when you
01:14move into any given frame, you'll be on the correct internal number. You'll match.
01:18Otherwise things will seem to pop if you work on the wrong keyframe.
01:23So again I'm going to frameEdit in and I'm going to drag this hair. Let's
01:28skew it and maybe rotate it.
01:33There's an issue when you begin to animate it.
01:35It'll expose issues or potential problems with the rig, so I'm going to go into
01:40this symbol here where we have a little gap in the hairline. That's not good.
01:43We can probably correct that here and that's an issue that's not going to go away.
01:48So I'm going to fix that, maybe pull the hairline up a little bit.
01:54That way the hair will have a little more flexibility and motion.
01:57Let me bring this down, again making sure that you're on the profile version of the hair.
02:02That's the second frame in the head symbol, okay.
02:07So now we can even maybe pull the hair up a little more, whatever we think
02:09that we can get away with.
02:12Let's move into the next key and now the character is moving up and backwards so
02:17we can go with the default.
02:19I'm going to push that a bit more.
02:20Let's pull it out, really try to accentuate a drag on the hair.
02:26So let's see what that looks like again in context.
02:33So we want to make sure that this point on the hair has been pulled.
02:37It's pointing in the direction that it still wants to be in and now we go into
02:44the up position and again some pretty heavy drag here.
02:47So let's pull it down.
02:48Let's see what that looks like when we zoom out.
03:00Good. So it should be noticeable.
03:02You could flap it all over the place if you think it's going to be a fluffy
03:05very lightweight hair.
03:06You could also make it stiffer.
03:08It depends upon the kind of texture of the character's hair or whatever the
03:11fabric is as to how far you push it, but in this case I think we're
03:16somewhere in the middle.
03:19We could go in and add a few more little touches, just increase the squash and
03:27stretch. Watch your volume.
03:28You don't want to go in like that. Very, very easy to gain volume when you start doing this.
03:35So I'm just going to check.
03:37It's a little too big, so let's thin it out a bit.
03:48And push him a little more.
03:57Okay, so it's happening on the first part of the step.
03:59So let's go in and copy those frames, the recoil, passing, and highpoint because
04:04they're the same on both. Holding down the Alt or Option key, let's drag to the
04:08second part of the step.
04:10Now we have a loose piece of hair.
04:13And we can do other little thing.
04:14For example, let's do the same thing for this back area, which we did on the
04:17previous walk cycle and select that again.
04:21First of all I think as we did there too we can break this symbol apart, Ctrl+B,
04:27and now it's an object that we can shape tween.
04:29I think we'd have to shape tween this.
04:31It would be very difficult to do any meaningful animation with that symbol if
04:36it was a motion tween.
04:37So let's look at it in context again, with the neck and the body.
04:43So now we can imagine the same process here, a big flair at the back.
04:50This is going to be a much more subtle range of motion and I just noticed a
04:53little issue here with the neck.
04:58So not again, the character is pulling a back a bit, so again on this frame,
05:03using the frameEdit in keyboard shortcut.
05:07That's good.
05:09And we can use this if we had a different design. We could help to make this wrap.
05:13If it was a tighter haircut.
05:14We could help to align the hair to the back of the neck much more tightly, if we
05:19wanted a continuous line here.
05:21So this technique can be used in a couple of different ways, but here I'm just
05:26doing it to help the hair feel like it's not a stiff symbol.
05:30Let's go back in here and I wanted the same thing I did in the previous one,
05:33these three frames. I'll copy from the recoil, passing, and highpoint pose to the
05:37second one and let's see if that works. Great!
05:50So we have done the hair.
05:51It's nice and loose now and it's reacting to the walk and now we have to do the
05:55same thing with the hands.
05:56You can see that the hands are a little stiff.
05:59They should move a little more, especially with a fast walk like this.
06:02So we'll save this and we'll move onto the next session where we will give the
06:06hands a little more articulation.
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Creating secondary hand actions
00:00So we've animated our body walking, we've animated the secondary action of the hair,
00:04and now we're going to put a bit of flexibility into the hands.
00:07So let's Open up our file in your Exercise Files Chapter 6 folder and it's the
00:13walk_10. Click in and let's just play through and look at the hands.
00:21So they're not horrendous or anything, but they're not really responding in a
00:25way that will be appropriate to such a fast action.
00:27Let's just focus on one of them.
00:29We'll hide the back one and just look at the right hand and if we go through
00:34this a little slower, you'll see what I mean.
