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Integrating the dialogue with the head turn

From: Flash Professional CS5: Character Animation

Video: Integrating the dialogue with the head turn

So we've created our dialogue with the internal mouth symbol. And now what we're going to do is have some fun and integrate it into some work that we've done in a previous chapter, which is the head turn animation. I've already cleaned that file up and placed it inside your exercise files folder. So let's open that first. It is called dialog_turn_01. Let's have a look at that and double- click on it, so we can go inside it. That's it.

Integrating the dialogue with the head turn

So we've created our dialogue with the internal mouth symbol. And now what we're going to do is have some fun and integrate it into some work that we've done in a previous chapter, which is the head turn animation. I've already cleaned that file up and placed it inside your exercise files folder. So let's open that first. It is called dialog_turn_01. Let's have a look at that and double- click on it, so we can go inside it. That's it.

So the other thing we want to do now is to import and combine this with the mouth animation that we did in the other project. Let's open that and that's on dialog_ 02 in your Chapter7 dialog exercise files folder. And we just tunnel into the symbol. (Audio recording: What's happening now?) So we have our two tabs open. There are a couple of different ways of copying files from one Flash project into another. You could open two different Library panels and move the files in that way if you prefer.

But in this particular case I'm going to show you I think what is the simpler of the two. And that would be simply copying the mouth timeline from our original Flash file and duplicating that into our head turn scene. So let's go into the head turn first. This is our head turn scene. Clicking in here. And you remember I've said many times, you want to duplicate the symbols. Don't wreck the one that's already there. So in this case we have a mouth head turn symbol, which isn't doing anything at all. So that's good. We can work on this. Just make sure that you're not going to be making any drastic alterations to the master rig.

So let's open the library panel, have a look at that again. So, there is our original mouth rig, and we don't want to mess with that. As long as we work inside here are good. So really all we want to do is copy these frames and labels. We can right-click and go Copy Frames. Go in to our head turn scene, we are in here. Let's just select from the shapes to the lip shadow and paste those frames in there.

So we will just activate the masks. Okay, that's good. And then we'll just copy the sound file, same thing. I click to paste them in here. (Audio recording: What's happening now?) Okay let's I see what that looks like on the outer symbol. So we will go back out to the body level. I'm going to drop the sound file on the top of this layer. (Audio recording: What's happening now?) Undo that. (Audio recording: What's happening now? What's happening now? What's happening now?) You might find it maybe it's happening at the wrong frame. You might delay it a little bit.

So to make that change let's say we have him speaking a little later, because he is anticipating the move. I would like to see a move a little bit before that. (Audio recording: What's happening now?) Try to ignore the mouth at this point. (Audio recording: What's happening now?) It's a little bit better, so then a couple more little changes to make that work. We've moved the sound to happen on frame six. So let's go into the mouth. Now since we have moved our sound file to happen on frame six, we should do the same thing with the other layers. Just try on them.

We've opened up a hole here so that's just pull the b mouth back a bit. And Alt+Option+Click to keep it there. I'm going to switch off tweening for the beginning so we just have it held. So now we've just moved the entire dialog forward to match the physical action, okay. (Audio recording: What's happening now? What's happening now?) I've noticed one little thing to in the dialogue. This happens a lot. The p mouth, the closed mouth, It's little hard to see. There is a very weak shape actually, graphically, because it's so thin.

So one thing that we can do to help it is just to duplicate it, Alt+Option+Click again. (Audio recording: What's happening now?) It's amazing the difference that one little frame will make. So let look at-- (What's happening now?) There we go. (Audio recording: What's happening now? What's happening now?) So there we have our character with easily integrated dialog. (Audio recording: What's happening now?) So it's yet another example of the beauty of nesting the mouth symbol, inside the head symbol, inside the body symbol.

(Audio recording: What's happening now? What's happening now?) And we can control not just the animation itself, but the timing relative to the body move. If we wanted, of course you can do the opposite. We could retime the outer body layer. Move these positions around, but again more engineering than we can cover in this small scope of this section of the course. So there is one more thing that I want to play with. If we look at the head with the mouth. We've have the head turn. There is a lot of stuff happening here, but the jaw really should be moving to follow that some of the other shapes.

If you look at them in slower speeds, you'll see that looks little odd. I like to see this chin moving to help track that mouth shape. So next what we're going to do is to animate the jaw and make some of the shapes look a lot more structured and coherent and realistic.

Show transcript

This video is part of

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

83 video lessons · 21283 viewers

Dermot O' Connor
Author

 
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  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

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