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Creating an F mouth

From: Flash Professional CS5: Character Animation

Video: Creating an F mouth

Okay so we've done the D mouth. Now we're going to move on and do the F mouth and the F mouth is the ooh shaped part of the mouth. So let's go into the Library palette, double -click on the head, double-click on the mouth and let's go in very close and have a look it this. So again a quick reminder of the shape that we are going to be creating is the F mouth or the ooh sound, the phonetic sound of this six mouth shapes. So I'm going to go back into Flash and we already have our A to D back to A cycle working. The F mouth is going to be a lot closer actually to the closed mouth. just with the little pursed shape here.

Creating an F mouth

Okay so we've done the D mouth. Now we're going to move on and do the F mouth and the F mouth is the ooh shaped part of the mouth. So let's go into the Library palette, double -click on the head, double-click on the mouth and let's go in very close and have a look it this. So again a quick reminder of the shape that we are going to be creating is the F mouth or the ooh sound, the phonetic sound of this six mouth shapes. So I'm going to go back into Flash and we already have our A to D back to A cycle working. The F mouth is going to be a lot closer actually to the closed mouth. just with the little pursed shape here.

So let's just grab our vertical stack of A mouth, hold down the Alt+Option key and drag to the F position and let's go in a bit closer and now this point we'll just hide the layers we don't need. Now I'm going to select the upper and the lower, hide the crease, and use the Free Transform tool just to push this in a little bit, and actually what I'm going to do now is I have accrued very quick sketch using the mouse. I don't have a tablet or anything. What I'm going to do is just do a quick positional shape and this is where I want the ooh form to be, something like this.

I should do it so if you just look it at that by itself. So let's put out that in the outline, put it beneath here and let's put the lip upper back on and just look at that in outline mode and let's go ahead and make that shape. And you've heard me complain before about the importance of preventing Flash from joining these lines together into one continuous S- curve. I like having easy access to these points.

So without having to use the Sub- selection tool. It's nicer if I can access them with the simple Selection tool. So the other thing to be very watchful here, as we work, don't forget we're shape tweening as we worked. So constantly go back-and-forth to make sure you haven't done anything to break the shape tween and if you find that thing you are spinning around or clearly broken, we don't want to use shape hints for this. We want this to be hint free and it is quite doable. As long as your shapes are simple and as long as your structures have something like six points of geometry on the upper and lower lip, you will be safe enough.

There are various different kinds of mouth shapes, different problems, but you will be able to do it if you're careful. So same thing with the lower lip. As you can see its behaving itself, so let's pull this down up, snap to there, and do the same thing with the lower lip. Usually pulls into an ugly shape before you can get into a pretty one. I'll switch Snap off now. Snap is important for getting the corners lined up but after that it can be as much trouble.

So again we're trying to create some shape approaching that. Again use back and forward, using the comma key and the period key to scrub on your timeline. Corners are locked and there we go. So now the little things that we can do such as smoothing off some of these lines. This is obviously a very harsh join here. It looks a little bit mechanical. So there are things that we can do once we get the points happy and that is things like round of this corners a little bit.

It's a lot better and padlock that when you get it. Do the same thing with the bottom line. And don't forget to go back and forth in the timeline. Let's go out a little bit. There we go and you might see it clearer if you go into black. And that gives us our main lips anyway, the main four poses, the A mouth, the wide-open D mouth, and ooh shape, so let's padlock that. We get rid of that rough sketch. We don't need that. We get rid of this purple layer the outline sketch, pull the crease into match, you might want to rotate it a little bit using Free Transform. Padlock that when you're happy.

Keep padlocking as you go so you don't break anything. Now the inner mouth layer, that's the other tricky part. That's got to line up and basically cover this exact same area as the green and blue for the upper lip and the lower lip. So we can make this a little bit faster going to Free Transform tool, you know pull it reasonably close. You see the other points that you have to pull around the screen. Go back into the Snap, match your corners, nice, and then do the same thing as before. Just know pull your basic six pointed? If it breaks you can always draw completely new one. I just find it's a little quicker to work like this.

Okay, and then don't forget back-and- forth. Yeah, that's mapping very nicely. So zoom out and then as I said before, this shape here, this ooh shape for the mouth inner, that's call be the same as the one up here. This layer and the mask layer will be identical. So we'll keep making sure, as we progress, these are kept the same. So that's that and then the last thing we need to do is to set all the secondary, thankfully easier, layers. So let's look at the upper lip and the lower lip in outline and just position the teeth to where we think would be good.

It's a little bit of the movement so that there's a different mouth in between one another. You'll be able to see some motion and we can refine this later on, but we have got it reasonably close for now. Let's put those teeth into outline so I can see the tongue move. We bring it forward on the ooh. Think of the ooh as being pursed. If you can make the ooh sound yourself, your mouth pushes forward a little. So should your animation. And then the last thing would be the lip shadow.

This layer here. Right now the A mouth is not moving. So we wanted to sell that forward movement of the lip . And if it will let us, we will shape tween that as well. I think that works nicely. So let's zoom out. Take a long shot again. Excellent. So that's the main four keys. That's the hard part done. The A mouth to close mouth, the D mouth is wide open, the F for the ooh sounds, and back to the closed mouth.

In the next part we'll just finish off with easier stuff, just setting the in-betweens for this, for the B, C and E mouths, and I'll show you how we can have some fun with this shapes and play them in any number different sequences. So we're ready to move on.

Show transcript

This video is part of

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

83 video lessons · 21325 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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