00:36There is little join breaks and things we have to fine-tune.
00:42So for example, this is a pretty fast action.
00:45I would expect that hand to drag a little bit. As the arm moves down like this,
00:50we would expect a little bit of a break that way.
00:52So we'll just go out through this frame by frame.
00:55Let's go into that symbol.
00:56I'm going to add some keys.
00:58This is our hand layer here.
00:59So let's label that properly.
01:01You remember we nested the hand inside the arm symbol, which really simplifies
01:05the process of the arcs.
01:11So okay, I'm going to just retransform and go back and always look at
01:22your symbols in context.
01:24This one is looking little disjointed.
01:26You don't notice it in the full scene because it's moving so fast, but now we
01:30can go in and fine-tune that and don't forget this is a cycle. So the first hand
01:34and the final hand should be at the same position. So one, two, three into the
01:39next position here. frameEdit in using our favorite extension.
01:50More drag on there than we would expect.
01:58Again tunnel out and see what it looks like in context.
02:03So from here to here, the opposite should happen. It'd be nice if we saw the hands
02:09moving backwards a little.
02:11It's not floppy like a rag.
02:13It is a living thing and it has some strength in it, but a little bit of
02:16reaction to these very big broad movements would be more believable.
02:20So we'll keep going. Looking more that way, maybe pull the wrist out a little.
02:30If you find the wrist is not to your liking, it's completely okay to
02:35alter the position a little.
02:37You'll begin to expose issues with the rig. You might think oh,
02:41you know, maybe you don't need that dark line here or maybe this should be a bit longer.
02:45If you want to make changes to make it suitable, just duplicate that symbol and
02:50then do whatever business you need to make it work inside.
02:54Okay, so we'll keep moving through this and this doesn't mean we slavishly
03:00have to make the hand always drag. Obviously it can move under its own steam, but in this case,
03:07I'm just going to see what this looks like first.
03:09Then we can go back in and tighten it up if we have to.
03:13Okay, so at this point there is a little bit of direction change.
03:19The arm begins to move screen left and then slows down and begins to move to
03:25the right so there is a bit of overlap on the hand here.
03:29And I had a little alternate, strange little timing here where I didn't line up the key.
03:33Let's just put a slight piece of drag on the hand.
03:37We can change that back to here if we want.
03:39We don't have to do that.
03:40It's just-- it's nice sometimes while your timing isn't slavishly aligned with
03:46the primary keyframes. If you want something to drag, to be in slightly
03:49different overlap timing, you can do that.
03:53This hand was dragging nicely. Tiny errors in here.
03:56These are the kind of things that take up a lot of time as you're animating in
03:59the studio, making sure that all these little gaps are properly closed off.
04:05So there's a little bit of break between here. You can see the hands overlapping
04:10with the wrist so that's because there is very big internal movement here too.
04:14So this is a good spot where we can go in and correct that.
04:20Be sure it's okay on the in-betweens as well.
04:22So as you can see as I'm dragging the hand and moving it over this motion tween
04:27it's automatically creating keyframes, so just beware of that.
04:30You can create a lot of keyframes.
04:32If you had a lot of violent action going on here, you might end up having to
04:35keyframe quite a bit of this. So there we go.
04:39Let's have a look at that now in context again on the outside, and you can see
04:47it's got a bit more of a kick, especially here at the back end where we really
04:51put that overlapping.
04:52I think that I could have probably put a bit more too. Let's see.
04:55On this point where the arm begins to move from this highest position up and to
04:59down, let's do something a little trickier.
05:01I'm going to go into that point.
05:03So on this frame, which would normally be an in-between frame, let's put a big
05:08overlap in there and just have a tween down from there and see what happens.
05:18That's a very strong transition.
05:24And you're really feeling that wrist flexing at that point.
05:27That's making him a little more limp- wristed, but that's keeping in character
05:32with the rest of the walk, which is pretty deliberately over-animated.
05:40So we could repeat the process with the left hand, again just make a lot of
05:44keyframes on the cardinal positions of the contact, recoil, passing and high point,
05:48and let's hide the upper arm and we'll put the body into outline.
05:59So we're going to drag the hand a little.
06:02Again go back and fourth so you're -- and let's see the hand is like moving down.
06:06So let's do something different and try get out this way. And here it's moving forward.
06:14Let's really drag that hand back.
