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Rigging a Face in Flash Professional

Rigging a Face in Flash Professional

with Dermot O'Connor

 


In this course, author Dermot O' Connor offers experienced Flash designers a step-by-step guide for creating and animating a full-featured cartoon face in Adobe Flash Professional. The course begins with some best practices for setting up the rig and moves on to building facial features such as the mouth and eyes, sculpting the mouth to simulate dialogue, and creating a range of expressions. The course also shows how to rotate the head using poses, move the rig along multiple axes, and incorporate audio.
Topics include:
  • Setting up layers for the head
  • Animating blinks
  • Fine-tuning expressions
  • Fixing layering issues
  • Adding expressions to the animation

show more

author
Dermot O'Connor
subject
3D + Animation, Character Animation
software
Flash Professional CS5, CS5.5, CS6
level
Intermediate
duration
6h 46m
released
Sep 19, 2012

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Introduction
Introduction
00:04Hi, I'm Dermot O'Connor, and welcome to Rigging a Face in Flash Professional.
00:09This course is aimed at intermediate to advanced users, so you should be pretty comfortable
00:13with the basic features of Flash, like tweening, how to make symbols, the toolbar, and navigating
00:19the library and Properties panel.
00:21In this course I'll show you how to create an animated cartoon face.
00:25In later chapters, I'll demonstrate techniques that will allow you to rotate the head 360
00:29degrees, to animate expressions that blend into one another, and finally, how to articulate
00:35the head to create greater flexibility in your animation.
00:39I think this is a very exciting course, so let's get started.
Collapse this transcript
What you should know
00:00In another course, Flash Professional CS5:
00:03Character Animation, here in the lynda.com online training library, I
00:08demonstrated how to rig a character in Flash and animated a dialog scene, walk
00:13cycles, and a head turn.
00:14This course focuses specifically on the head and goes into much more detail.
00:19We will see how to create the head rig in eight different directions and how to set
00:24it up to allow practical and dynamic facial expressions.
00:27If you followed the earlier course, some of the material here will be familiar,
00:31but this course introduces important new concepts and techniques, giving you
00:35great new options in your personal projects.
00:38In order to follow this course, you should be reasonably proficient in Flash.
00:42You won't need any ActionScript knowledge though, as we will be dealing entirely
00:47with the artistic side of the program.
00:49You will need to know about how to create symbols and how to set their
00:52properties, how to set them as a graphic or a movie clip, and how to set them to
00:56single frame, play once, or loop.
00:59You will need to know how to nest symbols inside other symbols.
01:02You will need to know how to fill areas with colors.
01:06You need be proficient with tweening, how to set a classic motion tween for our
01:10symbol or a shape tween for an object on the stage.
01:13You will need to know how to use shape hints to control the animation of shape tweens.
01:17You will also need to know how to use Ease In and Ease Out in the Properties panel.
01:22You will have to know about the library, how to create folders there and how to
01:26move symbols in the library and to name them.
01:28We will have to be comfortable with the toolbar, how to use the Free
01:32Transform tool, the Line tool, how to draw shapes on the stage and how to
01:36convert them into symbols.
01:37You will have to know how to duplicate symbols and how to swap symbol
01:41instances on the stage.
01:43Finally, you will have to know how to navigate the Timeline and to create layers
01:47and how to change those layers into guide layers if you need to.
01:50Also, you will have to be comfortable with copying and pasting frames.
01:54So if this describes you, if you are pretty much ticking all these boxes, then I
01:58think you are ready to go.
Collapse this transcript
Setting up Flash
00:00First, let's take a look at Flash and set it up so that it closely matches the way I
00:04like to work. And if you have your own way that you set the program up that you are comfortable
00:08with, then please go with that, but I think it's important that you see the way I configure
00:12it, because there might be ways that the program behaves given my personal preferences.
00:16So let's just take a look at that.
00:18Everybody has access to this. It's the 0003 file.
00:22This comes with a default color.
00:24This is the palette that I work with all the time.
00:26It's a lot different from the usual one, so I just like to set this up as the default
00:31by going Save as Default, and then just click Yes.
00:35So now every time you open a new Flash project in the future, you will see this instead of the old one.
00:39If you want the old color palette back, go to Web 216 and you will have the old familiar
00:44back, so now you have both.
00:46But let's go back to Load Default Colors and now you have this nicer selection. These colors
00:51at the top where you see these little three color sections of green, blue, yellow, and
00:55turquoise, and so forth,
00:57I will use these for good purposes later on when we begin to assign outline colors to
01:01the different layers. So they are not arbitrary.
01:03These will be important.
01:05So the next thing to do is to set up the workspace because this workspace that we see here is
01:09fine, but probably not the most efficient for rigging a character, so let's click on
01:13the Window and go to Workspace and let's select Classic.
01:19I find this right out of the box
01:21is a much efficient way for me to model a character, but we can still improve it a little bit.
01:26So first thing is go to the toolbar and let's drag it over a little bit, so I see two rows,
01:31because we were losing a bit of real estate down here on the screen.
01:34The next thing we need to do is to open the Library panel, so let's go to Window > Library.
01:40Now, I would like the Library panel to be as vertical as possible, because it's going to
01:43fill up pretty quickly.
01:45So let's grab this little empty gray space here and drag until you see a vertical blue
01:49line, and release, and now we have a nice tall Library column.
01:53I have given a good chunk of screen to the Properties panel and a good chunk to the Library,
01:57and we can then access these swatches here and here.
02:01Now the next thing I would like to do is to save this layout, because during the course
02:05of working oftentimes you might accidentally move panels around or get lost a little bit,
02:09So let's save this,
02:11now that we have one that we like for ourselves. Go back to Window > Workspace, and let's click
02:16New Workspace. And we will call this rigging_face. And now when you go back to Window > Workspace,
02:27you will see you have the options of selecting back to that. So you can toggle back and forth
02:30from Classic or any of the other layouts that suit, you, and you can create as many of these as you like.
02:35The next thing to do is to adjust some of the preference settings, because some of these
02:38can be problematic.
02:39So the first thing to do is to switch Document-level Undo to Object-level Undo.
02:45And let's click OK there.
02:47What this means is that if you click Undo, each symbol that you create has its own dedicated
02:53Undo history, whereas if you have Document- level Undo, you going to have these very wild paths back
03:00through multiple symbols.
03:02Your entire Undo history is external to your symbol.
03:05That can be quite confusing.
03:06So Object-level Undo helps you to keep track much, much more easily.
03:10It's much more forgiving of mistakes I find.
03:13The next thing to do is Contact- sensitive Selection and Lasso tools.
03:17Un-tick that. What this means is that you can select a symbol by drawing a box around
03:22the entire symbol, whereas with Contact-sensitive, you simply have to just cover a tiny little corner of it.
03:27I find it's too sensitive for my tastes.
03:30You may prefer the other, but I like to switch that off.
03:33And finally, you don't need to do this, but I will, because it will interfere with the recording.
03:37I am going to click off Auto-Recovery, but I think you should probably keep it on if
03:42you like to have backups of your work, so click OK.
03:45The next thing to do will be to set some adjustments to the Snapping settings, and oftentimes you
03:50will find Snap Align and Snap to Guides are selected by the program.
03:54You don't need any of these; go up to Snap to Objects to begin with.
03:58Sometimes Snap to Grid, but there is no reason to have Snap Align or Snap to Guides or Snap
04:03to Pixels set on;
04:04they will only interfere with your work.
04:06Okay, so now let's adjust the stage a little bit.
04:08I am going to zoom back out.
04:10Let's go to the Properties panel. Make sure that you've set it to 640 x 480 and your Frame
04:15rate is 30 and that way you will match my project.
04:18Another thing that I like to do is to have the grid visible.
04:22So right-click on the stage, go to Grid > Show Grid. And your grid color may vary from mine,
04:29but let's go to Grid and Edit the Grid now.
04:31I will make sure that each grid unit is 20 x 20 pixels and your Color, maybe this is
04:36a little bit too light, so let's pick one of the darker grays. Click OK.
04:41The reason why I do this is I like to have just a visual cue that there is empty space,
04:45and it's a bit like the black-and-white checker square on Photoshop if you have a transparent
04:49level, rather than just having an empty, blank white screen.
04:53It's very easy I find to get lost so, you may like it 20 x 20 or 40 x 40, or maybe you
04:58don't need the grid at all, but that's why you will be seeing me with the grid.
05:01That's something that I do deliberately.
05:03One more recent change that might not be familiar,
05:06if you remember the older versions of Flash, the Work Area setting is now called Pasteboard,
05:12and Pasteboard is just a change in name.
05:14This constricts that work area to what you are working on. And if you like that then
05:19you can activate it there or switch it off as you need.
05:22So now I am going to go to some third-party extensions that I like very much.
05:26So let's go to Firefox, or your favorite browser, and the main site that I use for extensions
05:32is toomonkey.com. And these are free, easy to download and install.
05:37So let's click on his extensions link, and you will see a big collection of them here.
05:41I am not going to go through many of these because there are simply too many, but the
05:45one that I find very useful for me is called FrameEDIT.
05:48So you download that. And then the next big link that I will be using is from animator davelogan.com,
05:55and the extension that you want here is called Keyframe Jumper.
06:00So we download that.
06:01What Keyframe Jumper does is instead of just moving forward on the timeline by one frame at
06:05a time, it takes you back and forth to the next or the previous keyframe, and this makes
06:10it much, much easier if you are animating to go from key to key rather than having to
06:15scrub through every single in-between frame; it's a wonderful plug-in.
06:19If you are not sure how to install them, it's very simple.
06:22First of all, I suspect we are probably going to have to switch off Flash, so let's just
06:26go over to that. And in search field type in Adobe Extension, and that's the Adobe Extension
06:35Manager. Or you can usually just double-click on the extensions that you have downloaded
06:41to your computer. And let's double-click on the other.
06:47Click Accept and now we have them, so now we can close this, and let's restart Flash.
06:55So I will start a new empty project, just to get rid of this area here.
07:03To find the commands you just installed, click on Commands on the menu bar, and there is frameEdit,
07:08and the Keyframe extension has come in as Next Keyframe and Previous Keyframe.
07:13This is how they will appear onto the Commands menu, and this is where all your commands will go.
07:17So let's map these onto keys for our keyboard shortcut.
07:20That's easy to use.
07:21So go to Edit > Keyboard Shortcuts, and you will find them under the Commands menu. frameEdit
07:30is the first one to apply.
07:31We are not allowed to mess with the Adobe standard, so first of all, we have to duplicate
07:35this, and let's call it the rigging shortcut.
07:40You can name it what you like. And now, any key that I press here will be automatically
07:45detected by the program, so I am going to pick the bracket key, or the question mark, and hit Change.
07:51Now the next one to map is Next Keyframe, then the shortcut, and click on the apostrophe key. Hit Change.
07:58Next, select Previous Keyframe. Hit the Plus key and select the semicolon key and hit Change,
08:04and now we click OK.
08:06To show you what this looks like on the graphic of the keyboard,
08:09these are built-in shortcuts to go back 1 frame and forward 1 frame on the timeline.
08:13You don't need to mess with them. They are already there.
08:16Frame edit in has now be mapped on to the question mark. And to go back one keyframe and
08:20forward one keyframe, you simply have to push your fingers up and over by one and a half
08:24keys, so it's a very quick and easy way to toggle your way around the Timeline.
08:28That covers us and hopefully gets you more less onto the same page that I will
08:33on as I proceed through the rest of the course.
Collapse this transcript
Dos and don'ts
00:00Before we go any further, I would like to make a quick comment about the nature of making
00:04an animated figure in Flash.
00:06It's not like 3D where you can build a beautiful rig and if you do it well enough, it will
00:11be almost perfect, and it will do everything that you need it to do.
00:15Flash is more like making a Frankenstein monster; you are patching together different bits and
00:18pieces and sticking them together and trying to trick the audience in to thinking that
00:22you have made a really unique character that's perfect.
00:25And you really can do it, but just bear this in mind before you go too much further, so
00:28don't feel bad if weird little things happen. It may not be your fault.
00:31It's just something that you have to work around, and that is what most of us have to
00:35do most of the time.
00:36And I would like to make some comments first as well, before we go even further than this.
00:40There are some dos and don'ts that are very good to observe, and I have found this through
00:43bitter experience.
00:45Keep your file names short in the project library.
00:49Don't name things very, very long.
00:51You want your designs to be clean; don't overcomplicate your character design.
00:55In this course, I have gone as complex as I feel comfortable with in a tutorial.
00:59You can make them more complex than in this course, but if you are starting out and you are doing
01:03this for the first time, try to get the characters simple and graphic.
01:08Keep a universal scale, by which I mean have one size for your characters and your props
01:14and your backgrounds if you can.
01:17If you have different characters that are made to different scales and you try
01:20to move between them--let's say you want to have a character move an object from his hand
01:24to the hand of another character--
01:25it will change size, so pick a universal scale and stick with it if you can.
01:29Consistency in the way you work is also very important.
01:33If you do things in the same way over and over again, it will help you when you make a mistake.
01:38It's very easy to make a mistake when you get into a very fast workflow, and if you name
01:43things consistently, you will spot your mistakes much more quickly.
01:47And you will see during the course of this tutorial that there is an extremely high level
01:51of consistency in the way we work.
01:53Some don'ts. I avoid using uppercase when I name the files. The reason for this is I
01:57conserve uppercase for when it's really important.
02:00Using lowercase keeps your file sizes shorter, it allows you to fit more on the screen, and
02:06again, this will become apparent as we work through the process.
02:09Don't over complicate the project; try to keep it as simple as possible.
02:12We are going to be trying to do very complicated things, so if your workflow, if you pipeline
02:17is too complex, you will just be adding more work.
02:19When we rig the characters, I will avoid ever flipping any symbol horizontally.
02:25It's something that I think a lot of people do.
02:27I think it creates problems.
02:28I know in the real world you have to do it. When you are rigging the character, we try
02:33to avoid it at all cost.
02:34Finally, avoid grouping symbols.
02:37I find when you group symbols that it can be very difficult to figure out where you
02:41are in the symbol hierarchy.
02:43You can get lost very easily.
02:45It really doesn't make sense in the animation process.
02:48It might work if you are like a static designer of graphic art. As a character animator in
02:53Flash or any kind of animator in Flash, I just find that it creates many more problems
02:57and it isn't worth it.
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1. Creating the Front View
Establishing the directions
00:00We are finally ready to begin, so let's open the Exercise Files folder and look at the
00:0501_01_character image. Let's click on that.
00:09So the way we are going to approach the figure is to break he down into a series of directions
00:14that we will rig, and the one to begin with, on the far left, is what I call the A pose.
00:19And the reason why I don't call these profile, three-quarter side view, is because they don't
00:24stack in a logical way in the Library panel.
00:28If you name your different directions after letters, for example, it's much easier to keep
00:34control and to be able to find which direction is where. You will very quickly become comfortable
00:39with knowing that the A pose is the straight-out portrait view, and the B pose would be
00:44at the three-quarter direction, C is profile, and so forth.
