New Feature: Playlist Center! Pick a topic and let our playlists guide the way.

Easy-to-follow video tutorials help you learn software, creative, and business skills.Become a member

Adding in-betweens

From: Flash Professional CS5: Character Animation

Video: Adding in-betweens

It's time to add in-betweens to the inner timelines of the arms and the legs of our walk cycle to smooth out the entire walk. So let's open 13 in your Exercise File, double-click on our symbol and then quick run through and you'll see we still have things popping on some of these in-between frames. So now I think it's kind of a fun part. What we'll do is hide some of the other legs and we'll take that leg layer. And then we'll take that back arm and just hide them for now. Let's just work with one side. Great! Now, let's take this leg for example.

Adding in-betweens

It's time to add in-betweens to the inner timelines of the arms and the legs of our walk cycle to smooth out the entire walk. So let's open 13 in your Exercise File, double-click on our symbol and then quick run through and you'll see we still have things popping on some of these in-between frames. So now I think it's kind of a fun part. What we'll do is hide some of the other legs and we'll take that leg layer. And then we'll take that back arm and just hide them for now. Let's just work with one side. Great! Now, let's take this leg for example.

I'm just going to start adding shape tweens and I'm going to use my numeric keypad shortcut. And as you can see, it's all smooth. There is still a little bit area and that's because we need to animate this foot curling to meet that. So what I'm going to do-- That's a little bit distracting. So I'm going to hide that foot layer, so we can choose focus on the pant leg.

Good, it's getting very close. So we'll do the same process for this upper arm. So it seems that I want to shape tween beginning from frame 5. So what I'm going to do is add a keyframe here and don't forget we have our wrist area that's going to be motion tweened. Now let's go out. It's be slight offsets here, because the hands on a different layer.

It's not arcing quite the same, but I'm not worry about that just yet. So we need to add a little tween here. Wherever the hand breaks, that's where we tunnel in, make a keyframe and then add our tweens there. Now the tween process is breaking a little, so we have to help it out, give it some hints. Again always before you add hints, save your project file. So the first hint helps, so that's good. Leave where it is.

Sometimes one hint will be enough. Sometimes you have to add a lot more. Okay, so that looks good. So again test the outer symbol, nice. I think we should have a tween here. It seems to be breaking off a little bit. So again, just don't keyframe from here. Just add a key there, much better. And then definitely from here to here. That should be tweened. Again add a key.

Shape tween, motion tween, huh! It's breaking it again, so more shape hints. Modify > Shape > Add Shape Hint or your shortcut for that. Still a little wonkiness at that corner, so I'll add one more at least. It's still a little bit, but I don't want to let that go, because we might be playing with this still. There we go. So now as you can see, properly tweened. So let's unhide the other leg and the other arm.

Actually, I'm going to put the torso on outline as well as the lower torso, so we can probably see through them. Lots of breaks happening here still, so I'm going to go in here. It looks good from there, fine. I'm looking at the arm now. Definitely from here we're going to start tweening the arm, so going into that same frame, F6, Shape Tween, Motion Tween. Good! Move from here to here, definitely you'll see it's breaking, so F6 for keys, Shape Tween, Motion Tween.

And then again we're going to have to add some extra keys for the hand position. Definitely we should have some kind of tweening happening here. So as you can see it doesn't happen on some of these keys, because between some of these keys in the outer symbol, we didn't do anything drastic with the arm. Simply put these where they're needed, there we go. So I'm going to actually switch off at legs, so we can focus entirely on the arm. There is a little bit of sticky that's happening here.

You can see right on this frame. It's moving either too much before that. So I'm going to do is give it a bit more room to travel. We can't change the first frame, not the last frame because it should be the same as this. These two frames have to line up. So any changes that we make, any doctoring, has to happen sooner than that. I find sometimes too the easiest way to correct this is something to delete the sticky frames, clear the keyframes, make a new one, let Flash worry about the rotation and the overall positions, and then you can fine-tune it.

It's probably the smoothest way of doing it. Now let's check. It's much better. So let's hide that hand. It's getting in the way. Yes, that's fine. So let's unhide some of the other layers and see, choose the other one we wanted to work on. Oh yes, the right leg, hide the other. Then go through frame by frame, there we go.

So from frame 17 through, we have to add something. Shape tween that, and we need to add a shape hint here. Don't forget, save your project. I'm going to add more hints. Clearly we've already assigned hints on our previous pass, so I'm going to add them in the same position. They usually seem to like the same position. If they work on one key, they tend to work on the other. Okay, it's good enough. There is a little bit of wiggling in the corner there. Let me add one more. Okay, that's much better. Some more hints needed here.

As you can see it's not matching the outer movement. And we should probably add them here too at the end. So let's add one more key and one more shape hint. Basically, anytime it's moving between two of these, you can make the whole thing a shape tween and keyframe all of these points and shape tween the entire timeline. That would probably work. So let's look at the entire thing with all the layers and see if we've forgotten anything. Pretty close. So we've come a long way already.

Zoom out and watch it. Sometimes I find it easier to look at the things from a bit of a distance. So that's great. So the last correction, I'm sure you can tell, is that foot. We need to do some surgery on that shoe to make sure that it wraps and curves to the ground. That's really going to sell the character living in his environment, so let's save that. Now we'll move onto correcting the shoe.