06:16It's more comic little pose and same here.
06:36Maybe now that position might be okay.
06:38Actually let's move the hand in a bit, since we're breaking a little
06:47and then drag it here as well.
06:48Okay, so here we have the same issue as we had on the other hand.
06:56So he's going to move down from here to here.
06:59First of all, we will drag this hand and fix that little joint error there.
07:07It will gap open up at the wrist.
07:10So from here to here it would be nice if the hand snapped again.
07:13So I'm going to make a keyframe here, F6, and let's do a dramatic little
07:19snappy overlap. So as the hand goes up, wrist goes down and the hand is still moving up.
07:28Let's put some drag, now moving to his left, let's have the hand dragging
07:32the opposite direction.
07:34Okay, and have to make sure that our contact poses, the start and stop are the same.
07:39Let's see what that looks like.
07:41And it's much nicer. So you're feeling that nice little kick.
07:46It's something that you really sense that rather than see blatantly because
07:51it's such a fast action.
07:53It's happening in one second.
07:54But all of these things add up and the overall effect, secondary action on
08:00the hair, these little overlaps on the hands, even things like the feet
08:05tweening like this.
08:07All of these things work together to help us fight the awful effect that is
08:13the Flash-y look when it comes to animation where we're just moving flat symbols around.
08:18All these techniques are vital tools in our war against the dead empty motion
08:24tweening of just geometrical shapes.
08:26So this is all about the illusion and helping our little flat character look
08:30like he isn't a little flat character.
08:34So I think there's one more little pass I have to make over this to add some
08:38little squash and stretch on the torso level and maybe a couple of other little
08:43things here and there and then we have to really tie this down and save our file
08:46and move onto the next chapter.
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Animating the torso
00:00So now we have our character walking and all of his joints are moving nicely, so let's proceed.
00:06And we will now do a little squashing on the body, a very simple thing.
00:12Definitely, I think, worth a little bit of time.
00:15Let's click on our character. Let's get in there.
00:16So I think we can get rid of our little reference image up at
00:21the top now, unless you still think you need it.
00:23I think we're well advanced at this point.
00:29So let's look at the walk.
00:32One thing that isn't really doing anything drastic is the torso.
00:35So again, we want to keep things looking as lifelike as possible.
00:39So I'm going to put some keys in here, hitting F6 for all this,
00:43this just duplicates the first.
00:46Let's switch this entire layer to shape tween.
00:50Let's look outside first to see exactly where we are, where we're going to.
00:53So here is our recoil, before our little fellow hits the ground, so let's just
00:59squash him out a little bit.
01:03And we might even consider trying to change this curve at that line, maybe move
01:08it down a bit rather than up.
01:09Now he is leaning through the passing position into the high-point.
01:16That's more or less one continuous action, so let's delete the passing position keyframe.
01:20I'm just going to try to stretch him on the high-point.
01:24And don't forget what a material is made of. This could be like a light
01:31fabric for a shirt, in which case it will billow and be more prone to react into the air.
01:37The other thing that you can do is even more drastic, we can try to put a little
01:41reversal on the back.
01:44Use this to completely change the angle of his body.
01:56Don't forget we're in motion. Some of these frames could look a little odd by themselves.
02:00One of the cool things about animation is that it's possible to have a
02:04frame that looks weird as a static image, but looks fantastic when you see it in motion.
02:08I'm just going to pull the body up behind him.
02:11So now we have a more natural line of action on his back.
02:22I'm just going to pull this in a little, so we see a little bit of negative
02:28space between the shirt and his arm.
02:33I think we might be seeing the lower torso through that, so let's move that back a little.
02:38And again, anytime you like these changes, you want to zoom out a little to make
02:42sure that you haven't broken anything or made anything else look strange. So that's good!
02:49So now that I've done that. We could be a little bolder on this down position.
02:55Push out his chest a little bit.
03:03See what that looks like.
03:05Still in place, looks fine.
03:06It's shape tweening very stable.
03:10But that will also give us a stronger transition into this pose here.
03:15And the other thing we can do also if we want to move faster into this up
03:18position is take our Ease and do an ease out, and that will move us much quicker
03:25from here into here.
03:26It's much snappier.
03:29Let's see what that feels like.
03:30And this is also one of those things that it's happening pretty fast, but it's
03:39a sensation more than anything. You'll feel it in the walk.
03:42So I want to copy these frames, hold down Alt+ Option, just drag the second part of the walk.