00:47F, G, H are little more than flips of B, C, and D and of course right now we are just
00:53focusing on the head.
00:55The same principle is applied to the head as to the body.
00:58So let's proceed from here and take a look at the Flash file.
01:02Click on that. In the Library panel, I have saved a series of drawings of our character.
01:07Let's open this up a little bit, so we can see him a bit better. And this is the A, or
01:10the front out, the B, C, D and so forth.
01:15And these directions give us our full 360-degree turnaround.
01:18We will start rigging the character in the A, or the front pose, because it's the easiest
01:23to work from, and it's fairly straightforward to repurpose the A pose into the B or the
01:28three=quarter pose.
01:30If you start with the three quarter or the B pose, you will find that it's much more
01:34difficult to walk backwards from that into the A or the front pose, so going from A to
01:38B is easy; going from B to A, it's a little tricky.
01:41So let's go from A to B.
01:42So first things first.
01:44Let's go to the Timeline and insert a new symbol, and we will call it space hd space
01:511 space turnaround, and make sure it's a graphic not a movie clip or a button and just click OK.
02:00And the next thing to do is to access the symbol.
02:02You won't see much on the stage. Double-click on it in the Library panel and you will see
02:06on the timeline that we are actually inside it now; inside Scene 1, we are inside hd 1 turnaround.
02:11So let's make some layers in the Timeline to create spaces for all of these images.
02:16I will call the bottom one nothing.
02:18These are going to be just placeholders for the basic images.
02:21I am going to make a folder for these, and just drop them in there.
02:26And the top layer will be called labels, and the folder will be called reference, or ref.
02:34It doesn't look like much right now, but bear with me. So let's just make some empty frames
02:38over here. Click F5. And what I am going to do is to create these poses for these slots
02:43for the A, B, C, D, so forth. So let's hit F7.
02:46Let's see. We will get it 1, 2, 3, frame between and another three, and we will just keep forward,
02:52so we have three in-between frames between each of the keys.
02:56Or if you want to do it quicker, simply grab these and hold Alt+Option and drag, so
03:01A, B, C, D, E, F, G, H, back to A, and then we just get rid of what's left.
03:08Now to make this a little more easier to navigate, I am going to make some labels.
03:11So click on the top layer of labels, and inside the Properties panel, we will type in a. Space
03:18a is easier because it makes it a little easier to see.
03:20And we will just keep doing this for the rest.
03:23Space b. These are completely non-functional.
03:25They are simply there for you as a visual guide. And I am going to make some blank keyframes here.
03:34And inside each one of these, I am going to drop these pre-created images.
03:38I am going to roughly line them up so that the crosshair is between the eyes.
03:44I am just using the arrow keys on the keypad to move this around to where I like it.
03:47Let's do the same thing with the B.
03:49I am moving forward to the b frame, and from the Library, drag him down here.
03:55When I do this on the first pass, I don't need to be too specific about it; we are just
03:59getting them reasonably close.
04:01I'll move to the d and drag d on to the stage, and we just continue until we have them all in.
04:07And a will be the same as the beginning, so let's Alt+Option and drag that. And now
04:13when you play through, you begin to have a very rough idea about the effect they were looking for.
04:19So let's zoom out a little bit, because we are a little bit close and I'd like to see
04:23him a little more full body. And again, during the course of this tutorial we are only going
04:27to be working on this area here.
04:28We are not going to be working on the body, but he is ghosted in right now, so that you
04:32have a rough idea about how the neck is going to align with the upper torso.
04:37And the other thing that will really help to make it solid is keeping the center of
04:40mass the same. So I am going to hold down the Shift and then push the arrow keys to
04:44make these larger movements so the center of mass is pretty much in the middle of his
04:48skull, and just keep nudging.
04:53This should already look at lot smoother.
04:57Now, the critical thing to watch out for is that the level of his head, the height, is the same.
05:01It should be consistent all the way throughout, so let's make some rulers. So go to View > Rulers,
05:07and if you simply drag, you will see the line. And we can switch the View > Rulers off; at
05:13this point they're not needed.
05:14So let's zoom in pretty close.
05:16I am going to pick a point that we think is really critical, and I'd say that bottom of
05:20the eyes will be a good one. And then as we move through, you can see how on this one,
05:25he slipped a little bit.
05:26Let's go back there.
05:28So again, just use the arrow keys, with Shift that you want to move by larger amounts.
05:32Let's zoom out and have a look at that.
05:38Looking better already, and you will notice on some of these that the eyes aren't visible,
05:42so it wasn't possible when they got to here to use them as a guide. So what we can do
05:46is simply move the ruler and pick a different point, let's say the middle point of the nose,
05:54and maybe the bottom of the hair.
05:56I was very careful when I sketched out this head to make sure that it was pretty exact,
06:00so I'm ashamed to let that work go to waste.
06:04Let's move that head down. So I am just going to zoom out again.
06:10Now as I scroll through, I am watching to make sure that we don't have any horrible bumps.
06:16This is where you really want to take your time, get picky.
06:22You might want to move this line up, say to the top of the head. And I think perhaps
06:27on this one we can move them up a little bit, and if you are happy with that then simply
06:35drag the line off, and that, to me, looks pretty good.
06:41Now for the rest of the course, I strongly recommend, if you want to follow my work as
06:45closely as possible, that you use the next exercise file in your folder, and this file
06:51will be available to everybody, even those who don't normally have access to the project
06:55files, because I want everybody who does this to be following along as precisely as possible.
07:00So you will have access to a file called 01_02, and that will give you my fully positioned project file.
Collapse this transcript
Setting up layers for the head
00:00So at this point you should open up the file 01_02 in your exercise files folder, and everybody
00:07has access to this, even those who normally don't have access to the full project files,
00:12because it's important that we all start from the very same selection on the very same file.
00:16So, open that. And you won't see much right now because what we have is a symbol on the
00:20stage that's got the turnaround already positioned in it, but those layers were guided out.
00:26So to see that, let's go to the Library panel and double- click on hd 1 turnaround, and here we see the head.
00:33Now what I have done in this case is--let me just hide these for a second, and I am going
00:36to just show you the turnaround.
00:41This will be familiar from the last section.
00:43What I have done is I have created a white layer on top of that with an opacity so that
00:48we can fade it out a little bit, because we are going to be working on top of this, and
00:52sometimes it's overpowering if you're drawing lines in vector art above that. So it's nice to have this.
00:57I have nested these inside a folder, so we can hide that entire folder if we want.
01:02And on top of that we have the labels, which we named in the previous section a, b, c, d through h, okay.
01:07And you notice as well that I have put the layer outline color in white, which is easily
01:12done, just right-click, hit Properties and you can pick whatever outline color you like.
01:15I like to make all the Reference layers white because it's a neutral color, and we are going
01:20to be adding colored layers that will define all the vectors.
01:24So let's get rid of that, and let's make the new folder, and we will call this one head.
01:29And what we are going to do now is to create a series of layers in anticipation of the
01:34final vector art.
01:36Normally when I do this, I'll do it an intuitive way.
01:40I'll create twenty layers.
01:41I will name one hd. I'll name one ear left, ear right.
01:44For the purposes of doing the course, I already pretty much know where we are going with this,
01:48and to save time, I am going to just start throwing them in and telling you what to call them.
01:53But I don't want you to have the idea from watching this that this is normally how a person would work.
01:57It's a fluid process where you, for example, know that the nose will go on the top level,
02:01and that will be above the mouth for example.
02:04So you play with it, and it's not fixed in stone.
02:07In any case, here we go. Top layer will be called nose, and I am just going to run through
02:11all of these and just type them in.
02:15You notice I use lowercase.
02:17I use lowercase for several reasons.
02:19It's because it takes up less screen.
02:21It's so hard to find screen room with Flash.
02:24I like to save every possible pixel.
02:27I also save uppercase for things that really matter.
02:29Already you can see I have used uppercase for the right ear and the left ear and the right brow.
02:35That way that you can use it basically as a flag and very sparely, and trying to find
02:41every possible way that you can to work around the limitations of Flash.
02:45So again, we will keep going.
02:46The next one is eye. There are quite a few eye layers, eye right lid. And if you have
02:52a wheel mouse, you can scroll down.
02:55Okay, so now we get to a point where I will do something that looks a little bit unusual.
02:59I'm going to make an indent of 4 spaces, 1, 2, 3, 4, and type in hair right.
03:06Now I have already made a hair R layer here; why am I making a second one here with an indent?
03:11The reason why I am doing this is because I am setting up this turnaround in such a
03:14way that I'm already assigning layers that will cover us so that when one of the levels
03:21that's normally above a layer goes below that layer, so in this case, we are going to have
03:26hair levels that when we look at the character from the front or behind the skull level,
03:30but when we look at them from the other side, they will be behind, or on top. The layer order will reverse.
03:36And if you wanted to do this, but you've got two hair right levels. But the nice thing
03:43about making an indent is that it just bumps it out, and it's like the little reminder,
03:47just a device that lets you know, oh, hang on a second, we are going to have a duplicate.
03:51There is going to be not one of these, but two, because it's very difficult with all
03:54these layers to get lost.
03:55It will make more sense if we proceed.
04:01So as you can see, the same applies to the jaw and the nose; they are going to be popping
04:04levels later on during the course.
04:07So the next thing that I like to do is never use these random colors that Flash assigns to the layers.
04:14When you got to Outline mode and you use these, some of them can be practically invisible.
04:18You will never see that in Outline, and that green is going to be very hard on the eyes.
04:22So let's go through and assign much better colors.
04:25So first of all, on the head layer I have my own little shorthand that I use.
04:29I like to use one of these colors to symbolize the head in general, but then individually
04:35inside, I mean, you won't ever see that.
04:36It's simply a folder color convention, but the nose--let's make that the darkest color.
04:45And the other pattern that I use--and I stress patterns and consistency a lot--
04:50whenever I have to pick a layer outline color for the right side of the body, I pick a green
04:54of some kind and the left a blue.
04:56If you want, you can of course pick something that works for you better, but this in the
05:01one that I have used over the years and I am happy with it.
05:03So I am going to pick a dark green for the right ear and a dark blue for the left ear.
05:08And right now you're probably thinking, well, I don't see it.
05:11Well, you won't, but for me, later on in later chapters, when we start applying the lines
05:15and start aligning this thing, it's already built-in, because we are going to be going
05:19into Outline mode a lot and then you'd be able to see exactly what we're doing.
05:26And you see where the default palette begins to come in handy.
05:28We are calling on the colors of those top three rows.
05:32Now onto the left side we will pick blue. And again, by having an uppercase for the left
05:38and the right, it really makes those stand out.
05:40For a long time I used lowercase for these, and it was very hard to read the l because
05:43it was simply a vertical line.
05:45And the uppercase L just really jumps off the screen at you.
05:49I am picking this creamy color for the mouth, hair right, so the right side again. Let's
05:55pick a green for that. And again, these are patterns that will have saved me from many
05:59mistakes, because I'll occasionally do something on the wrong side or name it in the wrong
06:02side and I'll say to myself, why is that color blue if it's meant to be on the right,
06:07getting back to the point of using systems and patterns and consistency that will help
06:12you in terms of catching mistakes that could be costly later on.
06:16For the skull, pick a really bright color, because we won't be seeing much of the skull.
06:20For most the time the skull will simply be sitting where it is, so you can pick a lighter,
06:24more demure outline color for that.
06:27So we have finally done all the typing and all the color work.
06:30This is basically putting in the groundwork, so it's important that we get this pretty close.
06:34When you are working on your own figures, you don't have to be as scientific as this.
06:38You can change things as you go along.
06:40You can cut layers, combine them, split them apart; but if you follow this basic process,
06:44it will help you to avoid some pitfalls.
06:47So take a look at this and be sure that you've checked your layers when you are typing them
06:51out to make sure that you're matching this as close as possible--actually it matches
06:54exactly, and we will be ready to go on to the next section.
Collapse this transcript
Drawing the head
00:00So we've set up all of our levels,
00:02we've colored the outlines, and we are ready--almost-- to start lining and creating the vector work.
00:07Before we do that one, little thing to take care of: let's double-click on the hd 1 turnaround
00:13symbol in the Library panel and you'll see that the Timeline just squishes in. And some
00:18people don't have a problem with that.
00:19They just are happy scrolling up and down.
00:21I just can't work like that.
00:23So luckily, there is a simple enough way to fix that.
00:25Let's rip off the Timeline--just drag on the Timeline text and drag it away--and let's
00:31drop it in there. And now notice that the Motion Editor got lost.
00:35I don't we think we really need the Motion Editor for this.
00:37We can get rid of that if you like, or we can drag it back into that Tab.
00:42So now we have a vertical Timeline, and we can close it just about to where we need.
00:48One of the virtues of having lowercase is that we can pull this in just a little bit
00:52more and still read everything, and a little more room here.
00:56I think we should probably get rid of the Library panel, at least as a vertical stack
01:00by itself, so let's very carefully strike this back to here.
01:05I am just going to drag the Library panel and the Motion Presets here.
01:12Let them all share the one space, and now we can toggle between them here.
01:15And as you can see, we've made a nice vertical space for our line area.
01:21And the next thing to do will be to save this.
01:23So this is a new workspace, and let's call this one rigging_face_vertical. And if we have
01:33to go back to the other one with the horizontal timeline, we can do that too, just by simply
01:36going back to Workspace and clicking on that.
01:40But for now this will speed up the workflow. Okay.
01:43So let's zoom in a little bit. And we will start lining, so there's a couple of ways of doing it.
01:53We could create lines.
01:55Let's pick the skull for example, so we will select the skull there.
01:59I can start drawing, and you can see it appear in here.
02:04That's kind of distracting. So let's pick on the Properties Tab.
02:06We could do that, and then use the V on the keyboard, the Selection tool, and the N on
02:13the keyboard, the Line tool, and pull between them to create these shapes.
02:17But I find there is a quicker way of doing it, and that's just to select the Rectangle tool.
02:22That's the one we want.
02:26I am going to just get rid of the color in the center. And I think we can switch off Snap to Objects.
02:32It gives us a lot more subtlety with control.
02:37Now the big question when you are doing this, when you are trying to match the line work
02:43beneath is exactly where to place these lines, because obviously the skull will go behind the hair.
02:48We are dealing with the lines, but they are really meant to represent objects that are
02:52three-dimensional.
02:53So let's give it a little bit more room. And I am going to hold down the Alt+Opt key to
02:58create a new point. And something has happened here.
03:02You see the Flash is trying to combine these two points together, so I will be very careful
03:09as we are doing this that we don't lose that point.
03:11Now it's gone, you see.
03:13So you find me doing a lot of Ctrl+Z to undo that kind of damage, because I like having
03:18that level of control.
03:19I don't like it when Flash snap these lines together. Sometimes I will do that, and you see the point is still there.
