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In this course, author Dermot O' Connor offers experienced Flash designers a step-by-step guide for creating and animating a full-featured cartoon face in Adobe Flash Professional. The course begins with some best practices for setting up the rig and moves on to building facial features such as the mouth and eyes, sculpting the mouth to simulate dialogue, and creating a range of expressions. The course also shows how to rotate the head using poses, move the rig along multiple axes, and incorporate audio.
If you are back then you'll notice that we have both ears sticking out, and I left you with a couple of comments that I was going to create some more in-betweens for this ear. It is the same process over and over again. Now if you have a different way of doing it, then by all means do that. There's just no one way of doing it, but the trick is just to keep the transition so smooth that the ear itself doesn't pop at any point and I think that's pretty smooth. There might be a little spot here that we can fix.
What I did was, I took the end state from the previous class. And I just added two extra drawings in between, but I think this will look a little more forgiving if we put a bit of meat on the edge of the ear there, so we get this. And you notice how the dark area inside the ear becomes a sliver? The beauty of having that on a separate layer is that you can move it so easily. Whereas if it's all on one layer, it can be kind of tricky. Okay, so back to this. The solution for the other ear, I don't know if you gave it a go or not.
It's pretty simple; when you get to the point where the ear starts to appear from behind the head, simply go from this state to that state. So ultimately you could have a whole series of ears in that are pivoting. As long as the pivot around the center point, then you should have a pretty solid piece of animation to work with. So let's go back. There was one other outstanding issue, and that is we're looking at the layer hierarchy here, that ear is too high. So at this point I think we'll make a final keyframe here for the ear on the top layer and then we will move this ear down onto the lower ear level, ear right down here.
And let's put a blank keyframe in there. I'll just remove that tween and I think we are ready to proceed. If you remember our clock animation, let's go back to the Library and go to the hd 3 clock symbol, and if you scrub through there, we already created our B head, which is the same as the 3 o'clock position. And luckily for us, the 9 o'clock position is the same as the H head. There's some clean up too we could do here. Take the reference folder and just drag it back to the bottom. It's easier. It makes them all consistent that way.
If you go from all of the symbols then the head folder should be on the top. So let's go back to the clock. Back to our 9 o'clock position and let's select all of these, right-click, Copy Frames, we will go back to our turnaround, and go to the H position and go from nose to nose, right-click and Paste Frames. And let's get rid of this insert that gets created, and here we have almost a freebie.
So now it's a question of going in and fixing glitches, and I see the jaw is misbehaving. And it's misbehaving so badly, it's very hard to see what else is happening, but I think the hair here as well is doing something a bit funky, so let's go in and hide everything. Once again, you will see I just switched everything off and just find the trouble spots. So the neck looks great, padlock that. And I think let's move up all the way to the jaw. And this is the jaw level, and notice that comes with shape hints built-in, because they were shape hints in the frames that we were copying, so that could be an issue.
Let's hide everything but for the jaw, and go Ctrl+Shift+H, and of course, this creates a C hint that we don't need. So just right-click on that and Remove Hint. And then we just correct the other hints. Make sure they are exactly right. And then you can see the hair here is also causing problems. So let's find the hair right level. Let's find that, Ctrl+Shift+H, because it has the hints built-in.
Remove the new one that has just been added, scrub forward, and then we just correct all of these. There we go. So now when we look at everything, that's great! And we can just select all the eyes, reactivate them. The hair needs a little bit of help. Again, just switch everything off and let's look at that by itself.
It also comes with hints built-in, So Ctrl+Shift+H, remove that hint, and then fix the others, and it should snap to various little points in there. Okay, the ear is doing something weird, because of course we shifted the ear layers. So let's do a little patch for that. So what would be the best way to do that? The ear really has to be on top at this point, because that's the left ear, and it is on top, but we are trying to tween into another ear that's lower, because it has to be on a lower level in its default state.
So let's make a duplicate of that, Ctrl+C. That's one way of doing this, click on the slot and Ctrl+Shift+V to paste in place. There we go. And let's look at this in Outline and see if anything else is doing something weird, I think we are good. So that was pretty straightforward. So now we are almost there, we have this section here to contend with. I think other than that we are very near to being done.
And I think there's one outstanding thing, and that's the neck area. So let's click on the Reference level, switch off everything but the neck. Let's go to Outline. I thought so. If you remember from the clock, we tied down the neck, whereas here the neck should be rotating with the torso. Oops, I switched Snap off. There we go! And now we will reveal everything again, and fantastic! So another little area here where see that that corner of the hair appearing up, so we might want to do something like bring this down just a little bit, of course, we have to fix the hints.
There is always something. Same process, again with hinting, backup your files. There we go! So, super! Next we'll move onto the F and the G directions, which are very similar to the C and the D directions, but they have their own little things to watch out for, so we'll do that in the next movie.
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