Easy-to-follow video tutorials help you learn software, creative, and business skills.Become a member

Creating the passing poses

From: Flash Professional CS5: Character Animation

Video: Creating the passing poses

We have our walk cycle simply set up. We have our contact pose done. And we want to move onto do the passing position. So let's open our project from 02. Let's see what we have so far. So just the feet sliding, the arms sliding back and forth, and lots of popping of course, because we have to add in the rest of the frames. But what I want to do, if you remember what we did in the previous chapter, we created a passing position where our character did something very simple. He just leaned forward a little bit into the walk to get him a bit of flexibility.

Creating the passing poses

We have our walk cycle simply set up. We have our contact pose done. And we want to move onto do the passing position. So let's open our project from 02. Let's see what we have so far. So just the feet sliding, the arms sliding back and forth, and lots of popping of course, because we have to add in the rest of the frames. But what I want to do, if you remember what we did in the previous chapter, we created a passing position where our character did something very simple. He just leaned forward a little bit into the walk to get him a bit of flexibility.

I want to do something a little more experimental now. I will show you the power of making changes to the passing position. You can make things like sneaks and all kinds of different attitudes with your walk. We'll not go too insane with this, but we will try to do something a little more adventurous. So I am going to draw our bounding box. And again, I repeat this, make sure that you're set to switch off Context-sensitive selection and you are on Object-level Undo. And that'll make the selection of these areas a little easier.

So let's use the Free Transform tool and rotate the character back a little bit. And what would happen if we do this? And I of course tilt the head forward perhaps. I am going to give him a dizzy walk. So now he needs to-- even though in this he will be a little off balance. We still need to make sure that the limbs are behaving and counteracting the forward lunge. And the other thing I like to do, if the legs seem to overlap and get a bit messy here, I am going to switch one of them off. Oops! Let's go back to color.

Let's go with the left leg. It seems to be in the better position. So I am switching up the right leg and that should be a bit lower than that. This is the left foot. So that should be on the upper line. So I am going to just play around and find a goofy pose, something a little more, a little less conventional. Now, the thing to watch out for, when we created this keyframe over the passing position, it created a pose for this foot and one of the most important aspects that you want to remember with the animation cycle in place is the position of this foot.

Once that heel contacts the ground, on each subsequent frame the foot must move by a fixed number of pixels. If this number drifts, if you start changing the position so that these frames are closer than these frames, then you're going to find it impossible to have your character walk across the screen without his feet slipping and sliding. It looks awful. Just be careful when you make these keyframes that you respect the horizontal placement that the computer gave you.

You can move the foot up and down to align it on this line, but never move it left and right unless you're doing it deliberately to really make it a precise placement. We'll do this in much greater detail later on, but you should know about it now. So anyway, that's our position. Let's see if we can do something with the rear foot. This one is now moving through. So I am going to put it somewhere a little more interesting. Let's move it to here. I am going to alter this leg a little to make it join there or it'll make this hard to follow.

Let's make a duplicate over here as a repositioned guy. Copy them, paste here. If you remember from the previous one where we happened to these duplicates around, we don't have to do it now because they're all occupying the same vertical space. Break that apart. Ctrl+B. And let's make a vertical stake of keys. And let's line up the upper body to that. And again sometimes it's good to pull the entire selected area out and make sure nothing's been left behind.

Sometimes Flash doesn't select everything properly. So you have to be conscious of these little errors. Okay, let's take the head back. I think, we can -- Oops! Let's be careful with the feet. We need to use this is repo- guide for the feet as well. Just look at this for now. So the foot that is going to go into this up position will be the trailing foot that's here, this one. Okay, and then this foot is the right foot and that should be a bit lower, and the tweening processes has moved it up a little bit.

We need to correct the vertical position, but not the horizontal. This is as much as I would like to do. Even that might be a little risky, but we will check this out later. And then the other thing to do would be to correct the legs. Let's move this up a little bit. Close enough for now. And let's frameEdit on the keyboard into this, make another key, F6, and then just line up this leg here. So now all of our internal symbols are working with that.

So let's hide the purple reference layer. See what this looks like. So we are going from this contact pose to this passing position to this contact pose to this passing position. This passing position should be an opposite of that one. So where the left hand is on this pose, the right hand should be on that, and vice versa, same with the legs. There we go. So I am going to delete that purple layer and that was just the temporary. Let's save this as and then we will move on and add the recoil.