03:27It's fine. So that's good, and if you have to, we can zoom in. Smooth some of these out, and we go
03:36in a bit more precise than that. And let's put it into Outline, and then you can see the
03:41beauty of having our layers precolored. With the push of a button, they can go from black
03:45to a more gentle color. And then we can move on to a new layer, let's say the jaw,
03:50and again, pick the Rectangle tool. And again, whatever color appears in there, we can just
03:57color to that at the moment. I'm hitting Snap to Objects so that we can exactly hit those points.
04:06I like to not have little white gaps in the middle so we can overlap them slightly.
04:12Now we can switch off Snap to Objects.
04:17The big question that you face is, how many points do you put in to achieve these shapes?
04:21So my philosophy is, as few as it takes, as few as possible, because that gives you greater
04:25flexibility later on, when you want to really begin to play with different shapes for the jaw.
04:30And again, sometimes I do this to make sure that Flash hasn't taken the liberty of blending
04:35these two lines into one big one.
04:37Okay, that looks good.
04:39So again, just do that little test, and we are excellent.
04:43So if you click on the A key for the Subselection tool, you'll see that we have 1, 2, 3, 4,
04:505 points, which is probably the fewest possible points that we could have made that shape in.
04:55So now that we've got that done, click that, padlock, and let's proceed to the hair levels.
05:02I made different layers for the hair when it's on top of or beneath the skull for later
05:06on when we begin to do the turnarounds.
05:08Well, I think for this one we will do the upper one, because this hair, from the front
05:11view, will be on top of the skull of course. So let's get that Rectangle tool again.
05:16And once more, let's make it an empty box, easier to handle. And I think we need one
05:22more point here, so let's hold down Alt+Opt+Drag.
05:26It's going a little closer here. Put Snap to Objects back on so we can precisely line
05:34that, and then back off again, and now we can switch out to Outline.
05:40And the beauty of switching to Outline is it doesn't confuse you.
05:42You can see what levels are done and what remains to be done.
05:45We will do the other hair now, and again, remove that, snap on, and snap off, and now
06:00we can put that to outline in the padlock.
06:04And I think we have the eyebrows next.
06:06So the eye right brow. Again go over to that inner color. Alt+Opt to create a new point, pull
06:21this in to match. And with this kind of structure you will be able to later on create different expressions.
06:27That's the basic geometry of the future animated scenes will be built upon.
06:32So let's go into Outline mode so we can see a little finer.
06:36Okay, so again, I am trying to pull this match the original without losing the point control.
06:43Now I know some of you like to use the more Illustrator-like spline controls, and I've
06:49never been able to really adapt to these very well.
06:51I also find that they can be a little tricky to use in Flash.
06:55If you are happy with using those controls and if they work for you, then go ahead, but
07:00like I said, it's just been my experience that they tend to be a little harder to keep disciplined.
07:06So now we have the right brow down.
07:08The left brow of course will be pretty much like that, so let's copy that and then we
07:16will paste it in place. Ctrl+Shift+V.
07:17I am going to use the arrow keys to move the copy over, and again, we are on the new layer.
07:23Another beauty of using the Outline mode is that you can quickly see when you have done
07:27something on a new layer.
07:28Let's modify that, slip it horizontally, and just pull it into place.
07:34I said earlier that I don't flip horizontally. This applies to symbols.
07:37It doesn't apply to artwork on the stage.
07:40If you're flipping a symbol horizontally, that's the issue that I find creates problems.
07:45And then I think the last component for the moment will be the hair at the top, on this
07:51layer, and again, just to leave the color inside.
07:59And again, it's a question of using as few points as possible to create the shape.
08:03Bear in mind also, this is going to animate. At some point you are going to want this hair
08:08to move and to be able to do little reversals.
08:11So you do want it maybe consider that when you're assigning these points. And I think
08:16in this case we have enough to make the hair curve any number of ways.
08:21You can add more later, but I think this is pretty good. And let's go into Outline so that
08:25we can see they are really sharp line. See that little bump there? So let's make
08:31that as little as possible.
08:33And then just grab these different sectors and cull them to make sure that they have
08:36been combined into one big wobbly line, and that's really good.
08:42Okay, and then the neck.
08:47And once more, bleed that color.
08:49I think we can probably draw the neck all the way through.
08:52We won't be seeing much of the neck that's behind the upper body, or behind the jaw rather.
08:57It's nice if we can make it align with this point of origin here where the hair converges
09:03with the jaw and the skull.
09:05And I think we need to hold down the Alt+Opt key to make one more. And now we have all
09:12the line work down for the basic first pass of the head.
09:15Of course we haven't done the nose or the ears or the mouth yet, but this will be the
09:19first stage in completing the head.
09:22So let's start putting some color on this, because people might be getting a little confused
09:26by all the lines and figuring out what's on top of what, and this is starting to look a
09:30little confusing.
09:31So if we click on the Swatches tab and go to the middle red and drop down to the eighth
09:39row above the bottom, and that will be our basic skin color.
09:43So now we will just start applying it. And be sure that everything is padlocked off
09:48so that you can freely color it.
09:50So I am just going to apply it to the neck, the jaw, and the skull.
09:55And let's pick that really, really dark black for the eyebrows, and they might be in Outline mode.
10:00I thought so.
10:01So again, be sure that everything is in solid mode, not in outline.
10:06And for the hair color, let's pick the gray right beneath that middle blue. Using these
10:10three colors is a really nice way to memorize which exact hue or shade that you are using,
10:15because it will be very easy to get lost inside this long line.
10:18So this is the one we are using for the hair.
10:22That's pretty good.
10:23Now I want to get rid of the lines.
10:24We don't need them, so I am going to zoom out, hit the Erase tool--and be sure that
10:29you have Erase Line selected--and then just erase everything. Be sure you don't miss anything.
10:34You want to make sure that everything is gone. And now we can zoom back in, and you will
10:40notice that he started looking a little more cartoon-like. The only problem is that the
10:42neck area is exactly the same color as the jaw, and they are blending into one another,
10:46and we don't want that.
10:47So probably the quickest way to do that is to make this a different color.
10:50We could do something simple like make it a much darker skin tone.
10:55That would work. That might get us into some trouble though as we begin to rotate the character.
11:00Remember that we are going to be looking at this guy from three quarters in this profile
11:03view, and that's probably going to look weird.
11:06So instead of doing that, we are going to apply a gradient.
11:08So let's click on the neck area, and we will select the swatch.
11:12Let's go hit the Color tab and we will select here our Radial gradient. And on the left,
11:21click on the left color, and we will type in in the RGB values, the following numbers:
11:26234, 178, and 148. And in the right side, the following numbers: 223, 160, and 125.
11:42Now let's click off there, so we can see, we've already begun to do a nice job of defining
11:47the boundary between the jaw and the neck.
11:50And actually, if we switch off the jaw, it gives us a better idea of what we are dealing with.
11:54So let's--under the Free Transform tool,
11:58you should find the Gradient Transform tool, or hit F on the keyboard, and then click on
12:03that area. And here you can manipulate the device, so you can move it up if you want
12:07a different degree of gradient.
12:10For example, if you move within very tight, you see it's not going to be of much use.
12:13We can pull it out to about here I think it might be good. Let's try that.
12:21Great! And that still works.
12:26So the next step I want to do is to create the ears and the nose.
12:29Let's do the nose, because the nose is also a gradient.
12:31I am going to hide all the other layers, because I want to see this really closely.
12:35So we're going to go on the top layer now. And under the Rectangle tool, instead select
12:44the Auto tool, and just draw something pretty neat.
12:49Let's click on that line and delete that.
12:52And here, too, let's go reselect everything so we see what this looks like.
12:56It looks okay, but I do want to do something a little nice with the gradient here too.
13:02So let's select the Gradient Transform tool. And using these widgets here, you can of course
13:10change the position a little bit. And this triangle changes the area of focus. And let's
13:19go to the swatches again and pick the Color tab and I am going to get some different numbers,
13:24so I want to brighten this a little bit.
13:25So on the left side--actually, let's pull that about to this point, and that will be 234 as
13:33it is, then 182, and then 149. And on the right side, 247, 219, and 213.
13:49And that's feeling a little too bold, so let's--what I want to have happen is the area
13:57on top look a little brighter. And if you get lost, just pull it back in. This is quite subtle. Okay.
14:09Now you might find that the area beneath here is like a little too similar to that below,
14:15so let's go back in, Color. And if we go to this setting here, H, then you might be able
14:24to pull the tone down a little bit.
14:26When that's done, I want to symbolize this now,
14:29so hit F8. And let's put the registration point,
14:33I think here might be fine.
14:34We'll call it nose.
14:36It's a graphic. Click OK. And of course, Flash puts the pivot down here, so let's fix that,
14:43with the Free Transform tool.
14:45Okay. So let's do the ears.
14:49So again, the ears are a little tricky.
14:50Let's go in a little tighter and hide everything else.
14:53And this is the right ear, when I say ear right, I mean his physical right ear of course.
14:57So let's make a new rectangle for this, Rectangle tool.
15:01Let me get rid of that internal color, and we will do it in Outline.
15:10And you can switch snap off at this point.
15:13And let's switch back on.
15:15I want to make that little space for the Highlight layer. And I want the edge of the
15:20ear to be a little brighter than the interior, and then we have to do the line work for this
15:24internal shape. And now I am just using the Line tool and connecting them altogether.
15:31Let's switch snap off again.
15:35Snap can be too aggressive sometimes, so occasionally, I'll just like to work without the artificial
15:41intelligence of it trying to click everything to one another.
15:44That's pretty good,
15:46thicken that a little bit. And I think we will use the basic skin color, but first
15:53let's go back into Outline off. And remember, the skin color was the middle red, eighth
16:00row. And for the Highlight on the outer edge of the ear, let's see.
16:08I will use this one.
16:13And for the inner ear, I'll use this one. Okay.
16:20So another way of getting rid of all these nasty black lines is just double-click on
16:23them and hit Delete. Let's look at everything in place again.
16:30So I want to go in on the ear, and just make a symbol of that again.
16:34So once again, let's hide everything. Just make sure we have the entire ear selected,
16:38hit F8, and this time I'd like the pivot to go actually here.
16:43So a little bit different on this one. I am going to just make the pivot right in the
16:46middle for the moment, call this symbol ear R, and click OK.
16:52And if you double-click, as you can see, the pivot is not where I want this to be; nobody
16:56is going to want to rotate the ear from this point of view.
16:59So we could, for example, move this to here. The only problem with that is that if this
17:03ever moves, you'll get into trouble.
17:05So let's undo that. I am going to go back in.
17:08Now we've double-clicked on the side of the ear.
17:10We are now inside the ear symbol itself. And what I want to do is to move this so that
17:15this becomes the internal point around which the ear pivots.
17:20Go View > Snapping > Snap to Grid and pull that there.
17:24Now you have a perfect internal pivot that you will never lose.
17:27I go back out to the head and reselect Free Transform, and just be sure that you've got
17:34that exactly right. And you want to make sure that Snap to Objects is on, and there you will
17:39feel it click, right there. That couldn't be better!
17:44And then the last step is to move that to there.
17:49Now you want to do the other ear. So rather than redoing all of that, there is a quick way, a shortcut.
17:56So we will click on copy that ear, paste it, and we will make this ear function as the
18:03left ear, by first positioning it where we want, and now we right-click and duplicate
18:11the symbol and make ear left.
18:15Now we'll double-click so that we are inside the ear, Modify > Transform > Flip Horizontal,
18:22and again, we want to make sure that that completely hits that spot, and it does.
18:30Notice that that symbol has not been flipped horizontally; the internal artwork has been
18:33flipped horizontally, but symbol is perfect.
18:37It's not flipped, and that will save us many confusing problems later on.
18:41So as of now, we have the entire first pass of the head fully colored with the ear as
18:47a symbol, the nose as a symbol, and the left ear as a symbol.
18:50The remaining layers will be, if you draw a line around them, no blue box, so they are alive.
18:55They can be shaped-tweened, the elements with the blue outline we'll motion-tween, and we
19:00are ready to move on to the next section.
Collapse this transcript
Creating the mouth
00:00In this section we're going to do the mouth, just a first, initial pass for the mouth
00:04to set it up with its own layers for future detailed animation.
00:07But for the moment there is one little thing I want to fix. When I initially laid in the
00:12layers in the previous chapter I put the right ear and the left ear up at the top.
00:16They're better off if they go down here. And if you think about it, they are going to need
00:22these layers later on, because right now at the right ear, for example, if you imagine the
00:27character looking a little further over this way, then that ear, definitely
00:31it's going to be behind all of these guys.
00:34And as the head turns around later on when we begin animating and we begin moving the
00:39head over here, then that ear is going to be on top.
00:42So that's why I made these two different layers.
00:44Let me just undo all that damage for a second.
00:48So it's very easy when you begin doing this to get a little bit lost with, like of what
00:52layer should this go on?
00:54Basically as you go, on whenever initially it looks the best.
00:56But don't forget, later on, you have the complete freedom to move these things around.
01:00In the course of making this, I've experimented with many different layer combinations before
01:04I found the one that did the most with the least effort.
01:07And so that's why what you're seeing right now is the result of quite a bit of experimentation.
01:12When you do this yourself, don't be off-put if you find yourself spending maybe an hour
01:18or two moving layers up and down to find what works absolutely the best.
01:22So let's go on and drop in the mouth. So I'm going to switch to Outline, and the mouth looks pretty simple.
01:28It's just closed mouth.
01:30So let's go to the mouth layer.
01:32I am going to zoom in. And let's just make a line at the moment for the mouth.
01:37Let's switch from Outline to Solid.
01:40Okay, select that simple little line, hit F8, be sure the Registration is I think that's
01:46probably a safe enough place to put it, and we'll call this mouth. Click OK.
01:52Now to do the further line work for the mouth we'll do that inside this mouth symbols. Double-click on that.
01:58So we have our placeholder mouth symbols created, so now let's separate it out onto some layers
02:02because we want this ultimately to be able to talk and act and make all kinds of expressions,
02:08so obviously one level isn't going to be enough to do that.
02:11So let's just carve out, let's see, maybe about 10 or 11 levels, something like this.
02:20So I'm just going to name these. The top two I'm going to reserve for Labels.
02:25They won't actually have anything on them but notes, so you can keep track of everything.
02:30Beneath need, that the upper lip, we'll call it lip upper, and below that the
02:34lower lip, which we'll call lip lower.
02:37I name them like this so that you see what they are and then where they are. This is
02:40a much more logical way, I find, to stack things and to name them in the library.
02:45Next, we'll have a mask, because the mouth is going to have teeth and a tongue and any other
02:50inner shapes you think you might need, and these won't obviously be able to fit inside
02:55the shape that we're going to be carving out, so we need to mask them.
02:59So inside that, we're going to have the teeth upper level and the teeth lower, then the tongue.
03:08I made that the inner mouth, mouth inner. That will be like the back of the throat or the mouth color.
03:16And then beneath that, the lip, and by lip I mean a little shaded area here that we'll
03:22add just to give some definition.
03:24So the final thing to do will be to--before we'd actually line these, just let's pop some colors in.