03:48Don't forget to make sure that all of your keys are behaving and one matches the
03:54other side, because we want it to be symmetrical on each step.
03:56That's really great!
04:02So I'm noticing the lower torso.
04:04Always watch out for symbols that are sliding under one another, so the torso lower area.
04:10That's this one.
04:18It's misbehaving slightly, so I'm just going to padlock everything except the lower torso.
04:22Let's go ahead a bit closer. Maybe rotate it, position it, so that it's inside
04:27the upper body, and let's scrub through the timeline.
04:29Just maybe rotate it around and over.
04:44Same here.
04:45You see it's peeping out and that's going to catch the eye.
04:52Okay. So now we're all safely inside.
04:54You might want to, if you're really doing this very carefully, you might want to
04:57just switch off the arms.
05:02Great! So let's move out.
05:11Much better!
05:12Simple thing, but it's made a hell of a difference.
05:17I'm noticing a couple of little breaks, as you will, right until the bitter end.
05:22Now that we've moved the body, that's exposed some of the shoulder area up here.
05:26So let's just select that.
05:28Maybe pull the arm back in.
05:32Find any of these points that are now misbehaving and just use your numeric
05:37arrow key to pull them over.
05:38Again, go through frame by frame.
05:41I am noticing a little piece of air now appearing on this arm, the right one, so
05:49either we can make a change inside that symbol.
05:51It will be on this frame.
05:55It's shape tweening anyway, so we can do things like that to cover those little gaps.
06:00Beautiful! Okay.
06:09And those little alterations don't seem to have caused the arm to get stuck or
06:14affect the overall flow of the scene.
06:16So I think we are good.
06:17The final step will be to show you how to use our finished walk cycle to walk
06:22across the screen, how we reposition him, and that's a very simple process and
06:25we'll cover that next.
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Repositioning the walk
00:00Our in-place walk cycle is now complete, looking good and it's time to
00:04reposition that walk and show you what it looks like, how we use it.
00:08So let's open up our file number 12 in Exercise Files > Chapter 6.
00:14So now we are in the outer.
00:15We have been doing a lot of hard work of course on the inner clip.
00:18Now we work on the outer clip.
00:20This is the one that we'll be repositioning on the stage.
00:24So let's select that and in the Properties panel, let's hide our little color
00:28area here. Click on this.
00:30We want this to behave as a graphic and we want it to loop.
00:35Be sure your first frame is set to frame 1 and some little housekeeping there.
00:41Let's make him using the Free Transform tool, holding down the Shift key, and
00:45make him smaller and then now we need to just add some frames to the timeline.
00:50I'm hitting F5 to just extend the timeline a bit.
00:53Let's go out to about 150 frames, and now if we hit Play, he will just loop in place.
00:59So we want this guy to move across the screen.
01:02So I'm going to put a second keyframe, F6 out here, and let's just drag it across.
01:10And let's create a classic tween and see how that works.
01:15So now he is moving across the stage.
01:18Now I'm going to zoom in a little bit so we can see the detail a bit better
01:21than that and if you watch his feet, you'll notice that they are sliding.
01:25It's like he's on ice or a glass or something and that's simply because the second key is too close.
01:31So we need to move it further this way.
01:32The other problem that you would have is that you would move too far.
01:38So for example if I am using the numeric and Shift key now, let me zoom out.
01:45Now he's sliding across the screen like he is again wearing skates or something.
01:49So the issue becomes to just basically find the magic position.
01:53There'll be one perfect position at which the feet are planted.
02:01So what I like to do, you're making the changes to this keyframes, so let's
02:04keep this keyframe in view and let's zoom in closer and then we just use our
02:08backwards and forwards keys on the timeline and you can see we are still going
02:11forward a little bit, so that means that this key is a little bit too far forward.
02:14So I am just going to bring that back.
02:18It's getting much closer.
02:19It's very subtle and it comes down to how picky you are, what your demands are.
02:23Now that's looking pretty solid, okay.
02:30Now try to frame him a little better, so we can seem reasonably close for the
02:38whole duration and we watch the feet, make sure the feet aren't sliding.
02:43At this point you'll be able to detect, if there are any errors in the animation,
02:47you will see them here and we covered this in a previous section.
02:51If there are mistakes, it means that you're spacing on the feet are
02:55possibly inaccurate.