As you can see we are moving a little faster now than the first one. So it should be interesting to see if this walk comes together and is in any way respectable, goofy or crazy. The real intent of this is to show you the difference it makes just by making a single alteration, in this case one alteration to the passing position and now we're going to follow through on that and see what it does to the rest of the walk.

Show transcript

This video is part of

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

83 video lessons · 21218 viewers

Dermot O' Connor
Author

 
Expand all | Collapse all
  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

Start learning today

Get unlimited access to all courses for just $25/month.

Become a member
Sometimes @lynda teaches me how to use a program and sometimes Lynda.com changes my life forever. @JosefShutter
@lynda lynda.com is an absolute life saver when it comes to learning todays software. Definitely recommend it! #higherlearning @Michael_Caraway
@lynda The best thing online! Your database of courses is great! To the mark and very helpful. Thanks! @ru22more
Got to create something yesterday I never thought I could do. #thanks @lynda @Ngventurella
I really do love @lynda as a learning platform. Never stop learning and developing, it’s probably our greatest gift as a species! @soundslikedavid
@lynda just subscribed to lynda.com all I can say its brilliant join now trust me @ButchSamurai
@lynda is an awesome resource. The membership is priceless if you take advantage of it. @diabetic_techie
One of the best decision I made this year. Buy a 1yr subscription to @lynda @cybercaptive
guys lynda.com (@lynda) is the best. So far I’ve learned Java, principles of OO programming, and now learning about MS project @lucasmitchell
Signed back up to @lynda dot com. I’ve missed it!! Proper geeking out right now! #timetolearn #geek @JayGodbold
Share a link to this course

What are exercise files?

Exercise files are the same files the author uses in the course. Save time by downloading the author's files instead of setting up your own files, and learn by following along with the instructor.

Can I take this course without the exercise files?

Yes! If you decide you would like the exercise files later, you can upgrade to a premium account any time.

Become a member Download sample files See plans and pricing

Please wait... please wait ...
Upgrade to get access to exercise files.

Exercise files video

How to use exercise files.

Learn by watching, listening, and doing, Exercise files are the same files the author uses in the course, so you can download them and follow along Premium memberships include access to all exercise files in the library.


Exercise files

Exercise files video

How to use exercise files.

For additional information on downloading and using exercise files, watch our instructional video or read the instructions in the FAQ.

This course includes free exercise files, so you can practice while you watch the course. To access all the exercise files in our library, become a Premium Member.

Join now "Already a member? Log in

Are you sure you want to mark all the videos in this course as unwatched?

This will not affect your course history, your reports, or your certificates of completion for this course.


Mark all as unwatched Cancel

Congratulations

You have completed Flash Professional CS5: Character Animation.

Return to your organization's learning portal to continue training, or close this page.


OK
Become a member to add this course to a playlist

Join today and get unlimited access to the entire library of video courses—and create as many playlists as you like.

Get started

Already a member?

Become a member to like this course.

Join today and get unlimited access to the entire library of video courses.

Get started

Already a member?

Exercise files

Learn by watching, listening, and doing! Exercise files are the same files the author uses in the course, so you can download them and follow along. Exercise files are available with all Premium memberships. Learn more

Get started

Already a Premium member?

Exercise files video

How to use exercise files.

Ask a question

Thanks for contacting us.
You’ll hear from our Customer Service team within 24 hours.

Please enter the text shown below:

The classic layout automatically defaults to the latest Flash Player.

To choose a different player, hold the cursor over your name at the top right of any lynda.com page and choose Site preferencesfrom the dropdown menu.

Continue to classic layout Stay on new layout
Exercise files

Access exercise files from a button right under the course name.

Mark videos as unwatched

Remove icons showing you already watched videos if you want to start over.

Control your viewing experience

Make the video wide, narrow, full-screen, or pop the player out of the page into its own window.

Interactive transcripts

Click on text in the transcript to jump to that spot in the video. As the video plays, the relevant spot in the transcript will be highlighted.

Are you sure you want to delete this note?

No

Your file was successfully uploaded.

Thanks for signing up.

We’ll send you a confirmation email shortly.


Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked
Terms and conditions of use

We've updated our terms and conditions (now called terms of service).Go
Review and accept our updated terms of service.