03:30And again for label levels I'd like to color them white.
03:32It kind of just flags them as something that you don't draw anything into, apart from making notes on.
03:37The upper lip, we'll make that dark green, the lower lip, dark blue.
03:46The masks I sometimes like to keep white, or some other strangely bright color.
03:52The upper teeth, we'll make them medium green, the lower teeth medium blue. The tongue will be red.
04:02Let's make a really bright red.
04:05And the mouth inner, like the back of the throat area, we'll make that this
04:10subtle red color. And then the lip, let's make that like the medium blue.
04:16So this line here ultimately we're going to just use as a basic reference.
04:21So let's start drawing the upper lip going a little tighter.
04:28Now obviously, it's not going to be a single line, because we want it to be able to do more
04:31subtle things than this. And we'll make it a rectangle as the inner shape and keep
04:39snap on so we can match these corners.
04:45Now snap off so we can hold down the Alt+Opt key. Oops, and I sense that we have Snap to
04:51Grid on, so make sure Snap to Grid is off; otherwise, we will be snapping to invisible
04:54grid lines. And I'm just to pull this in.
04:57Let's go even tighter if we have to.
05:05Don't forget that this shape that we're creating right now, this is going to animate later on.
05:09So keep it simple, as few points as we can absolutely get away with.
05:14That'll help the shape tweening to do its work without getting too confused.
05:18Shape Tweening is a very cool tool, but it also has its limitations, and it doesn't like
05:22to be overloaded. So now we have our upper lip shape, and I'm just going to pull these
05:26to make sure that--see, here we lost one of them.
05:28I don't like that.
05:29This is going to be very, very hard to manipulate.
05:32So let's have a look at where that point was before it got blended in.
05:36So I'm kind of got you saw that, because this is a kind of problem that emerges constantly.
05:40I need now to re-create that point, so I find that the easiest way to do that is to delete
05:45the area that was in trouble and I just rejoin.
05:49I am going to hit Snap back on and now back off, and now if you zoom out, we're good.
06:00We've got control here. We've got control there.
06:02That's just ideal.
06:04And let's color that area in.
06:06We'll color it as we go.
06:09For now, I'm just going to make it black on the inside.
06:13One little thing to note: be sure that Don't Close Gaps is selected, because the last thing
06:18you want to have happen is to have Close Large Gaps, Medium, or Small, selected and then when
06:24you paint you miss a bit. That will cause horrendous problems.
06:28So by having the Fill tool selected to Don't Close Gaps, that means they will absolutely fill
06:34to perfection, even if there's a small space up there.
06:37So now when you go in, you see what a nice shape that is.
06:44That's one point to control the edge of the mouth. And very easy to do the lip lower,
06:49it's going to be identical to the upper lip.
06:52And the mask as well, for the close mouth, there is no reason why it should be any bigger.
06:56And the inner mouth, the same.
06:59This is for the only framework this happens.
07:01So let's color the inner mouth, and I am going to color it this color, the intermediate red.
07:08It doesn't matter what the mask color is. It's a mask.
07:13It's going to be invisible. The next thing to do is to add some teeth.
07:16We are not even going to see these teeth at this point because obviously they'll be hidden
07:20behind the closed mouth, but let's put them in so that we have them. And this should be white,
07:27so I'm just going to select white for that. And let's put the teeth approximately where
07:34we think they should go.
07:39The upper teeth don't do a lot of moving, but the lowers do,
07:43so the position of the upper teeth will probably be something like this.
07:49We'll do the same thing for the lower.
07:56Padlock the upper ones if you have them in a situation that you like.
08:00You can add more detail to these later on. For now I'd just like to make them a very basic shape.
08:04I also like to symbolize them now as well.
08:07So at this point I am going to get rid of this black line.
08:11They're still there of course, so let's just click on that.
08:13The line is gone, the color is still there. Hit F8, and let's pivot them from the top.
08:19We'll call this teeth upper (upr), click OK.
08:22Again, Flash for some reason puts the pivot in the middle.
08:24We don't want that. So let's select the Free Transform tool.
08:30I am going to Snap to Objects and put that pivot exactly where we need it.
08:35We'll do the same thing for the bottom.
08:37Let's get rid of that black line, delete that, select the teeth color area, hit F8, and this
08:44time we'll put the pivot point on the bottom, call this one teeth lower, and
08:50Free Transform, put the point down here, and that's done.
08:56The last thing we need to do is add the tongue.
08:58So I want to see how the tongue is going to sit in relation to roughly the rest of the mouth.
09:04So I'm just going to outline them and padlock it, open up the tongue layer, and let's just
09:09make it a very simple shape with the Oval tool.
09:13And let's fill that with another red color, maybe this brighter red.
09:18Let's go to that outline.
09:23We'll switch off Snap to Objects so we can move it freely.
09:27That's probably an okay place.
09:29You can add more detail to this later on, like little highlight layer, but for now this is fine.
09:35I think we can pivot it from the top or the middle.
09:40Something that's spherical as this,
09:42you have some flexibility. I am just going to put up in the middle, and we'll call that tongue.
09:50Now let's have a look at what we have here.
09:53Oh, the mask layer should be right-clicked, make it a mask, and then we drag our other layers
10:01in underneath that. And we also have a lip layer, which doesn't need this anymore.
10:11But we do want to add just a little hint of flesh right there. Snap on, and let's make
10:27that, for the moment, just this light gray.
10:31We'll change these later when we see it in context with the rest of the face.
10:36So that's our mouth.
10:37I would just for the moment open it out a little bit to here because we're going to
10:42be adding more frames in at this point.
10:44Let's go back out, look at the entire head now.
10:47There is one more piece of housekeeping to be aware of, and let's do this right at the beginning.
10:52Be sure that with any of the symbols that you create, they're set to be a graphic and that
10:57their behavior is consistently set.
10:59At the moment, under Looping, we don't want these to loop ever. Play Once or Single Frame,
11:05for the moment Single Frame is better.
11:08So just click on any symbol that you've got and make it single-frame, and Graphic.
11:15And if you are in doubt, just draw a box around it.
11:17There's only four of them, so we have them taken care of. And that's it.
11:20That's the current pass complete.
11:22In the next phase we'll go on and start dealing with the eyes, and then we'll start bringing this
11:25guy to life.
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Drawing the eyes
00:00The final piece of the face is the eyes, and that's really important of course, so let's get to it.
00:05So let's go to Outline mode and go in close. And we will start with the right eye; that
00:09will be the one that use as our base.
00:12So we go to the, let's see, we have the eye R, ball and that will be just the white of the eye.
00:19So be sure you have white selected as the fill color, and I'll select the Oval tool.
00:27And just draw the shape as you think you need it.
00:30Now we probably have, if we look at this in solid, there is probably a big ugly line around it,
00:35so we can click on that and get rid of it. And I hope you can see this: if I click on that,
00:38there is a shape area for the eyeball.
00:40If you go into the Outline mode then you can definitely see it.
00:43Go to the Free Transform tool if you need to skew the eye to match.
00:47Try to avoid pulling on of the edges of the eye.
00:50Just use the Free Transform to get as close as possible before you do that.
00:54So this is not too far away. Okay.
00:59If you do too much of this business, you can really wreck the geometry of the thing, and
01:04I find it's often nicer to have a really smooth line.
01:07If you did need a more complex shape, you are better off using the rectangle and pulling
01:11that into something a little more geometrical. But for a simple cartoon guy like this, this
01:16is by far the best approach.
01:17I am going to use the arrow keys just to get a little bit closer, and let's padlock that
01:23once we are happy.
01:24And the next will be the pupil.
01:25I'll select that layer, again, the Oval tool. And I am holding down the Shift key so that
01:31we are constrained to a perfect circle. Let's do this.
01:37And the same thing. We have this cover to that to that. The outline is gone, pure color.
01:42And I want to symbolize this, because I want to do some work on layers in here.
01:46So making sure that the pupil is selected, let's click F8. Be sure that the pivot is
01:51right in the middle. Call it eye pupil.
01:55Now let's double-click on that so that we are inside the symbol, and let's make three
01:59layers. And I'm just going to clone what's here.
02:04Alt+Drag or Option+Drag and that automatically copies what we have.
02:08So the bottom layer will be the outside one, and let's make that blue, this one for now.
02:14The middle layer, which is currently white, let's make it smaller.
02:17So we will hit Free Transform.
02:20Let's make that black. And the top layer, let's scale that in for the highlight.
02:31And let's click Snap to Objects off so we can move these a little more freely. Pretty
02:39simple operation. The reason why I would do this rather than do it all on one level is now I have the
02:44freedom to move these around if I have a different scene where he is looking up.
02:49If I want to add more, then I can do it.
02:51If I want to make him look like he is looking this direction, I can do that.
02:55Now these are very subtle effects, but they are really important, and they give you a
02:58nice little edge.
03:00If you wanted to, you can add a gradient along the perimeter of the blue area.
03:03Lots of things you can do, but for now, this is good.
03:06And last thing, a little bit of the housekeeping as well,
03:08let's just name these: black, blue.
03:14And if you're really picky like me, then you can even make the outlines match them.
03:20It's really nice to do this, because if you do ever have to work in Outline mode, which
03:24is surprising often, it makes life much easier, because then you can kind relate the different
03:29colored outlines to what you're seeing on the screen.
03:33Let's pick maybe a gray like that.
03:35So for example, that's meaningful; that's not going to confuse you.
03:39If they were like lime greens or lemon yellow, you would see nothing there.
03:43So back to the outside, let's see if we can duplicate that for the left eye, because there
03:48is no reason to do the same work twice.
03:50Now the ball will simply be flipped horizontally, Alt+Drag or Option+Drag to the eye left ball level,
03:59holding down the Shift+Arrow key and moving that to the side.
04:03Then Modify > Transform > Flip Horizontal.
04:06Let's do the same thing for the pupil, copy that and then paste it into the left pupil level.
04:17There we go! So that's the eyes taken care of. The next step will be to give him an eye blink.
04:23This is a little trickier, and this will be our first foray into actual animation, because
04:27we're going to animate the eye blink using some shape tweening.
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Animating the eye blink
00:00Nothing looks weirder than somebody who doesn't blink,
00:02so it's time that we gave this guy a blink to do.
00:06So let's go and start again.
00:07I like to favor the right side.
00:08You can pick one or the other, but again, whatever you do, be consistent.
00:11So my approach is do the right side first, then repurpose it to the left side, and that
00:17way know what your primary approach is going to be every time.
00:20So in this case let's go onto the right time, and we need to make some simple placeholder symbol--
00:25for now, something very similar to the eyeball itself.
00:28So let's just click on that.
00:30Ctrl+C to copy, paste in place here, and let's hit F8 to make this into its own symbol, because
00:37obviously, we don't want the animation to happen on this external timeline.
00:40So let's put the pivot point to that side.
00:42I am going to call it eye right lid.
00:46You can call it blink, but I like to call it by what it is.
00:49It's a lid that blinks.
00:50So this makes more sense to me. Click there.
00:53Let's fix the pivot.
00:54So Free Transform tool with Snap on Snap to Objects, and let's put that there.
00:59It's really important that we get the eyelid traveling very tightly with the eyeball.
01:04Now that that's done, we can double-click to enter the symbol, and let's make some layers.
01:10Now this thing is just there is a placeholder, so we can hide that.
01:13Now let's make three more: one, two, three. And the top layer will be the upper eyelid,
01:21the middle layer will be the lashes, and the bottom layer will be the lid lower.
01:27So what we want to do now is to create a geometry or a shape that will be as simple as possible
01:33and easier to tween.
01:35So what I'm going do with this actually is go back out a little bit, because the main
01:39point for this for me is the point here; it's that pivot.
01:42I'm not worried about the internal eyeball.
01:43I am just going to move that a little bit to the right.
01:46Now, let's go back inside. And this is where I am going to start the upper eyelid from.
01:50So let's start with lid lower, and with the Rectangle tool and again, let's get rid of
01:58the outer line, get rid of that.
02:01And this is going to be like the skin color, but a little bit darker. So let's pick,
02:06I see that this turquoise color down.
02:09Just a dark skin color will do for now.
02:12And I want this corner to be absolutely spot-on that crosshair.
02:16So let's put Snapping on for the grid, and you can feel it go on. It's nice.
02:23It's really nice when you feel it really connect with that.
02:27And then I am just going to switch off All Snapping for the moment, and just pull this up.
02:35I really want to get this exact, and that means hiding the eyebrows.
02:38So let's go back out, click on eyebrow, hide it.
02:41I am going to go back in here.
02:45Once again, taking care that flash doesn't helpfully snap away this point, because we need this
02:53point and this point,
02:55this point in particular, to be able to control the animation for the blink. That's good.
03:04Perfect. So let's make a second key.
03:07What I am going to do, actually, is let's make two more here.
03:12I am not going to worry too much about the timing right now.
03:15This is going to be the closed eye. This will be the open one.
03:18So I am going to go to the closed position and drag this down, and now let's activate Shape Tween.
03:33Right-click on the keyframes and select Create Shape Tween, and that's it.
03:40That's how we will do it.
03:43Now I didn't put this on the lid lower, but I think this will be more like the upper eyelid.
03:48I am not quite sure yet,
03:50so let's just move it up there for now, and let's put some blank frames in here.
03:55When you are working like this say, you basically were working on layers, and it can be confusing.
04:00There's no way around it.
04:02It's a little trial and error.
04:03It's not too difficult to figure out what is going to work and what isn't.
04:06So what we need now is another layer that will describe the black for the eyelashes.
04:12So let's select that layer by clicking on here, hold down Alt or Option, and drag this
04:17down. And the eyelashes we want to be black,
04:20so let's select a black fill for that, and then let's color all these.
04:25Now if we hide that, we see the entire area turning black.
04:32That's obviously not what we want, so let's padlock that.
04:35Now the upper eyelid will give us this effect if we smooth this up to here.
04:45The beauty of this method, by using two different color layers, Flash does some things very
04:50poorly, and one thing that it does very poorly is shape tween these very, very thin crescent shapes.
04:57It's much better at shape tweening big shapes with wide areas.
05:01So by this process, what we have done is we have created the illusion that we shape tweened
05:05a very narrow slice when we have done nothing of the kind, and that also gives us really,
05:10really nice control over the weight.
05:11We can actually make the eyelashes disappear completely at the top of the eye.
05:15Then the other thing that we need to do is, well, we can actually show some eyelashes up here.
05:25That's great. And we want to copy this to the end,
05:30so select those two, hold down Alt+Drag or Option+Drag. See the little plus sign showing
05:35I'm copying. And the lower level here also needs an eyelid for the bottom of the eye,
05:42so let's do that. And again, just double-click to get rid of that outline.
05:50Snap on. And let's go to outline on this, snap off.
05:58You should be getting the idea by now that the essential process is fairly repetitive,
06:03even the same essential steps over and over again. Let's get rid of this point here.
06:08We don't need that, so that will combine it.
06:12Snap off again. Hold down Alt+Option to pull the line to a new point. And let's just check to make
06:23sure that we haven't lost control. That's great.