Show transcript

This video is part of

Image for Flash Professional CS5: Character Animation
Flash Professional CS5: Character Animation

83 video lessons · 21127 viewers

Dermot O' Connor
Author

 
Expand all | Collapse all
  1. 3m 25s
    1. Welcome
      1m 9s
    2. Using the exercise files
      39s
    3. Prerequisites
      1m 37s
  2. 34m 58s
    1. Creating Flash-friendly character design
      4m 57s
    2. Animation rendering: SWF or AVI
      2m 24s
    3. Understanding line tool drawbacks when animating
      7m 7s
    4. Using uniform project scales in Flash
      3m 40s
    5. Finding helpful extensions for Flash
      2m 46s
    6. Using commands and keyboard shortcuts
      9m 53s
    7. Setting up your workspaces
      4m 11s
  3. 1h 35m
    1. Understanding character rigging
      2m 0s
    2. Exploring underlying structure in character rigging
      4m 27s
    3. Vectorizing the character body
      6m 22s
    4. Outlining colors in an animated character
      6m 15s
    5. Vectorizing the hands
      6m 43s
    6. Vectorizing the head
      4m 47s
    7. Outlining the head
      8m 20s
    8. Adding finishing touches with hair
      2m 11s
    9. Colorizing the character head
      7m 28s
    10. Colorizing the body
      5m 33s
    11. Applying gradients
      6m 18s
    12. Symbolizing and pivoting the body parts
      10m 47s
    13. Pivoting the head
      4m 42s
    14. Rigging the mouth
      10m 49s
    15. Rigging the eye
      8m 33s
  4. 52m 22s
    1. Tween types: Shape vs. motion
      5m 41s
    2. Combining motion and shape tweening
      4m 31s
    3. Animating an eye blink using shape tweening
      10m 2s
    4. Rigging a mouth in Flash for dialogue and expressions
      5m 30s
    5. Creating a D mouth
      12m 29s
    6. Creating an F mouth
      6m 58s
    7. Getting the polished look
      7m 11s
  5. 1h 2m
    1. Overview of the head turn
      2m 13s
    2. Preparing the rig
      8m 15s
    3. Posing the rig
      7m 17s
    4. Animating the head movement
      11m 5s
    5. Animating the body movement
      12m 9s
    6. Animating the head turn
      11m 28s
    7. Adding finesse to the head turn
      9m 34s
  6. 2h 44m
    1. Introducing the walk
      1m 5s
    2. Creating a profile view
      8m 30s
    3. Creating the head in profile
      10m 10s
    4. Creating the hand
      6m 57s
    5. Creating hand symbols
      8m 32s
    6. Reviewing the walk
      3m 6s
    7. Prepping the walk
      8m 33s
    8. Setting up the contact poses
      6m 45s
    9. Creating secondary contact poses
      9m 38s
    10. Finishing up the contact poses
      6m 48s
    11. Creating the passing poses
      9m 39s
    12. Finishing the passing pose
      5m 56s
    13. Animating the recoil position
      10m 9s
    14. Animating the high point of the walk
      9m 24s
    15. Adding in-betweens
      8m 31s
    16. Rigging the shoes
      8m 27s
    17. Animating the shoes
      11m 58s
    18. Animating the character's head movements
      8m 29s
    19. Fine-tuning the animation
      9m 0s
    20. Nesting the hand symbols
      8m 39s
    21. Repositioning the walk
      4m 11s
  7. 1h 32m
    1. Introducing the walk in place
      1m 30s
    2. Setting up contact poses
      10m 4s
    3. Creating the passing poses
      7m 14s
    4. Creating the recoil positions
      8m 11s
    5. Animating the head's high point
      4m 9s
    6. Tweening the legs
      5m 11s
    7. Tweening the arms
      10m 27s
    8. Setting the placement of the foot
      9m 9s
    9. Animating the shoes
      7m 52s
    10. Animating the hair
      6m 9s
    11. Creating secondary hand actions
      8m 48s
    12. Animating the torso
      6m 27s
    13. Repositioning the walk
      7m 17s
  8. 54m 9s
    1. Understanding dialogue
      49s
    2. Using the A-F system of six set mouth shapes
      4m 23s
    3. Animating dialogue using the mouth rig
      14m 30s
    4. Integrating the dialogue with the head turn
      5m 35s
    5. Animating the jaw
      6m 59s
    6. Creating an angry dialogue mouth
      7m 43s
    7. Finishing the angry dialogue mouth
      6m 38s
    8. Integrating acting techniques
      1m 51s
    9. Tips on facial expressions
      5m 41s
  9. 36s
    1. Goodbye
      36s

Start learning today

Get unlimited access to all courses for just $25/month.

Become a member
Sometimes @lynda teaches me how to use a program and sometimes Lynda.com changes my life forever. @JosefShutter
@lynda lynda.com is an absolute life saver when it comes to learning todays software. Definitely recommend it! #higherlearning @Michael_Caraway
@lynda The best thing online! Your database of courses is great! To the mark and very helpful. Thanks! @ru22more
Got to create something yesterday I never thought I could do. #thanks @lynda @Ngventurella
I really do love @lynda as a learning platform. Never stop learning and developing, it’s probably our greatest gift as a species! @soundslikedavid
@lynda just subscribed to lynda.com all I can say its brilliant join now trust me @ButchSamurai
@lynda is an awesome resource. The membership is priceless if you take advantage of it. @diabetic_techie
One of the best decision I made this year. Buy a 1yr subscription to @lynda @cybercaptive
guys lynda.com (@lynda) is the best. So far I’ve learned Java, principles of OO programming, and now learning about MS project @lucasmitchell
Signed back up to @lynda dot com. I’ve missed it!! Proper geeking out right now! #timetolearn #geek @JayGodbold

Are you sure you want to delete this note?

No

Thanks for signing up.

We’ll send you a confirmation email shortly.


Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked
Terms and conditions of use

We've updated our terms and conditions (now called terms of service).Go
Review and accept our updated terms of service.