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In Flash Professional CS5: Character Animation, Dermot O' Connor explains the process of character animation in Flash, using nested symbols and motion and shape tweening to create believable characters. The course covers the process from start to finish, from rigging a character to creating a walk cycle animation. Along the way, Dermot demonstrates techniques such as animating eye blinks, head turns, and mouth movements during dialogue. Exercise files accompany the course.
So now that we've pretty much finished the course, I just want to make one little final note about using the mouth rig for making dialog. So let's open up the final project file and let's just go into the standard head symbol. We kind of covered this before, but I just want to really stress this that you're not limited to simply making your dialog scene and leaving it there. This mouth symbol can be animated in its own right as you're speaking. I'll just throw some keys down.
So for example, I'm just going to use the basic exposure and I'm not going to worry too much about making this too unmodeled. Let's make sure snap is off. But there are astonishing ranges of possibilities even in working within the constraints of any of this. So let's just take one of these crazy poses, for example here. The trick is don't be inhibited and it's a common mistake to be too respectful of the rig and to be afraid of pushing it. And, so for example, you can take things like our, let me lock the skull.
It's too sensitive. So, you can for example take eyebrows if you work within a method like this. You can pull them into different shapes. If you pull them even lower, you might have to paint like a little patch area under here to hide that eye. We can take the jaw over at that point. So, I think you get the idea. There are all kinds of possibilities open to you in terms of your performance and how far you take the different symbols inside the head rig and really strong animators who use Flash will not be so inhibited about what they do with their rigs.
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