02:57So if you find that your feet are working for a few frames and then there's a
03:02sudden glitch and one of the feet slides backwards or forwards...
03:06I'll cover this one more time because it is important.
03:11Take your foot, whatever foot is giving you the problem, and we make a temporary
03:16layer above the foot and select the Line tool and we draw a vertical line over
03:22the heel position and we do this over each frame, the in-betweens as well as the keys.
03:27I am going to go in a little tighter.
03:37It doesn't have to be a million percent accurate, but this will be close enough
03:40to give you an idea and this way you can tell that the spacing of your feet is
03:44completely accurate and we did this in the earlier course already.
03:48So this should be still the same.
03:49I don't think we changed anything, but at this point here the heel is
03:52peeling off the ground.
03:53So if you are worried, you could follow the front of the foot rather than the heel
03:57and that's maintaining a similar distance between these strokes.
04:02So if you feel that there is a problem or one of your heel points is off, then
04:06you know what the correct position of the heel and the other tool that I've used
04:10that's really great for this part of the process is to use the Align tool.
04:15Click off Align to stage and you can make these points mathematically precise by using
04:19the Align Distribute horizontal center tool and you can work to a very high
04:24degree of accuracy in this.
04:25So that's the process you use if you've gotten to this stage and your feet are
04:29doing something unpleasant.
04:32So that would be the diagnosis.
04:33Let me zoom out again, back to the stage.
04:41There is one thing I am seeing here and that's on the lift off.
04:46If we watch the-- see that rear foot here?
04:48There is a slide there, see that?
04:51The reason being is that our inner symbol has two contact poses.
04:57Our start position and our stop position are the same.
05:00So what's happening is this is playing twice.
05:03So we're seeing the same frame happen twice and it shouldn't be doing that.
05:08There is one way of fixing this, which is to make another keyframe here and just
05:13delete our contact pose.
05:17Now we have a perfect cycle.
05:18Each frame only appears once.
05:20We don't have any duplicate contact.
05:22So let's see if that works.
05:25Sliding has not been removed.
05:26Of course, now that there's one last frame. It may or may not have affected the
05:31precise positioning of our feet.
05:33So let's have a look at that.
05:42And also we have a little glitch happening now
05:45because I think we are on the wrong frame number; we removed a frame.
05:50So let's click on this fellow.
05:52He is in now frame 23. Oops!
05:57Let me clear that and this one is calling on frame 21, so that should be 24.
06:04So again if you make these little alterations and tweaks and you start seeing
06:07strange things happening, the other thing you could do is simply delete this
06:11keyframe and make a new one, just repeat the process, but I like to do the
06:14mathematical solution rather than that.
06:17It gives me more control. Now we're fine.
06:20The feet are locked.
06:21There is no sliding and there is another possible solution, which I think we should discuss.
06:27The only thing I dislike about this is that it destroys your second contact position.
06:32You can always create it by pulling it back over here and then you've restored
06:40your end pose, because this should be the same as this.
06:43That's that. So as long as you know to create this keyframe before your second contact and as
06:56long as you know how to restore that deleted contact, should you need to change
06:58any of the internal animation, you should be in a great position.
07:03So one last look before we wind up the chapter.
07:06Our happy fellow has had lot of coffee and I think he's perfectly jointed and
07:13happy to move onto the next chapter.
07:15So hope to see you there.
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7. Animating Dialogue
Understanding dialogue
00:00In this chapter, I'm going to show you how to create dialogue animation in Flash.
00:05There are different techniques for animating dialogue, from complex to simple.
00:09So, in this chapter I'll show you the method in Flash that allows you to animate
00:13fully tweened dialogue.
00:15This system has actually got more in common with the style of dialogue that you'll
00:19see in a 3D animated film than in an average TV show.
00:22Let me show you very quickly. We use blend shape tweening, through motion
00:28tweening and shape tweening.
00:29We've already covered this in Chapter 3.
00:32But now I'm going to show you how to apply these shapes as well as give a quick
00:38reprise of that lesson.
00:41I'll show you how we can take this system, modify it, and adapt it to a line of dialogue.
00:47So let's do that.
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Using the A-F system of six set mouth shapes
00:00First, I'll like to give a quick overview of the different styles of dialogue.
00:04This might give you some ideas for options that you have, depending on the
00:07style of your project.
00:08So, at the most basic end of the system there is the simple open and closed
00:12dialogue that you'll see in a ventriloquist's dummy or a puppet.
