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Pivoting the head

From: Flash Professional CS5: Character Animation

Video: Pivoting the head

So now we have our body pivoted and symbolized, and we will do the same thing to the head. Now I have already taken the liberty of going in and doing some of the basic pivoting on this. The hair, I will just go right into the head symbol here. We are all the way in or we can go to the Library and double-click on hd, the head symbol, and if I hit Ctrl+A you can see that the blue bounding boxes tell us which parts have already pivoted and named. So most of the hair levels are done and that will allow us to move them around. I have left out some parts that need a little more attention, and other parts we are not going to symbolize. The eyebrows so far anyway we'll leave them as not symbols. They're going to be shape tweened.

Pivoting the head

So now we have our body pivoted and symbolized, and we will do the same thing to the head. Now I have already taken the liberty of going in and doing some of the basic pivoting on this. The hair, I will just go right into the head symbol here. We are all the way in or we can go to the Library and double-click on hd, the head symbol, and if I hit Ctrl+A you can see that the blue bounding boxes tell us which parts have already pivoted and named. So most of the hair levels are done and that will allow us to move them around. I have left out some parts that need a little more attention, and other parts we are not going to symbolize. The eyebrows so far anyway we'll leave them as not symbols. They're going to be shape tweened.

The eyes will need to be symbolized as well the mouth. So the jaw would be left without being symbolized because we want to be moving that around quite a bit, and shape tweening it, and shape tweening the eyebrows as well. So let me show you some things about the eyes. These are essentially positioned placeholders. They are going to be much more detailed in this, but for now we need to symbolize them and make them ready. Same with the mouth. So we just select the right eye. Hit F8 and symbolize, so that's eye right, Click OK and we need to be conscious of the pivot being placed where the corner of the eye would be. The eye blink will originate around this line here, and that's where we need that pivot to be.

So I am going to move that 2, 3, 4, 5, 6, 7, 8 by Shift with the Arrow key, and then back again the same amount 1, 2, 3, 4, 5, 6, 7, 8 and we'll do the same thing with this eye. I am going to animate an eye blink with this eye, and almost certainly copy it, back into this one, but for now I am just going to make our temporary symbol here, eye left, and do the same thing, and we can call that in the Library, eye Left TEMP.

So we know to delete it when we get around to fixing this properly. Now the same thing with the mouth. Select the mouth and the lower lip and we can pivot the mouth in the midpoint or the corner. We are going to be moving the mouth around. It will be shape tweening internally and motion tweening externally. So I think a nice pivot point usually is maybe the corner, but again, if we have to change just later we can do so. 5, 6, 7, 8, 9, 10, 11, 12 clicks over, and 12 clicks back, and shifting with the Arrow keys again, 1, 2, 3, 4. 1, 2, 3, 4, probably, the quickest way of doing it, rough and ready. So there we go.

And the skull is not really going to be animated a lot but it will be animated. So I am going to leave it without being symbolized either. I like it to be able to follow the eyebrows as they move up and down like this and we won't be able to do that very easily if it's a symbol. The nose is symbolized, pivoted around the top. Now there is one thing I did notice, and you notice very quickly when you begin to do even a couple of scenes. If you were to move a nose around or the facial features around to see if the nose is too low. It should be higher than the left eye. So let's just move it up a bit. Better.

And we may end up later on, as we do aggressive animation on the face, increasing this area to make sure that it properly can cover the eye area. It should have really crossed in front of it, because really it should be extending all the way up to here. But for now for this phase of the production process I think that is fine. So we can stand out, and we can also do a little more housekeeping by I think deleting the reference drawing finally. Get rid of that. And also all of our head symbols should go into the head parts folder and then as we work and expand our Library, they will be probably sorted.

So we have our body parts and our head parts. One thing I would do in addition to this, the mouth is going to be a pretty big comp and I would like to put that outside as well. So sort that inside the character folder and put a space before it. We can call it empty for mouth, and I am also going to make it look like a movie clip, and that way this is like a visual reminder to the animators that these are comps, and then we can make them play on the stage as a graphic. So if I want this to play as a graphical symbol, I just go play as a graphic. We don't have to have them be stuck as movie clips, but I like the MovieClip icon.

It's just like a little reminder to you when you are going through these libraries, which get enormous, that these are simple, small, or less important shapes in the hierarchy of things and these are critical. That's a personal preference. You might want to change these to graphical symbols. That's not really that important. You have your reference folder, your head parts folder, your body parts folder, and your body head and mouth symbols. And we are going to use these and expand upon them and in the next parts we will go forward and add eye blinks and open up the mouth and start doing some simple animations with those.

Show transcript

This video is part of

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

83 video lessons · 21699 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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