06:27Hold down Alt or Option, we will drag that to here and pull that up. And then just copy
06:37the start frame at the end, select these keyframes, Create Shape Tween, and now switch Outline mode
06:46off, and there we go.
06:49Now the one thing that you will notice with this is that it's so fast that sometimes you
06:53can barely see the closed state.
06:55So one thing I like to do is to take the closed eye and duplicate it.
06:58It helps that closed position to read a bit more.
07:01You can even make three or four or five frames, as many as you like.
07:04That's the beauty of doing this.
07:05You can make these eye blinks as slow as possible or as fast as possible.
07:11It's entirely up to you.
07:13Once you have the shape tweening done, you see how simple that is.
07:17So instead of doing that, what I want to do is just to create, for now, a really nice straightforward eye blink.
07:22So let's put a wide-open frame on frame 1.
07:24We will put the beginning of the blink on frame 2.
07:27We will put these two frames here on frames, let's see, 6 and 7, and you can see their frame
07:34number down here. And we will end the blink on frame 10.
07:41Then we'll go to a blank frame, hit F7 and now we can remove these. And if you're really
07:47picky, you can even get clean up that little tweens that we don't need there.
07:53And that's really, really nice.
07:57Also, we can get rid of that little placeholder that we created, if you remember, at the beginning.
08:03We don't need that now.
08:06To finish it off, we will just color the layers too, so that if you ever have to look at this
08:16in Outline mode you're all set.
08:22Now when we go back out, let's put the eyebrow back on.
08:30That's beautiful.
08:34Then one last step remains, luckily not too difficult.
08:36We will duplicate this for the other side. Ctrl+C, Ctrl+Shift+V.
08:42Now a lot of people at this point would simply take this eye blink and flip the symbol horizontally.
08:49Again, don't do that.
08:51Much better to right-click on this, duplicate the symbol, make it eye left lid, OK.
09:00We go into that symbol.
09:01Now if you obviously, it you play it, it's the wrong side.
09:04So what we want to do is to select all these frames and flip them horizontally. Not a fun
09:08thing to do one by one, but fortunately, we can do it in bulk. Down here
09:13we can edit multiple frames and drag the markers so that they cover everything.
09:22Modify > Transform > Flip Horizontal.
09:27We didn't see much happen there, but they flipped the other way around, so we can actually
09:32go to Outline mode; it'll help to position them properly.
09:36And that looked good.
09:40So let's switch this off.
09:43So we see just single frames again, and there we go. No symbol flipping occurred, and we
09:50still get the same result. And we maybe had to add a few more seconds of work editing
09:55multiple frames rather than flipping one symbol, but you will understand later on why this
10:00is really, really important. And last thing to do is right now these symbol are set to Loop.
10:06That's going to look really weird.
10:07So for now I will just set them back to Single Frame, and we are done with the eye blink.
10:14In the next chapter, we will move on to the mouth and look at bring him into life by making him speak.
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2. Mouth and Dialogue
Creating happy mouth dialogue shapes, part one
00:00Before we start doing the dialog mouth shapes, just have a quick overview of why we are using
00:05these particular shapes and where they came from.
00:07If you've watched Disney movies and feature animated films, then you know that there's
00:11all kinds of amazing mouth shapes that can be done to create dialog.
00:15In Flash of course we are not doing it in that style; we are trying to tween between
00:19different shapes,
00:20so there are compromises that we can make. But there is also a more simplified way of
00:24doing dialog and that's the kind of TV style that you would have seen in the '60s, the Fred
00:28Flintstone or Scooby Doo style, and this usually involves six static mouth shapes, going from
00:34closed to what you see here as the D mouth to the ooh mouth on the far right.
00:39And you can make any kind of dialog you want with these six shapes, believe it or not.
00:43So what we'll do in Flash is we are going to take this basic style and really develop
00:48on it and expand on it.
00:50We are going to be able to blend our tween between any of these six shapes, and that gives
00:55you all kinds of intermediate dialog shapes. And you can even make custom mouth shapes
00:59that are different from these, if you want to, using the same principles that we are going
01:03to cover here. In later chapters we will go pretty wild with some of these custom mouth
01:08shapes, so that we try to begin to approach some of the effects that are feature animator
01:12or a 3D animator might have at their disposal.
01:15Again, it's Flash; it's flat, it's 2D.
01:17So it's a little different, but if you follow along, I think you will be surprised by some
01:21of the effects that we can wring out of this thing.
01:23So let me close this basic demonstration, and I'm just going to reopen the old one, and I'll
01:31switch my window layout back to the vertical.
01:35So now we are inside so you know where we are.
01:37We are inside of our heads, inside the mouth. And what I have done is I've added a layer
01:43here, which has some of the B mouth, which will be the E sound; and the D mouth, which
01:51is the wide-open mouth; and the F mouth, which creates the ooh sounds.
01:55These are letters A through F, do not correspond to the phonetics.
01:58So the A mouth, for example, which is the starting point, that could be the mouth we would use for the
02:03B or the meh sound, the closed shapes, and the D mouth for a shout or a yell, and this
02:09will be any ooh sound, phonemes basically.
02:11So let's get going. First things first.
02:15Let's just extend the timeline out and hit F5 to match that, and let's make some labels.
02:20We are going to start with a happy mouth,
02:22so let's make a label note here called happy. Put a space, happy. And here at the intervals
02:30of about three frames, we will have the A mouth and the B and so forth.
02:34So I am just going to select these, hold down Alt+Drag or Option+Drag to create just the notes.
02:42This will help us with positioning.
02:44So the first mouth in the label will be A, the next will be B, then C, and so forth,
02:53and then back to A.
02:56So since A will be the beginning and the end, let's hit F6 to do that.
03:00We will hit an F7 there and padlock the reference layer, maybe put it in Outline, hide it for
03:07the moment. So the way I like to approach this is after the A mouth is done--
03:12I have noticed something looking at it here, the lip is a little bit off center.
03:16Not the end of the world, but let's select that, hold down the Shift and the arrow key,
03:20and push it back a little bit.
03:21You can always be looking for things to fix and tweak and improve.
03:24So let's do the D mouth first.
03:25I like to go from the closed mouth to the open mouth.
03:28Now bear in mind that we need these to be able to shape tween and motion tween into one another,
03:33so this can be a tricky, but let's see if we can make it happen.
03:36So let's start with just a mouth inner layer and hit a keyframe here, F6.
03:40I am going to switch the little preview sketch that I have done on, and now let's select the
03:47layer for the mouth inner shape and use the Free Transform tool to push it in as close
03:54as we can get just to the edges.
03:56I'd like to minimize the amount of pushing of actual points around,
03:59so that's one way of getting some of it taken care on.
04:02Next, I am just going to, without losing or accidentally blending these points together,
04:10we can be pretty bold with it.
04:12Now that looks weird there.
04:14We don't want that little bump. It's going to look really bad.
04:16So I think we can simplify this, maybe not do that curve there.
04:21We really do want this to be consistent on both sides.
04:24Now, you don't have to regard the sketch beneath as clad in iron.
04:29I mean I'm taking liberties with it.
04:31I am trying to get as close as I can though with as few points as possible.
04:37Oops, see, what's happened here?
04:38They have all disappeared, and now it's going to mush.
04:41So let's hit undo for a little bit.
04:46Let's hide that layer for a second.
04:47Okay. And I can move these independently, so that's good.
04:54Now the test: select these, right-click, and Shape Tween, and see if that works, and that does.
05:02Now we need to finesse the upper lip.
05:06Not too bad. And notice that no shape hints are needed.
05:09It's very important that we do this without using shape hits.
05:12This system, if you have to use shape hints for all of the transitions it will be a nightmare.
05:17So you really need this to be stable.
05:19Unfortunately, if you use shapes that have a not too high number of points, you can often
05:24get it to work, and in this case one, two, three, four, five, six, points total.
05:28So you might find you to compromise on the kinds of shapes that you can get away with.
05:33Sometimes you can get away with much larger ones.
05:35It just depends from design to design, and it's just something that you're going to have
05:38to experiment with to see if your version of Flash or your design will support it, but this will.
05:44So let's padlock that.
05:45Once you get something working like this, just padlock it. And the beauty of this particular
05:48system is that the inner mouth and the mask will be the same, and we can actually cannibalize
05:55some of this work to generate the upper lip and the lower lip. So let's just copy.
06:00I am holding down Alt or Option and dragging these frames just to duplicate them up here.
06:04We are going to keep the mouth inner open with this Outline mode on, and let's go to
06:09the upper lip. And if you remember, we colored this black originally.
06:14So let's gray color that so we can tell them apart.
06:20So this is the upper lip, and obviously we don't want the upper lip to be all the way
06:24down to the bottom.
06:25We just want it to track to here. And it helps if you click on the Subselection tool
06:31to make sure that these little points line up from side to side.
06:33You have to move that one over a bit, and now let's see if that obeys.
06:40That is really nice.
06:41Padlock that so you don't accidentally change it later on, and let's switch it to outline
06:46so we can see exactly what we are working on beneath.
06:48This is the lip lower and again I switched this back to black.
06:51It happens often that you just accidentally override one colored layer with another, and
06:56this is the opposite.
06:58This lip will be pulled down to here. And again, hit the Subselection tool or A on the keyboard
07:04and try to get these two points to line up on each side
07:07so you get as consistent a tween as possible.
07:10There is a little bit of weirdness on the right side.
07:15You see, about here it's getting a little too thin.
07:18So let me take another look at that.
07:22So the problem might be on the closed mouth.
07:26See, the two points are slightly different here,
07:30so let's go in a bit tighter and see if we can tweak that.
07:33Let's pull it over.
07:36You can see what that looks like.
07:41It's a little bit better, but let's see if I can pull it a little to the right.
07:49To see it, let's just do that.
08:01Any change that we make, don't forget, to the first two shapes here, we've got to copy that
08:07to there and then right-click and remove the tween, just to do a little bit of housekeeping.
08:12You don't want things getting too weedy.
08:15So that gives us the upper lip and the lower lip. The mask is set, the inner mouth should
08:19be set, I think, too.
08:23The next thing to take care for is the teeth, and these are pretty easy because they're
08:27motion tweened.
08:28So let's just hit F6 to make some keyframes.
08:31Let's right-click to go Create Classic Tween.
08:33I do not use the newer Motion Tween.
08:36I always use the Classic Tween.
08:38The modern version simply doesn't work with this particular style.
08:41It will just cause problems.
08:43So let's go to the D mouth.
08:44We will do one of these at a time.
08:48Bring those teeth down a little bit, and the teeth lower will really move down on the open
08:53mouth down to here, and the tongue also.
08:57Now you will notice straightaway, now, there's no masking activated as we animate with these,
09:03so you have to tolerate this ugly spill-out, but there are things that we can do to really improve this.
09:08The teeth seem to be a little too big for the mouth.
09:12So things that we can do are, pull them in.
09:17We can also stretch them up, and there's the virtue of having the pivots placed so carefully it
09:22really makes this easier.
09:24I think we can move the lower teeth up just a little bit, and we can also go in and change
09:32these internal shapes if you think there's no other way of doing it, which is the beauty
09:37of having these as a symbol. Okay.
09:41So let's padlock that.
09:43Now one last thing: the lip. Now let's hit F6 here and the Shift and Arrow key until
09:48the lip shape comes down. Select those frames, right-click, and Create Shape Tween, and now
09:58I will just pull that down a little bit.
10:01So it's not just a static shape that moving. That's actually following the curve. That's great.
10:06Let's just padlock everything, just to keep it safe from any further error.
10:12And there we have our basic open and closed mouth.
10:15No shape hints used anywhere.
10:17So with the open D mouth taken care, of it's time to move on to the F mouth, which will
10:21give us the ooh sound, and we'll do that in the next movie.
Collapse this transcript
Creating happy mouth dialogue shapes, part two
00:00So we've got the d-mouth done, which is really nice, and that's a pretty cool shape-tweened action.
00:05So it's time to do the next of the big frames of the dialog, and that's the ooh mouth when
00:10they really punch it in to a little tiny O shape. And with all kinds of dialogue sounds
00:16and effects we can get out of that.
00:17So let's hide everything except the mouth inner, and zoom in.
00:23So let's make a keyframe here.
00:25Select the column and go F6. And again, we'll use the Free Transform tool to pull this in
00:33as close as we can. And as you can see, we can get this really close.
00:37It's much more accurate to use this to at least do the big broad movements.
00:42Now let's see if that works at all before I go any further.
00:45And it is; it seems to be tweening on both sides.
00:49That's really great.
00:51If you find it doesn't work for you, essentially, it's a question of pushing the points around.
00:57What I do is I have problems with this. I'll go frame by frame and find out at what point
01:03do I move it in the break?
01:04So for example, I'm going to pull that down and move left and right, and as you can see,
01:08it's still working.
01:10Same on the other side.
01:11Let's pull that down, forward and back one frame, and that's still working fine.
01:17Let's go in even closer.
01:18I'm going to pull this one in to try to match the rough sketch a little better, and I think
01:23we're still fine.
01:25So that's how I work, and if something starts to go haywire, then I just Ctrl+Z and undo,
01:30until I go back and find what broke.
01:33So I'm sure at some point in this process something will go crazy on us and I'll have
01:37to have to show you exactly what's involved.
01:40I think the shape tweening changes from version to version of Flash.
01:44They seem to be--very hard to tell of course, but it does seem to be little better in the
01:48latest version.
01:49But I also use the Macromedia version very effectively, so don't rule it out just because
01:54you might not have CS6.
01:56So we have that shape taken care of. Let's hold down the Alt or Option key and drag out
02:00to the mask layer, and let's do the same thing for these two.
02:06So we have the lip upper. And again, don't forget we have to color that black, and the
02:12lower one, too, while we're doing that.
02:15Okay, so let's look at the mouth inner shape, and then we have the lip upper.
02:21I can even put that in Outline mode. And as you can see, it needs to be pulled up here.
02:29And I noticed that one of our points has being subsumed, so let's hold the Subselection tool
02:34down and click on--this has now been lost,
02:38so let's re-create it.
02:41Draw a box around the area and delete it, and with the Snap on, we will re-create that.
02:47A little tedious two-step that we have to do, and now we have it back, because we have
02:53to have that fine level of control.
02:55We've actually lost it on the outer side as well.
02:57It might not matter; let's just see what this looks like.
03:00Now it seems to be working.
03:04So I'm going to leave it for now.
03:06Repeat the process for the bottom. Opposite process, now we'll pull this down.
03:10Again, I've lost control of the points here, but this might work.
03:15And again, we can almost grab them back by the same trick as we used before, these points
03:19here and here. One way of doing it,
03:22I'll draw a line across, use the eyedropper, fill that.
03:27Get rid of the line, get rid of this, get rid of that.
03:33And then just be sure that, yeah, we have that point back and something strange happening there.
03:40Okay. This is an utterly typical example of the kind of things that you have to deal with
03:46using this technique.
