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Animating the head's high point

From: Flash Professional CS5: Character Animation

Video: Animating the head's high point

So we've proceeded with our in-place walk cycle. We're going to add the high point, so we have to finish this one before we can proceed. So let's open our walk_04 file from the Exercise folder. Click on this. And we still have to do a lot of internal patching and all these shapes and I have deliberately made this walk very strange, just to break us out of the conventional student-oriented walk cycle to show you that we can do something that's completely off-the-wall and goofy.

Animating the head's high point

So we've proceeded with our in-place walk cycle. We're going to add the high point, so we have to finish this one before we can proceed. So let's open our walk_04 file from the Exercise folder. Click on this. And we still have to do a lot of internal patching and all these shapes and I have deliberately made this walk very strange, just to break us out of the conventional student-oriented walk cycle to show you that we can do something that's completely off-the-wall and goofy.

So let's go and select our high point to make it into a key. Let's find the layers that we want to push up first, and that would be pretty much actually all of them apart from the feet. So I'll just Shift+click to deselect them and move that rest of the body up by holding down the Shift key and the numeric arrow key. One click should do it. And let's see what that does. This is a very extreme walk. So we're going to raise all kind of interesting issues. So let's see here.

Well, we need to close off the gaps that are opened here. Let's see his foot. We can keep carrying up higher to here. It'll be a much more interesting step. Let's bring it forward a bit more than that. It seems to be sticking there a little bit. Now it's better. Now we can fix some of the elements, so let's stretch this leg out.

The beauty of the shape tweening is that it enables us to do things to the graphical form, like pull the leg if you wanted to stretch the different parts. It'll allow us to do that. In this case I wouldn't want to over to do it, but we can give the impression of the muscles been pulled in and create quite different shapes and graphical forms. For the most part I've been working with these selected parallelogram shapes. Nothing is stopping you from going in and making them curves against curves. Or all kinds of cool things. It is okay that's our high point on that side.

Right, so I'm going to make another temporary guide layer here, or a guide pose. I'm going to create the second high point, match the first. So I'm going to copy these, paste them in here, Ctrl+B to break them apart, padlock that, and then just go in and again select everything. I think on this keyframe first and select everything and then just deselect the feet. There we go.

And then Shift+Arrow key, up one, or another amount. It doesn't have to be that, but that's the amount I'm going for. Hands look all right, so let's delete that layer now. Oops! Let's not. So I'm going to bring that back. That's a good idea to use his foot position. So first, I'll turn it. Now is the right foot position, so we'll match the left foot to that and same with the leg. Otherwise there is a chance that the walk could look a little bit like a limp. That's not what we're looking for.

So let's go in here, make a key, move that. There we go. We need to make a change to stretch out this one. We could motion scale it on the outer timeline or we could be a little more adventurous. And let's try shape tweening this, okay. Let's delete that purple layer now, so now we have a slightly more fleshed out goofy walk.

As you can see the legs are popping, so as the next pass we're going to tunnel in to all of these, arm and leg symbols, activate the internal shape tweens, and see if it smoothes this out sufficiently where it becomes a believable goofy walk cycle.

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This video is part of

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Flash Professional CS5: Character Animation

83 video lessons · 21215 viewers

Dermot O' Connor
Author

 
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  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

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