00:16So I've actually created a simple little file to show this called
00:20sample_puppet_mouth in Exercise Files Chapter 7.
00:23This is not the most spectacular design you'll ever see but you'll get the idea.
00:28This is what most puppeteers do. They are limited to their hand; they've got a
00:32hand in here that opens and then closes.
00:33For years, people have watched little ventriloquist acts and puppet shows
00:38that cannot do by their nature anything more than this and they are perfectly happy with that.
00:44The trick is to keep your mouth closed on the consonant sounds or most of them
00:48and then open on the vowel sounds.
00:51Meow, that would have to do for that.
00:54And that's all down to the skill of the puppeteer.
00:56So it's very important to see the most simple possible dialogue that you can get
01:01away with and I think that would probably be pretty close.
01:04So, let's take a look at something a little more advanced than that and I've
01:08created a little image, which is also in your reference folder.
01:12In the 1960s, they wanted to have something little more powerful than open and
01:16closed for their dialogue for their TV shows of the time.
01:20So they invented a system that used for the most part six basic mouth shapes.
01:24They were called A through F, A, B, C, D, E, and F, and these letters, I do stress,
01:29correspond to the phonetic sounds.
01:31So, for example the A mouth would really be used for B sounds, P sounds or M
01:37sounds and the closed-mouth mouth shape would be used with the A mouth.
01:40Though it moves through a series of in-betweens to the D mouth.
01:43That's the wide open one and you can makes the D mouth even wider than this if
01:46you wanted to, as long as the B's and C's were correspondingly scaled.
01:51Then we go into the F mouth, which is the OO shape, and the E mouth
01:56could be use sometimes for L shapes and other little vowel sounds.
02:00So, that is the system that was used and these mouths would be on a separate
02:04layer and then they would interchange from the A mouth to the B mouth to the E
02:09mouth, back to the D. So, what we can do very easily in Flash is we can create
02:15six static mouth shapes just like this and I've done that.
02:19It's a very usable system.
02:21The only problem with that is it is kind of limited. If you want something
02:24that's between two of these you really cannot do it.
02:27So, what I'm going to do is give you a quick overview of our equivalent in Flash.
02:32Again, in Chapter 3 I've showed you how to create this form.
02:36So, I'm going to open our dialog_01 file in your Chapter 7 Exercise Files
02:41folder and let's click into the symbol and go all the way into the mouth.
02:48So, what I've done is I've taken these six mouth shapes that I've already shown you,
02:51A, B, C, D, E and F. But I've gone further.
02:56I've separated them on to layers and masked off others to create a mouth shape
03:02and each of these keyframes can blend into one another.
03:06So, this is more like blend shaping in Maya or 3D Studio Max or a 3-D program
03:12than it is working in the old 1960s TV format.
03:16The real beauty of this system is that we can play these frames in any sequence.
03:21So I'm just going to start rearranging them at random.
03:24I'm not going to worry about the order. I'm just pulling them around to give you
03:31an idea about how stable the system is.
03:33So, without using shape hints we've created a series of six shapes that can
03:39blend into one another.
03:40We can make secondary keyframes from these and these can also be moved around
03:45and blended into one another.
03:47So, you of course have access to this rig in your Exercise Files folder.
03:53If you follow through Chapter 3, you will already have hopefully done this and made your own.
03:58I would say the upper end of the level of complexity that I would like to do for
04:03one of these mouth shapes.
04:04So if you can do this, I think you're pretty much bulletproof for creating pretty
04:08nice naturalistic dialogue animation in Flash.
04:12So we've combined the ease-of-use of TV animation with the versatility of 3D.
04:17With that, let's go on and I'll show you how we begin to create a dialogue scene.
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Animating dialogue using the mouth rig
00:00So let's start to animate some dialogue.
00:02So let's go into our Exercise Files.
00:06Let's open up the file called dialog_01.
00:12This is our same old rig.
00:13This is the rig that we worked on in the previous chapters.
00:16I'll make sure that everything inside is nice and clean and properly placed in their folders.
00:21We're going to add a line of dialogueue.
00:23Let's just get into that and start it.
00:26So it's a good practice to get into the habit of duplicating your symbols.
00:31So in this case, let's just go directly into the head symbol.
00:34We're going to use the six shapes that we've created here for our dialogue.
00:39I don't want to work inside our mt or our mouth comp.
00:43Let's do that on a new one.