03:47It's a minor annoyance.
03:49Well worth the reward once you get it working.
03:51So now we have the lips and the inner mouth and the mask.
03:59Let's see what it looks like all together. Pretty good!
04:05So just to fix the teeth on this one, they should be down lower.
04:13I'll put the mask into Outline so we can see them. And the tongue probably should be a
04:18little bit lower
04:19so we can see it hint of the back of the mouth.
04:21Let's padlock that, and let's zoom out.
04:25That is great. And I'm not seeing any kind of shimmering or weirdness.
04:32So the next thing to do is very simple. To do the rest of the mouths,
04:35they are little more than glorified in-betweens. So I could pick, say, this frame here for the e-mouth.
04:39Let's move it there.
04:41I don't use a direct in-between.
04:43I like to move it one over, because that way you got a little more texture, a little more variety.
04:47Something strange is happening here.
04:48This is starting to break, so we have to fix that.
04:51The next thing is the c-mouth, which is this kind of halfway open, so let's pick here
04:56and then drag these keyframes for the c. And the b-mouth would be I think something like
05:01this might be good,
05:02so let's pick that, and let's see if these all behave themselves.
05:06They pretty much do, apart from this transition here into the e. So I'm going to go in really
05:11close and have a look. And I am actually glad that happened so that you can see the kind
05:15of tactics that we have at our disposal to take care of it.
05:18So let's look at each level by itself. The mouth behaves,
05:21so I think the culprit is one of these two, so it would have to be.
05:25First of all, we'll find out how many points are on here, and what's happened is when we
05:30created the e-mouth, artificially, the tweening wasn't exact and we ended up generating these
05:35additional points.
05:37So what I'm going to do to correct that is make my own. Use this as reference, but I'm
05:41going to take to the d-mouth, hold down the Alt or Option key, and drag it to here, and
05:47I'm going to position it over.
05:49Now this will have perfect geometry. See, it's got 1, 2, 3, 4, 5, 6 points, whereas the
05:54e-mouth, which we have created by the computer, is a mess.
05:58So let's grab this and Free Transform, and again, just pull it in.
06:06That's pretty close.
06:07Now let's go in really tight.
06:10Make sure Snap is on because we need to nail these corners.
06:15No room for error there.
06:18And then the rest simply is about pushing and nudging. Okay.
06:23So once you've got it reasonably close, click it and drag it and drop it down, and let's
06:28see if it behaves, and it does.
06:32And that's how you deal with disobedient tweens.
06:35So that should be pretty clean.
06:38Let's check the one above. And the upper lip was fine,
06:41so we only had to do it once.
06:44The lip needs a little bit of help. Oh, and a little bit of weirdness.
06:57I think I forgot to position the lower lip.
07:00I always forgot that.
07:02So let's curl that up so it matches the ooh.
07:05Now I'm noticing some little weirdness here where the mask is bleeding out.
07:10So we can fix that by correcting the mask.
07:13Let's hide the teeth. And I think the simplest thing to do is pull the mask layer in.
07:20It's also the inner mouth too, I think.
07:22Yeah, it's the mouth layer.
07:32So now we have our front-on happy mouth, and from this we can extrapolate several other
07:36kinds of mouth shapes--the sad mouth, and the neutral mouth--and we'll do that in the next movie.
Collapse this transcript
Creating mad or sad mouth dialogue shapes
00:00Now that we've done the happy mouth, let's move on and do the angry sad mouth.
00:04So let's click inside until we get into the mouth symbol.
00:07And what I want to do is add more frames to the timeline,
00:09so let's switch the Workspace layer to something a little more user-friendly.
00:12I'll go to Window > Workspace > rigging face, and that's our horizontal layer. Or you can
00:18manually move your shapes around if you want, but that's quicker for me.
00:22I'm now going to select that little reference layer and get rid of that, to save some room.
00:25We don't need that anymore.
00:27So the next thing to do is to select all the frames on the timeline, hold down Alt or Option
00:31and drag so we copy them.
00:33Now we have us an identical duplicate over here.
00:36Click on the happy emotions label, and let's just rename that mad/sad.
00:42These mouth shapes will actually work for both of these states.
00:45And then the next thing to do, I think we should probably--it's good procedure to
00:51clear keyframes for the b-mouth and the c-mouth and for the e-mouth, and let's just work with
00:57our three most important ones: the a, the d, and the f.
01:00And the next thing to do is let's hide everything.
01:02We're just going to work with the inner mouth layer, un-padlock that; the mask layer, un-padlock
01:08that and unhide it; and lip upper and lip lower.
01:12So let's go to the a-mouth first and just select everything, and the padlock layers
01:16won't be selected of course.
01:18Let's hit Free Transform, and sometimes with these very long thin selections it can be
01:23very hard to find the controller,
01:25so you might have to go in a little bit tighter. Hold down the Shift key and rotate and you
01:30see when Shift is held down, it moves in 45-degree increments, and then release.
01:35Do the same thing for the d-mouth, and the same thing for the f-mouth. And let's have
01:42a look at that.
01:46I'm going to leave the happy mouth.
01:47I'm not going to mess with that, because I want to see for the moment that we can actually
01:51blend back into the happy mouth as well, which is nice. Great!
01:55So the next thing to do, let's padlock them because they are looking great, and let's
02:00look at the teeth upper, teeth lower, and the tongue.
02:05You would almost certainly have to play with, or adjust, the teeth.
02:08So let's un-padlock all of these guys and hide the mask, because it's only getting in
02:13our way at the moment.
02:14I'm going to move the lower teeth down a little bit and just spread them out slightly.
02:18Move the tongue so it sits in there a little better.
02:20I don't move the upper teeth too much, because it's supposed to be fixed to the skull.
02:24The lower jaw moves far more than your upper teeth do.
02:27So that looks good. And I think I'll leave this alone.
02:29I think the ooh mouth is pretty much the same for the happy, so there is no need to move them.
02:34So let's padlock them back up and have a look then. Looking great!
02:41So let's check the lower lip, see if that has been altered.
02:47And I think the happy ooh mouth is here, the angry and sad is there, and I think maybe
02:53let's just nudge the lower lip a little bit more that way.
02:56And we're great!
02:59So the next thing to do is just make the e-mouth. And rather, again, than using the halfway one,
03:03which looks a little bit bland, let's pick something a little closer to the f.
03:06You could go really close like that.
03:10And I think for this one I use something closer to here.
03:14Let's match there.
03:14Whatever we did on the first section I like to keep it fairly consistent with the second.
03:20And the c-mouth, I usually like something halfway out.
03:23Let's move that to there. And the b- mouth should be fairly close.
03:29If you want something even finer, you can temporarily go into here, hit F5, and it gives you a much
03:35wider range of secondary mouth shapes to choose from. So maybe you like something like this,
03:43with a little slight gap between the teeth. Pull that back and then just remove these
03:51frames to get back to the right timing.
03:55Now I'm seeing something weird happen, as often does.
03:58When you create these secondary keyframes, Flash then has to take its best guess of course,
04:04what that shape should be, sometimes it adds points that aren't needed.
04:07And if we go really close on the upper lip, I'll show you exactly--let's see what happened.
04:19Something else happened, too, when I inverted those shapes: the upper lip became the lower
04:23lip. And let me see this in Outline.
04:25As you can see, I used the green outline for the upper lip and the blue for the lower,
04:30and then when we rotated them 180 degrees, things were worse.
04:33So let's fix that first, because I like things to be completely consistent.
04:37So I'm going to make a temporary layer above and then copy the lower layer back on top
04:43and drop them back down again.
04:46And now when we move through, as you can see, green on top, blue on bottom.
04:53You begin to see the virtue of having a consistent outline policy with your colors.
04:58Now, let's get back to fixing this weird little glitch on the e-mouth.
05:01And I caught that mistake because of the outline consistency.
05:06So again, we need to make a temporary layer on top, and let's just make a little empty
05:11placeholder for that.
05:12I hit F7, go to the d-mouth. Or actually the other thing we can do is simply draw it from
05:17scratch; it might be easier.
05:18Let's go to the Rectangle tool.
05:20Let's draw a box, and let's get rid of the outline.
05:24As long as the box is black, it can be the same color, and then just with Snap to Objects
05:31on, drag your corners to there and there, and hold down Alt or Option so that we create
05:37new points on the lower area.
05:39And I have switched Snap to Objects off because I really want to have a much finer level of
05:45control over this.
05:47Let me switch the outline color to black, so you can see it a little better.
05:54It's very important to get the shape tween to work right, that each of your frames has
05:58the same number of points.
06:00If Flash has to tween between a shape that has six points and one that has seven, eight,
06:07or nine, you really can't expect it to be totally accurate.
06:10So this is why sometimes you have to do these occasional redraws.
06:14And I think we--let's padlock the green, so that we actually are selecting.
06:18I am using the Subselection tool to check that these points are fairly close.
06:23Let's look at the layer beneath.
06:26As you can see, on the green layer, the one that Flash made automatically, there's far
06:30too many points.
06:30That's why the tween was going berserk on us.
06:34So I think let's just take the upper level, the corrected one, and drop it down, and that
06:42will replace the one beneath.
06:43Right-click to create a shape tween.
06:45Let's just pull that in a little bit and see if that works.
06:51And there we go! That bizarre effect seems to be gone.
06:56So I'm just going to unhide everything, and there we go.
07:03With this mouth, as you can see, with these eyes looks more sad or concerned.
07:07To pull the eyebrows down into a V shape would create an angry mouth,
07:13so it's one way for getting two for one.
07:17And the last thing we need to do is I like the mad or sad mouths to begin and end with
07:22the angry or sad closed mouth.
07:25So let's select the close mouth in the angry sad state, hold down Alt or Option, and drag to here.
07:31And then more housekeeping.
07:32Let's just remove those tweens so that we've a solid untweened buffer between each of these.
07:37You could switch on tweening here if you like.
07:39I like to have this gap here; it's easier for me to read.
07:42So, there we go.
07:44Now as you can see, notice this, that the keyframes at the end of the happy mouth have a black
07:50line between them, and these don't. And this really, really puzzled me when I saw it.
07:54This seems to be a recent behavior of Flash: when you switch tweening off, it pulls the line away.
08:02Now this can be worrying, and it was worrying to me when I saw it, because this has a specific meaning.
08:07Now I'm going to open up, in your exercise files folder there's a project called 02_03_sync,
08:12so let's open that.
08:15I'll sync test.
08:16Let me show you what this means, if you're not familiar with it.
08:19If you're familiar with it, then you probably don't need to be watching this, but if you're
08:22not, this is worth seeing.
08:23I made a symbol with nine frames in it, from 1 through 9, numbered 1 through 9 graphically,
08:29and with this syncing effect, when you select motion tweening and you click on the area,
08:36in the Properties panel you can switch syncing on or off.
08:39What syncing means is that all of the keyframes following the sync don't have a line separating
08:44the keys, and this means if you click on the first key and tell it to Single Frame, all
08:51of the ones that follow will obey that. And this final one doesn't because it's not synced.
08:55You see there's a black line separating it.
08:57So when I saw this happen on the dialog, I thought, oh no, there is no way to--
09:01there is some way that syncing has been activated and that's going to mess me up, because I like
09:06to have the fine control.
09:07I like to be able to set the individual properties of all the keyframes.
09:10And so what happens with this was, I obviously tried to remove the tween, and it's something
09:16that you often have to do.
09:17You have to switch tweening off, if you want to hold an object.
09:21And in this case, I can still set this to, for example, Single Frame and the frame that
09:27follows, I can make it Play Once.
09:28I can make it play from frame 3.
09:30There is no follow on from that.
09:31So essentially you will see this happen. Don't be freaked out by it.
09:35If you add another frame, it will be automatically selected with its own controller, and it's
09:39not going to mess you up.
09:40It's just, visually, for those of us who are familiar with older versions of Flash, it
09:44might throw you for a little bit.
09:45I don't see any reason to panic about it, and I've included this exercise file if you
09:49want to play with this for yourself and see if there's any potential trouble.
09:53I haven't been able to see anything that's an issue with it.
09:56So as I said, just proceed and be aware that you're going to see this, but it's not going
10:01to affect your workflow.
10:02So with that done, I think we're ready to move on to do the neutral mouth by look.
Collapse this transcript
Creating neutral mouth dialogue shapes
00:00Let's do one more mouth shape, just to be really thorough and this will be kind of a neutral shape.
00:05It doesn't have any particular emotional condition to it.
00:09So, same process as before, to begin with.
00:11Let's select the happy mouth, hold down the Alt or Option key, and drag those frames to
00:16the right of the timeline. And let's rename the happy label to neutral. And I am going
00:22to delete the b and the c mouths.
00:25Let's right-click and clear those keyframes.
00:28I am going to keep the d, the e, and the fs.
00:31So first, let's just work with the inner mouth, and let's go in a little close.
00:36I will just padlock it off, grab the the corner, and just pull it down.
00:42We don't want him to look angry, so this has to be carefully done.
00:46I am going to temporarily move that point up so the lines don't cross over.
00:52Let's move that.
00:54He is looking a little bit like he might be upset.
00:58We don't want that.
00:59Again, pull these corners up just a little.
01:01That's better, bland.
01:03And again, I like to check to make sure that we haven't accidentally merged. Ah!
01:09There, we did.
01:10So click on A or the Subselection tool, and let's find the trouble spot. And I am going
01:17to just remove that, go in really close.
01:22This is the one thing I wish I didn't have to do. It really gets tedious and that feels unnecessary.
01:30I wish the program didn't-- and it has done it again.
01:33It would be very nice if I just didn't do this, but it does, so we just have to deal with it.
01:38So okay, I think that--there we go!
01:41And let's scrub forward a little bit, and same thing for the open mouth.
01:48Take those points and just pull them down. And always test as you go.
01:55Always do this, as you do each key, before you go too deeply into it. I get into the
01:59habit when I do this of going back and forward, like one frame, two frame, to make sure I
02:02haven't caused any strange tweening glitches to appear.
02:07Pull the corners down on the e, same on the f.
02:12I am not going to worry about the end just yet.
02:14Let's keep that the way it is. Okay.
02:17Let's lock that, and now that this is working, don't forget that the mask will be the same as that.
02:23So the first thing we can do is select these frames, hold down the Alt or Option key, and
02:29drag them up to the mask layer.
02:31And if you feel like you are getting lost-- sometimes I find it hard to read across all
02:36these little dots--just move these a little further over.
02:39That makes life easier.
02:40Okay, then let's be sure we're padlocked, and let's go to the upper lip, go to outline, and
02:47we simply repeat this. Making sure that the Snap to Object is on,
02:51we'll just drop that down.
02:53Again, the same issue will hit us here.
02:56The other thing that we could do is simply copy the mask layer to the upper lip and
03:00color it black, but I think this will be okay. Padlock that, same with the lower lip, again,
03:07working in outline, and let's move to the d.
03:11And I find it helpful just to work on one at a time, so hide the other if you think
03:14it's becoming visually confusing, like that. Then let's do the upper, and let's see if I
03:22got too low. The danger is that these lines at this point cross and get too thin.
