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Flash Professional CS5: Character Animation

Overview of the head turn


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Flash Professional CS5: Character Animation

with Dermot O' Connor
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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

Video: Overview of the head turn

We've created our character rig from our pencil drawing. We've vectorized it, pivoted the points. He is ready to be animated. So this is going to involve the creation of several nested symbols. All these symbols are going to be working in tandem, just like imagine a series of Russian dolls, one inside the other. And this will create the illusion of motion and acting. Rather than talk anymore, I am actually just going to show you the final result. This is what we are going to be shooting for. So in your Chapter 4 - head turn folder, there is a SWF file and this is the previously animated scene.

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Flash Professional CS5: Character Animation
9h 19m Intermediate Nov 17, 2010

Viewers: in countries Watching now:

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.

Topics include:
  • Rendering in SWF or AVI
  • Creating vectors for the the character body
  • Coloring the body
  • Rigging a mouth in Flash
  • Posing the rig
  • Animating head and body movement
  • Creating hands
  • Understanding facial expressions
  • Making the contact poses
  • Creating passing poses
  • Animating in-betweens
Subjects:
3D + Animation Web Animation Character Animation
Software:
Flash Professional
Author:
Dermot O' Connor

Overview of the head turn

We've created our character rig from our pencil drawing. We've vectorized it, pivoted the points. He is ready to be animated. So this is going to involve the creation of several nested symbols. All these symbols are going to be working in tandem, just like imagine a series of Russian dolls, one inside the other. And this will create the illusion of motion and acting. Rather than talk anymore, I am actually just going to show you the final result. This is what we are going to be shooting for. So in your Chapter 4 - head turn folder, there is a SWF file and this is the previously animated scene.

So as you can see, he starts looking left. There is a little anticipation with an eye blink. He looks right, but it's a pretty fast action. The legs bend, their shape tweening, the arms bend, the body squashes a little bit. You'll see the hands are jointed. There is a little tiny amount of squash and stretch on the feet, and if you look carefully at the head, I am going to zoom in on the head a little bit. You will see there is actually quite a bit of, I'll call it parallax. What I mean by that is that you can see the facial features moving relative to one another.

They are not just snapping from one side to the other; they are actually tweening. So in the final version we made we slowed this action down so it's a little bit easier to see that. So let's go into our project file. So if you go into Open in your Chapter 4 - head turn folder, here is our starting position. Let's open that. And first of all, he is very big on the stage, so let's Ctrl+Alt+S. Let's make him 50% size, fit him on the stage a little better.

And our Modify > Transform > Scale and Rotate. On your Mac, it will be a different shortcut. So that will stop him from bleeding off the stage quite so much. It didn't matter when you were rigging him, but now I wanted to have this guy fit a little more naturally. So the first thing that we have to do before we proceed any further is have an idea about how many elements within the rig are going to be animating and they all have to be duplicated. We'll also have to have an idea about the type of animation that we are going to do.

So we'll cover all that in the next lesson.

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