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Creating other mouths

From: Rigging a Face in Flash Professional

Video: Creating other mouths

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.

Creating other mouths

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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This video is part of

Image for Rigging a Face in Flash Professional
Rigging a Face in Flash Professional

44 video lessons · 5930 viewers

Dermot O' Connor
Author

 
Expand all | Collapse all
  1. 14m 16s
    1. Introduction
      42s
    2. What you should know
      2m 0s
    3. Setting up Flash
      8m 35s
    4. Dos and don'ts
      2m 59s
  2. 59m 26s
    1. Establishing the directions
      7m 9s
    2. Setting up layers for the head
      6m 58s
    3. Drawing the head
      19m 2s
    4. Creating the mouth
      11m 27s
    5. Drawing the eyes
      4m 31s
    6. Animating the eye blink
      10m 19s
  3. 48m 0s
    1. Creating happy mouth dialogue shapes, part one
      10m 24s
    2. Creating happy mouth dialogue shapes, part two
      7m 43s
    3. Creating mad or sad mouth dialogue shapes
      10m 7s
    4. Creating neutral mouth dialogue shapes
      7m 36s
    5. Building unique mouth shapes
      12m 10s
  4. 29m 27s
    1. Creating jubilant expressions
      11m 47s
    2. Creating furious expressions
      6m 4s
    3. Fine-tuning expressions
      11m 36s
  5. 1h 9m
    1. Clock rotation demonstration
      2m 23s
    2. Creating the twelve-o'clock pose
      9m 2s
    3. Creating the six-o'clock pose
      5m 19s
    4. Creating the three-o'clock pose
      10m 16s
    5. Creating the nine-o'clock pose
      9m 35s
    6. Creating the remaining poses
      13m 17s
    7. Fine-tuning the head rotation
      11m 54s
    8. Fixing layering issues
      7m 42s
  6. 2h 10m
    1. Introducing the turnaround
      2m 55s
    2. Creating the B head (3-quarter)
      6m 45s
    3. Creating the C head (profile)
      8m 51s
    4. Creating the D head (3-quarter rear)
      13m 2s
    5. Creating the E head (rear)
      8m 59s
    6. In-betweening symbols manually
      9m 58s
    7. Creating the H head
      6m 41s
    8. Creating the G head
      11m 33s
    9. Creating the F head
      19m 18s
    10. Creating the B mouth (3-quarter)
      13m 41s
    11. Creating the C mouth (profile)
      14m 33s
    12. Adding detail to the C mouth
      7m 42s
    13. Creating other mouths
      6m 28s
  7. 54m 24s
    1. Putting together a head rotation
      14m 29s
    2. Moving frames between symbols to make a rotation
      10m 23s
    3. Using the rig with audio
      14m 59s
    4. Adding expressions to the animation
      14m 33s
  8. 1m 0s
    1. Goodbye
      1m 0s

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