03:26So I am going to pull that out, pull that in, and then move that back up.
03:31So now as you have to do these little double steps to work around balancing this other
03:35line. And I just continue through the rest of these.
03:40I think we have to fix some of the blues.
03:51Hide the green layer.
03:59Okay, so now let's switch them back to black so we can really see what's going on here.
04:04And I am moving through it frame by frame.
04:10You will see these little areas through the course.
04:12If I were doing this for a full production, I would spend a lot of time going in and really
04:17fine-tuning these lines.
04:19So don't feel like because you see shapes like these, these little bumps, believe me,
04:23they can be ironed out.
04:25It's just a question of putting in a little bit of polishing on them.
04:29But even so, if you look at this in real time, it moves past so quickly that even those little
04:34bumps that need them go right pass the eye.
04:37Okay, so then I think we have pretty much everything taken care of here, apart from the teeth.
04:42Let's check them.
04:44They're looking pretty good.
04:49I will put the mask on.
04:52I am happy with that.
04:54So the next thing will be just to make the secondary keyframes for the c mouth. And I
04:58will pick the middle point between the a and the d, hit F6 to make those keys, drag it
05:02over. And I am going to pick something very close to the closed mouth and hit F6 to make
05:08those keys and drag that over.
05:11And these are the ones that you have to watch very carefully to make sure that no little
05:14errors or additional points were created.
05:17And we're good!
05:19And now I am going to select the a mouth frames, hold down Alt or Option, and drag them, so
05:24we begin and end with the neutral mouth.
05:26Then right-click and remove the tweens.
05:28And again, we have the same issue with what looks like a synced keyframe here and here.
05:33As I said in the previous movie, don't worry about that.
05:35In older versions of Flash, this would have really bothered me, but now, if I were to
05:38make new keyframes here, they would not be synced to that automatically,
05:42so that's not really going to affect you.
05:45So now we have three sets, and a quick demonstration of how you would be able to utilize these
05:51for a dialogue scene.
05:52These should be fairly interchangeable.
05:54So for example, let's select the c happy mouth, Alt or Option and drag it over here.
05:59And when I select and copy these, I always select the label as well so I can see what
06:03shape I am dealing with.
06:04So I am just going to randomly select different mouth shapes from the timeline, from each
06:09of these three states.
06:13And this is a great way to test as well; you should drag as many of these as possible to see.
06:17You may have some transitions that simply are insoluble; it could happen.
06:22But if your geometry has been fairly stable and if it's been behaving for you up to this point,
06:26then it really should be pretty good. As you can see, here is our experimental line of dialogue.
06:33And the beauty of this, so much better using static shapes, this gives you so much power.
06:39It's the closest thing that I think Flash will ever come to blend shapes in 3D, and you're
06:43only limited by the number of proceeding mouth shapes that you've got.
06:48And you can add customs as well; we'll be doing that later.
06:50But for now, these three clusters of three different dialogue scenes, they will give
06:55you a phenomenal amount of control, especially if somebody does a long drawn-out, like, "woo-hoo!"
07:01then you would simply pick that woo-hoo
07:03into here, the f to there, and you could make that for 400 frames long if you wanted to.
07:08So you could even do things by moving the teeth around.
07:11The teeth don't have to be, for example, in these positions.
07:14If you had a Clint-Eastwood-style line of dialogue, there is no reason why you couldn't
07:19stretch these down and have the guy talk through grinded teeth, like a cowboy or something.
07:27So again, just to raise your ideas about what this system is capable of, it's very flexible.
07:33So with that, we're going to move on and do some unique mouth shapes.
Collapse this transcript
Building unique mouth shapes
00:00Now that we have three standard sets of dialogue mouth shapes,
00:04let's do something that's a little more interesting and dramatic, because obviously you want to
00:07have something that's not just conversational, like these, although these were cover you for most purposes.
00:14So I have created, in this project file 02_05, three new unique mouth shapes that are really
00:19wide open, kind of gritted teeth, like grr and like a huh, like he is really, really dumb.
00:26So let's see how we would proceed about rigging these.
00:29Now, I have set up some placeholders here.
00:31We've got on frame 64, the basic starting happy mouth on frame 1; on frame 70, the
00:39jubilant mouth; on frame 76, the furious; and on frame 82, the puzzled, and then we will
00:47go back to the basic happy mouth.
00:49So let's just select the a-mouth from the happy set. And I will Option+Drag it to here,
00:57and let's just copy it to all of these.
01:02And the other thing, let's just set tweening on for all of these as well: Create Shape
01:07Tween, Create Classic Tween, and Create Shape Tween. And the other thing that you will notice
01:13is that the reference, we're going to be drawing over this big black thing.
01:16It's probably too dark, so let's just lighten it up a little bit.
01:18I am going to pick this gray here and copy it again, just to make all of these mouth
01:26shapes light gray, and then padlock that, and then we'll be able to see what we're doing
01:30over it, so it's nicely faded out.
01:32So once again, I like to work, usually when I am doing dialogue like this, is is to work
01:35with the mouth inner, because it's kind of the big outline form.
01:39It's the first thing that you're really going to see.
01:41So let's magnify and zoom in, get as close as we can.
01:45For the purposes of this course and for most of the work that I do, I like to use a geometry
01:49shape with 6 points.
01:50As you can see here, as I begin to pull it apart, we have a pretty basic shape. Oops!
01:55We lost one of them.
01:56Let's come back.
01:58And let's switch off Snap because it is kind of getting in the way a little bit.
02:02So you could create a new hexagon and work from that.
02:06I find it just as quick sometimes just to work with the existing shape here.
02:10And also, you can go back and forward frame by frame as you work.
02:13If you ever find you're having shape tweening misbehaving, this is a great thing to do.
02:18Move one point at a time, go back or go forward, still good.
02:22If you pull these midpoints, nothing will happen of course.
02:24The danger happens when you pull the corners.
02:27So we're still fine, and there we go!
02:30So there are a couple of ways. You could perfect each one vertically or you can just keep going
02:35to the next shape and pull that and do them one at a time.
02:39I like to work vertically. I like to take on one shape, working, and then move on to the next one.
02:44So let's padlock that, and then I am going to just move the timeline over so I can see
02:49what level I am working on more easily.
02:50So let's hold down this key.
02:52Alt or Option and Drag to the mask level, to copy that. And let us have a look
02:58at the mouth inner and solid color, because now we're going to move on to the lips.
03:04I think the easiest way to do the lips is simply to copy the mouth inner to each of
03:10these, and let's just do with the upper one now.
03:14I am on the lip upper. Let's make it black.
03:16And all we have to do is pull these shapes up to match.
03:21By copying the mouth inner and duplicating it, half of the work is done for us; we don't
03:25have to worry about aligning to there.
03:29And don't forget to test.
03:30We move back. Ah! And we're seeing some strange lines crossing over here.
03:37So let's see if we can fix that, and it's gone.
03:42It is just simply a question of taking the point and pulling it slightly to the right.
03:45I won't lie to you, sometimes you have to spend a bit of time doing this. Sometimes
03:49I will just delete an entire layer and start it over again or redraw a different point
03:53or try a different geometry.
03:56The reason why it's worth doing is once you get it, it's really, really good to have.
03:59And let's do the same thing now for the bottom layer.
04:02Let's hide the upper lip, change the bottom layer to black.
04:05Let's zoom out a little bit, and let's pull this down.
04:14And you'll see me toggling back and forth in the timeline.
04:17And the same thing is happening again.
04:20That's really irritating.
04:22So let's go in and see if we can fix that.
04:26It's been moving this maybe left or right, up or down.
04:32It's not the end of the world.
04:33I am dubious as to if it gets to a certain point, if you would even notice it, once you're
04:38playing this at 30 frames a second, but obviously we like to get this as clean as possible.
04:43So let's move that to here, so we can really see what's going on.
04:48I've also want to click on the Subselection tool to see where our points are.
04:52Maybe they're just not aligning quite right.
04:53Let's move that up.
04:56And let's zoom out a bit, see if that works.
05:01That's much better.
05:03So that's the process for dealing with those little strange crossovers. Move that line
05:08down, and we have that fixed.
05:11That wasn't too bad.
05:13And then the next step is the easy part, is to just change the teeth to match the reference.
05:20So let's switch off everything.
05:21Now, sometimes I get lost with all the levels, so I will switch everything off, except--okay,
05:24I need the reference layer.
05:26But I am on the teeth upper, let's go into Outline, and maybe let's keep the mouth inner
05:33level, so we can see exactly where we are with the vectors, and then use the Free Transform
05:37tool, the arrow keys to nudge the teeth. Same thing with the bottom teeth. Let's switch them on,
05:45put them into outline.
05:46I am using Shift and the numeric keys to move in big increments.
05:53Switch on the tongue layer. Let's bring that down, great!
05:57And padlock them. Now we have a really nice transition into a really exuberant, jubilant yell.
06:08And then the last thing to do is the lip layer.
06:10Let's pick that on.
06:11You see by clicking on at the bounding box you can see roughly where it is, so let's
06:14drag that down. Subselection tool. And that works great!
06:22So that's the first one.
06:24As you can see, it didn't take too long.
06:25The only annoyance plus fixing the lips for that little glitch.
06:28Let's go on and do the furious mouth and see if it will be as painless.
06:32So we'll try the mouth inner. And again, make sure we are on the right layer.
06:38Let's see it in full color. It looks good!
06:43There is no little weirdness around the corners of the mouth. Everything is solid. And let's
06:48quickly check the--we've lost one of our points.
06:50It happens sometimes.
06:51It's not the end of the world for something like this, but I'd like to get it back, just
06:55to be picky. Let's put Snap back on.
06:59See, there it works now.
07:05So I can pull this point and the edge is still there. Same here, same there, same there.
07:12So, we still have our original level of control over this.
07:15Let's padlock that.
07:16Don't forget to copy that to the mask, which is identical.
07:19We'll also copy that to the lip lower and the lip upper, and let's color these both black.
07:25Okay, hide everything again. Let's look at the mouth inner level and just the lip upper,
07:34and now just start to pull the corners up a little.
07:42Hmm, it looks like something happened. I didn't test this,
07:46but something was happening when we moved from the jubilant mouth into the furious mouth;
07:51it's not quite tweening right.
07:53So this is a point where we could consider, I think, adding a hint. But again, if we do
07:57decide to add hints to these, then they have to be added to any future transitions, and
08:02I'd rather not do that.
08:03So let's see if we can go back and tweak this somehow.
08:07I'll click at the reference layer.
08:10It might be necessary to play with the shape of this mouth, and maybe pull the corner up slightly.
08:22The corner here is at this point, and Flash is doing. Ah! There we see.
08:26There's one point too many.
08:28That's why it's getting out of control.
08:29Again, I am glad this happened, because you will face this if you do decide to use this
08:34method in your work; there's no escaping it.
08:37These little glitches happen, and here's how you cure them.
08:40Let's hit Subselection again, and now we're back to 6 points. Phew!
08:45So let's click on that. Alt or Option, don't forget we need to repeat the process.
08:53Copy it to all the levels that we will be building this on.
08:57So we've copied the mouth inner level that tweens property now.
08:59Let's back to the mask and lip lower and lip upper.
09:02So I am going to go to the lip upper, make it black; lip lower, make it black. Okay.
09:11Now, with the mouth inner on and lip upper on, we can get back to fixing this.
09:15Let's pull these points up.
09:19We will switch off Snap to Objects if you want to go really fine.
09:24That's beautiful. Padlock that, hide it, and add the lower lip.
09:31Now we're getting across over here, and this is something that you could spend some time
09:36nudging with, trying to purge that artifact from it.
09:40But I have to be honest, some of these go by your eyes so quickly and you're going to
09:44be looking at them at about, something like this size, unless it's like a super, super
09:50close-up, let's play this at 30 FPS and see if you can see it.
09:53It is so fast, not even teeth on there.
09:57You can barely notice it.
09:58So for this purpose I am going to a slide.
10:01I mean, I don't know to what extent you think that it will be worth your while spending
10:05half an hour trying to get that little crossover to go away.
10:10But it certainly is possible. It's just a question of playing with these shapes and
10:14making little compromises, perhaps with the design. You can see that that actually made it worse.
10:19So basically, the point of the process here is to make a change, go forward a frame, back
10:24a frame, make another change. Don't make 20 changes and then go back or forward.
10:28But that's more or less covering the shape of the mouth, and it's moving by pretty quick,
10:32so let's just leave it for now, and I am going to drop in the teeth.
10:35Let's hide everything now except the reference layer, the mouth inner in outline mode, and
10:41drop in the teeth, put them in outline as well.
10:44I said at the beginning of this course that working in Flash is a bit like making a Frankenstein
10:51monster, and this is exactly the kind of thing I meant.
10:54You're constantly dealing with slightly glitchy behavior, and it's a balancing act to try to
10:59get the best value out of the program that you can in a reasonable amount of time.
11:03So the last little correction to make here will be on the lower lip.
11:09Let's see if that works.
11:13Let's hide the Reference.
11:14And actually, I will pull the lip up a little bit.
11:22So now we have a neutral mouth that moves into jubilant, into an angry position. Notice
11:27you can see that little lip, the area here,
11:30it's kind of hard to see. And I will leave you to do the puzzle, appropriately enough, as an exercise,
11:37and that's this shape here.
11:38I hope you can manage that without too much brain bending.
11:42But again, I stress, be patient.
11:44You will find you'll probably have to make a couple of passes at this. Don't give up.
11:48If you do it once and it doesn't quick work, stick at it.
11:50I tried this first many years ago and I gave up on my first attempt.
11:54I just got discouraged.
11:55And by the time I got back into it, three years later, I realized, oh!
11:59If only I had stayed with it for another couple of hours or a day or two, I really would have
12:02gotten so much more value out of the program.
12:05So don't be afraid to experiment and to try different approaches to get the effect that
12:08you're looking for.
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3. Facial Acting
Creating jubilant expressions
00:00Moving on from the previous chapter where we did a lot of work on the mouth, and where
00:03we created all these dialog actions and custom mouth shapes, now it's time to turn to face
00:08and to see how we can adjust the face to match those mouths so that they all work together
00:13in synchronicity. So I've done a little a bit of housecleaning in the library just to
00:18clean things up, because as the project grows, you have to, obviously, keep on top of your
00:22symbols and how they're named and so forth. So what I have done, I took the mouth symbol,
00:27which is previously called mouth, and renamed with space mt A. The reason why I put a space
00:31in at the beginning is so that all of these symbols go on top of the folders where I store
00:35all the reference images and all the secondary symbols. And I put the head symbols at the
00:41top, as well as the mouth symbols, because I regard the mouth symbols as almost as important
00:46as the head, and I don't want them getting lost inside the hd Folder. If I was doing
00:50a body, I would call it bd, and I'd put the body bits in there. So here are the other
00:55symbols for the different parts of the head, the nose, teeth, et cetera, and the mouth.
