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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.
You may remember from earlier on in this course I really strongly recommend against flipping symbols horizontally, because when you're trying to do these really complicated head turnarounds, having some symbols that are left leaning and others that are right leaning can be a real problem. You can end up with not knowing where you are, you get so tied up and then mine is inside a symbol that's flipped horizontally inside one that's flipped the other way inside one, that's flipped the other way. I just like having them all flipped one direction and keeping that to an absolute minimum.
There is, however, one point I think where we're kind of forced, and I am going to go inside this symbol to show you what I mean. Let's put that jaw back in Color mode. If we turn the head around from here to here, here now you can see we have a couple of things we need to fix on the turnaround. But now that we have our C mouth with the profile dialog, what happens when you want to do dialog from the G position. Well, I think the quickest and most humane way of doing this, of course delete that, go back to your first mouth, copy that Ctrl+C, go back here Ctrl+Shift+V, Modify > Transform > Flip Horizontal, and let's just nudge it back into place, and you see what begins to happen as you go from one of these symbols to another, this happens.
So this means that you are going to end up having to create keyframes here to prevent this. So it adds a little bit of complexity to the outer turnaround timeline, but really I think I would be asking too much of you to ask you to flip all of these internal to duplicate this symbol and to flip all of these the other way around, it will be just brutal. So let's not do that. And so let's make some last minute corrections here. We have the B mouth, and it was tweening into the C mouth.
So I think we should make a keyframe here, and let's select this and pick the Free Transform tool, hold down the Alt/Option key and pull the mouth until it matches much more closely the contours of that face, and now as you go through frame by frame, we'll try to get the best possible transition, and if you feel like we might have to move that mouth symbol we can do that. And the mouth seems to pop off here so we can make one more little adjustment.
Let's move this black keyframe out of there, and I'm going to duplicate the C mouth here. And again, holding down the Alt/Option key, stretch it in. Now let's zoom out. Ah, and we have one of our settings set to Play, so I think let's go to the Properties panel and go from Loop to Single Frame, and this might be the same.
As a default setting I like to have all the symbols set to Single Frame so that they don't start playing in the wrong place. So that's looking pretty good, and now we have to fix the other side. So on this frame we should be seeing this symbol doing the opposite of what it's doing here. So I'm going to hold down Alt/Option and drag to there, and I think we might have to split this horizontally as well. That's the A mouth, that's the wrong mouth for that shape, we should have the B mouth in here. So let's right-click on that and go Swap Symbol and make that the B mouth, and we may have to flip this fellow horizontally, yep.
So Modify > Transform > Flip Horizontal, let's go in a little closer, okay. And here as well, because also it's the wrong mouth in the wrong position, right-click, Swap Symbol, B mouth, and now when we go inside, it's the B mouth, but it's facing the wrong way, Modify > Transform > Flip Horizontal and skew it so it's matching the contours of the face a little better than that, and we need to just change the position here, so let's use the Arrow keys, hold down the Alt key and use Free Transform to again skew roughly into the right place, and now here we have the spin, because we've had no choice, we really had to move this thing horizontally.
So this will be the regular A mouth and here there's no reason to have it flipped. So all I need to do is to create like a temporary layer. We'll copy the A mouth from here, and we'll copy it to here. Let's go into Outline mode, and I am going to move the A mouth to match the other symbol here as closely as we can, near enough, and now let's right-click and go Create Classic Tween, make a new keyframe, and this keyframe will now be the transition that we're looking for. So get rid of the rough layer, and there we go.
So it's a way of tricking Flash into doing the actual positioning for us. So now when we turnaround, all mouths are functional. So let's just do a quick test, run through, love that. Let's go to the H position, the three quarters left, looking great. The A will work, of course, because this is a clone of the very first frame. The B will work, of course, and the C will work as well. And I'm not sure if we'll even get away with this little oblique angle here, let's see.
Just barely, it starting to look a little weird because it's so flat, but still there it is. So now that you have the head fully tweened from the A through to the H directions, it's a good idea for you as an exercise to reverse that turn and animate it from H through G, F, E, D, C and B and back to A. Some of the transitions and the layer issues will be slightly different should you need to use a right to left turn. Of course, if you don't need a tweened head turn, then what you have here is already more than enough.
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