00:44So let's just right-click on this, and duplicate it.
00:47We're going to call it mt dialogue.
00:52So now when we toggle into that, you'll see it up here. Always good to check as well.
00:57So we need to access our line of dialogue.
01:00I've recorded a line earlier.
01:00It's just short and simple.
01:02So let's umport that, Import to Library.
01:06I've got two lines, dialogue_1 and 2.
01:08Let's just open dialogue_1. Here it is.
01:12Let's have a listen.
01:13(Audio recording: What's happening now?)
01:15So it's only a few words.
01:16I've designed this line, so that it uses all six of these shapes so we
01:20don't leave anyone out.
01:21The other thing I like to do is to make a folder for our sound files, even
01:25though we only have one sound file here.
01:28Let's have a good practice from the beginning.
01:29So we'll make a sound folder and just drop our audio into there. Nice.
01:35So next thing to do is make a layer for the sound and drop that in. Let's label it.
01:42Not picky.
01:45So I like to color it too with white. All my layers that aren't actual active art
01:50layers, I like to just give them a white outline color.
01:52It's easy to pick them out.
01:53The next thing to do make sure we're on 30 frames per second.
01:58If you prefer to work on 24, that's fine.
01:59As long as you have a consistent and a good frame rate that you work from all the time.
02:03Don't mix and match, just pick one or the other.
02:05So let's stretch out the Timeline, so we can see the entire line of dialogue.
02:08Don't need to go too far past that.
02:12The other thing you need to do is when you click on the first frame of the sound file,
02:16go into your Properties panel
02:18and make sure your Sync setting is set to Stream.
02:21If you set it to Event, it'll be harder to synchronize with your sound file.
02:26So, all is set to Stream for your dialogue.
02:29Let's give it a play to make sure.
02:30(Audio recording: What's happening now?)
02:31So you get an idea for the rough placement of everything.
02:34Our next step is to position the correct mouth shapes to correspond with the dialogue.
02:39There is any number of people who have their favorite ways of doing this.
02:44I've done quite a bit.
02:45So I'll show you mine.
02:47So the first thing I do is clean up the Timeline a little bit.
02:50So let's grab all of the dialogue and just pull it.
02:54If you had a very long line of dialogue that was running well off the screen,
02:58if it was several minutes long, I just work in chunks like this.
03:01Sometimes I like to make the panel a bit longer of course, by shifting
03:05the Library pane over.
03:06So I have a longer Timeline.
03:08That's ideal for this.
03:11So you get rid of these and just have your entire screen filled with Timeline,
03:15because you're going to be moving quite fast through all this business here.
03:17So let's pull this back in.
03:21So this is where we use our best friend, the Alt or Option key.
03:25We hold down the entire vertical stack of keys and drag.
03:28We know our first month is probably going to be either a closed mouth or just
03:32very slightly the open mouth.
03:34So let's see which. I think starting with a slightly open mouth might be a
03:37little more appealing. Let's do that.
03:39So then let's have a little listen. Switch off the animation of the mouth for a minute.
03:44Let's put a new layer down here.
03:45What I like to do is listen through and find the most important mouth in the
03:53mouth shape or phonetic sound in the line of dialogue.
03:56That's the one thing you can't cheat.
03:58That's the closed mouth.
04:00(Audio recording: What's happening now?)
04:01So that's the P sound in "happening."
04:05The mouth has to be closed on that.
04:06(Audio recording: What's happening now?)
04:07So that's somewhere about here.
04:09(Audio recording: What's happening now?)
04:10Right there. So put down F7. Make a blank key.
04:15(Audio recording: What's happening now?)
04:17You can see if you're hitting it just by looking at the blank key.
04:19(Audio recording: What's happening now?)
04:21(Audio recording: What's happening now?)
04:22Excellent! So that's our closed mouth.
04:26So let's select this vertical column of keyframes. Alt/Option and drag a line
04:32that with our blank.
04:34Don't even bother looking at it.
04:36We are a long way away from even testing the animation now.
04:40I find that the second most important and striking mouth shapes are the ooh sounds.
04:45We have a couple of them.
04:47(Audio recording: What's happening now?)
04:48We have one on "what's," the W sound.
04:50(Audio recording: What's happening now? What's happening now?)
04:53So there is one here, and roughly one here.
04:56(Audio recording: What's?)
04:56So I'm hearing that "wha" around this point.
05:00(Audio recording: What's happening now?) <