01:02I call it mt A because A of course is the front view, the portrait view. And I've taken
01:07the hd 1 turnaround symbol. I duplicated it, so we right-clicked and duplicated, and created
01:14the hd 2 Facial acting scene, and this is the scene in which the symbol in which we
01:20will create all of the facial work. So lets double-click on that. And what I've done is
01:25I went inside the mouth symbol, took the emotions label level, copied those frames, and then
01:33pasted those frames inside the hd 2 Facial acting scene. And if you scrub along, you'll
01:41see that here we have labels that will help us time and synchronized the mouth with these.
01:48So that's pretty much where we are. On top of that, if you scroll down to the bottom--let's
01:51collapse the head folder for a second and hide that. And at the very bottom level, I've
01:57put some reference images, and what we have--let me zoom out, so you can see all of these pretty
02:03much in full. We have the jubilant face, the furious face. As you can see, I've pushed
02:12the expression on the eyebrows so you can see a good strong contrast from one to the
02:16other. So okay, let's open up the head folder . And as you can see, too, we kind of having
02:23to scroll up and down at lot, and I really don't like doing that, so let's adjust our
02:26workspace back to the, I think the Vertical will work much better than this. And I am
02:32going to move it forward just a little bit and try to squeeze these so that we get as
02:37much real estate as we can. And we're going to be working almost entirely within--well,
02:45entirely within this area here. You can see beneath the head as I scrub through, the reference
02:51images are flickering through. So let's click on the mouth and get that mouth in the Properties
02:57panel to play once. And you can see that the timing matches one to one. You'll see it more
03:05clearly if I hide all the layers except the mouth, and if we see the reference beneath.
03:16Okay, so the next step is to set up keyframes on the head level, so select these and hit
03:28F6. And pretty much not everything, but most of these layers are going to be animating,
03:33in particular the eyebrows, the nose, and let's look at the face by itself again, or
03:38the reference I mean. So the jaw certainly will be moving; the mouth will be moving,
03:42or motion tweening; the nose would be moving; but maybe lot of these won't, so let's just
03:46go through one at a time. We need the jaw. Let's make that, I believe he is a Shape Tween,
03:55the mouth, the Motion Tween, Classic Tween that is. You will see the eyeball will Shape
04:03Tween. The pupil will Motion Tween. The eyelid will Classic Tween. When I say Motion Tween
04:11I mean Classic Motion Tween, which comes up as Create Classic Tween. The brow will Shape
04:17Tween, and whether or not it Shapes or Motions, if its a symbol, it will Motion Tween. If
04:22it's a shape, it will Shape Tween. And you can tell by something click on it. If you
04:25can see a blue outline, it's a Motion Tween. And I think the nose as well, the nose will
04:31also, so let's set that up. Okay, so once again, lets switch things off and let's work
04:38with just the things that we need to work with. So the first thing, well the big one,
04:42I guess, the jaw. And you might find out that the outline color is a little washed out.
04:46So let's change it. You're not stuck with what I've got here. Let's use a slightly darker
04:51one, and we will try to get the jaw as close as we can to that shape, so I am going to
04:57use the Free Transform tool rather than just pushing and pulling points from it from the
05:02get-go. There is also a Distortion tool. Let's see if it will allow us to use that. So I'm
05:08clicking Distort in the toolbar. As you can see, I'm changing the actual shape, not just
05:18scaling or skewing. And again, go back. And I'm seeing some artifacts here, so it's possible
05:25that some rogue points have been added. I believe they have. There, and let's compare
05:33it to the first one. We should only have five points and somewhere along the line we've
05:39been given extra ones. So let's get rid of them. Let's hide the reference layer for now
05:45and let's put to snap it back on. Usually you can get rid of this by doing this. So
05:55I'm going to use Selection tool again. It's also possible to delete these by doing this,
06:00but the problem I found with doing that is sometimes it can cause issues. I am going
06:04to try it now and see if it works. We are still having a problem here. So what I will
06:09do to get this to work is copy that and paste it into an empty keyframe directly above the
06:16original. And I am going to do what I kind of tried to avoid during the first time around,
06:20and I'm just simply going to directly pull the points. Sometimes one method will work;
06:27sometimes another method will work, so in this case I'm going to give up on one and
06:31try another. So let's take that keyframe and drag it down, right-click, and reselect Shape
06:38Tween, and let's see if this works, and this one does. Again, this is like using any approach
06:44that will work. There isn't going to be one that works for you all the time, but there's
06:49a sufficient number of different methods and workarounds that I think you can probably
06:53do many, many things you can think could be impossible. So let's select the reference
06:58layer back on and look at the mouth. And the beauty of the mouth, because it's nested as
07:03a symbol, you could really push this. You could you rotate it and move it into all kinds
07:08of wonderful positions. But right now we'll keep it where it is. And we have the--let's
07:13see. Let's do the brows; they're kind of fun. So I will activate the left brow and the right
07:18brow. Let's grab them and move them close to where they want to be. And again, let's
07:33pull the points without kind of crossing over the lines and messing everything up. Let's
07:37switch the Snap to Objects off for finer control here. And again, once you make a few changes,
07:43be sure to do a test. Well, this is where I like to activate the tweens before I begin
07:47to work, because I can actually test the health of the tweening process as I'm working. If
07:55you were ever a traditional animator, this is more like flipping paper than computer
08:00animation. Okay, that's, the eyebrows are nice. Let's do--anytime, too, I tie something
08:08down that like, I padlock it, and it's a nice way of seeing your progress as well: done,
08:12done and done. The next thing will be I think the nose. Let's look at an outline and compare.
08:21Maybe we can push it up just a little bit, padlock that, and I think the lower lip down
08:26here. Well, that's inside the mouth symbol; I don't need to worry about that. So the next
08:30thing would be the eyes. And we have three layers that constitute the right eye for example.
08:36Now for this, I like to just switch off the pupil. And it's very important, I can't stress
08:41enough, that you move the invisible eyelid which contains the eye blink and the ball
08:47together. Don't let them drift apart, because they are designed to work as a pair. If I
08:51double-click it to go inside the eye blink, we have this guy. Let's go back out again.
08:57We got lost here, easy to do. Let's go back into the library, double-click on the facial
09:02acting symbol. So like I was saying--and let's just look forward to the point that we were
09:10at--we want these two to go together. So if you have padlocked everything around them,
09:14you can just simply select them with a vertical click, and you know that all you have got
09:19to worry about now are those two. So when you adjust these, when you play with these,
09:23then any operation that you perform on it has to happen equally to both; otherwise,
09:27the eye blinks will slide out and you will see areas of white above and below the eyelid
09:32level. And you really, really don't want to have that happen. So by doing it like this,
09:39the eye blink is distorted to match perfectly with the eyeball area. And the pupil is a
09:46separate thing. Don't operate on that because you want to keep that nice and round; just
09:50move it by itself. Once done, lock them. Now repeat the identical process for the right.
09:59Again I also like to do this in outline. And if you draw a bounding box to select them,
10:04just be sure that everything else is padlocked. If you have another layer that's not padlocked,
10:08you can often accidentally select the background skin color. And probably safest way to select
10:13these will be just by a little vertical line on the timeline. And here, just be sure that
10:19you're matching the other eye. It doesn't have to be identical of course--faces are
10:23not property symmetrical--but you would like the blink to at least at the start height.
10:29That's not too bad. We've got the pupil, and just drag the pupil by itself into place,
10:40and now let's look at the whole thing in full color. We can probably switch off the padlocks.
10:47And there we have a nice little wow expression . The eye blinks are then built-in so if you
10:52want to see what they're going to look like, just double-click on them. If you feel that
11:00with all the skewing that the blink has become a little too, two sloped to this direction--that
11:05looks a little bit unnatural--then obviously we can duplicate this and change it to pull
11:10it down. We won't do that at the moment, but an eye blink symbol can be duplicated and
11:14modified as needed. And because you have one for the left eye and one for the right eye,
11:18later on, as we do turns and three-quarter views, it will be very easy to manipulate
11:22each one separately. Okay, so that's the first expression taken care of, and with that, let's
11:31just move out again. Make sure that he jaw is working, everything is working. With that,
11:36we can proceed to the next one, and I'll show you how we can test the tweening to make sure
11:42that we can remain consistent between more than one transition from the happy mouth to
11:46the jubilant mouth.
Collapse this transcript
Creating furious expressions
00:00So, we've begun the process of bringing the face to life.
00:05Let's go through this just a few frames at a time to see where we are.
00:07So you've got the mouth tweening into the wide-open happy expression, and the eyebrows
00:12are moving accordingly.
00:14And the next thing we want to do is to take the mouth, which is currently moving, and we
00:18have the face moving into a more furious--
00:20I want this to be angry, not concerned.
00:22And if you look at our reference image on the bottom layer, now you can see that the
00:26eyebrows are coming down into a really like mean expression.
00:30So let's see if we can do that, because right now the face is in the default happy position
00:35or pose. It doesn't really match; it doesn't go well with the mouth.
00:38So again, let's zoom in. And switch everything off.
00:42Let's just work with the eyebrows for the moment. And they're not too far away from where I
00:46want them to be,
00:47but we are going to really see if we can twist them.
00:54And again, go through frame by frame when you are doing something really big like this,
00:56to make sure that nothing breaks.
00:58And as I go back and forward and toggling, you can see that the shape tweening is holding up.
01:05The second the shape tweening starts to spin or do anything weird, then stop and go back
01:09and head undo and try something else.
01:15That's pretty much as I wanted.
01:18Shape tweening is great fun when it behaves itself, when it works like this.
01:23If it doesn't, if it spins, usually it's because one of your points has moved too forward to
01:28the left or the right.
01:30Let's go into outline, and we are working on the green one now.
01:40And next will be the nose. It helps to do that in outline as well. Oops!
01:45Back to the furious face. I am going to scrunch this one up.
01:50And let's also scrunch up the volume a little bit.
01:52Now, if you're going to do this, like move the nose up a little, then don't forget
01:56to widen it also. And now we will do the eyes.
02:02So, padlock all the layers that we're happy with, and the layers that we are going to be
02:06moving now are the right eye, the right eyelid, and the right eyeball.
02:12And remember from the previous movie, that you need to move these together so that the
02:16eye blink always matches the area covered by the eyeball. There we go!
02:23Padlock those, and now do the pupil by itself.
02:25It's pretty close to where we want it. Same process for the left eye, and always easiest
02:34in Outline mode.
02:35Now, to see exactly where it's going to be, let's put the left eyebrow into outline as
02:40well. And I am going to select. And again, don't forget, it helps if this point here is
02:50on the same line or latitude as the other one.
02:55Okay, that's good. Padlock those. And I think the eye is very close.
03:09Okay, now I am just going to show everything, and let's hide the reference layer, and see
03:18what this looks like.
03:20So now you have an idea of how we go from our starting pose, which is happy, to our wide-
03:27up jubilant, to angry.
03:30And let's just test by unhiding the reference layer, and let's hide the head layer, and
03:37now we can toggle, oh! I forgot the jaw.
03:39I thought there was something.
03:41So, let's just look at the jaw layer. And I am going to pull these points, scrunch it up.
03:47And I am pulling these lines in so I can target the exact point that I want for the edge. Oops!
03:59Something broke there, so you see it's going a little bit spinny.
04:02So I am going to hit undo a few times.
04:06You see, it happened around here.
04:11That's still okay.
04:14So what I am going to do now, I am going to change one thing very slowly at a time, and
04:18that will be fine.
04:22It's still working. That's good!
04:25So I think instead of moving that point any further, let's do that.
04:29That's exactly how you deal with a spin without having to deal with a shape hint, which
04:33we do try to avoid.
04:35We will apply shape hints in the later chapter, but for most of these morphed mouth shapes
04:40and morphed faces, or tweened rather, it's really important to try to avoid shape hints,
04:45just for simplicity.
04:46I like to be able to freely copy between one of these expressions into another.
04:50So, with that done,
04:53let's hide the reference layer, unhide the rest.
04:57There are other things you could do.
05:02I mean you can always, for example, bring the hair down a little bit.
05:12If you wanted to try to look like it's maybe sweaty, and it's tracking his forehead down
05:17a little, maybe pull in the volume a little. Lots of things that you can do to try to add
05:26as much life as possible.
05:27So, there we have it!
05:28I am going to leave the puzzle face for you as an exercise.
05:32So essentially, what you would be trying to do is to match this expression from this face.
05:38So, in Outline mode, as you can see, maybe be trying to move the eyebrow into this up
05:42position, and the other eyebrow into that position, and stretching the right eye, the
05:47green eye, into this wide-open point that's up here. And it's a fairly straightforward
05:52exercise I think. I don't think you'll have too many problems with it.
05:55So, in the next section, we will move on and add some creases and extra layers to this
06:02that will really finish it off.
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Fine-tuning expressions
00:00Now that we have the face acting and the mouth articulated, let's go and see if we can add
00:06some extra details that really polish it off.
00:08So if we double-click on the facial acting symbol so we are in the right place, being
00:13careful to never go into the turnaround by mistake,
00:17we have the three extra expressions--jubilant, furious, and puzzled--working into and out
00:22of our basic happy.
00:23So lets take a look at the reference images for a moment. And as you can see, there are crease
00:29lines at the edge of the mouse and underneath the eyes.
00:32These really will help to give us the feeling of like a fleshy mass rather than just a bunch
00:37of vector lines moving around the place.
00:39Okay, so let's go back and have a look at the color again.
00:43So what we need to do is to add these lines, and if we are going to add lines, I like to
00:47know where additions are.
00:49For example, these additions are going to be in the turnaround symbol.
00:53This symbol simply doesn't need them.
00:55They are only going to exist, for the most part, in the Facial acting symbol or comp.
00:59So let's go in there and see how we should add these in such a way that we know there they've extra.
01:04They are unique.
01:05So I think the best place to put them would be maybe 4 layers beneath the hair top level.
01:11And in order to identify them as additional layers, let's give them uppercase names, and
01:16I reserve upper case as a flag, basically, as a little red light letting me know this is
01:21something that I have added for a special purpose.
01:24So the top layer is called MOUTH R; beneath that, MOUTH L; beneath that, CHEEK R; and beneath that, CHEEK L.
01:38And let's color the outlines medium green, medium blue, dark green, and dark blue, and
01:57let's put in some F7 for blank keyframes.
02:01Great. So lets start drawing.
02:03Quickest way to do this is going to outline mode, padlock everything except the layer
02:07we want to work on, and go to the jubilant.
02:11Zoom in, and let's just draw with the Line tool. And let's put Snap on, Snap to Objects.
02:23I think we can color this, the probably gray area can be okay. It wasn't closed.
02:31Let's close the edge and fill, and I'll double-click on that line to get rid of it, and there we go.
02:40I'll do the same thing on the other side, and that we'll be the MOUTH L.
02:46I have got a pink color, paint that in, and we can get rid of those lines.
02:56And we'll do the same thing now for the CHEEK R.
03:01This will be a slightly different in that it has to have two separate areas. The first will
03:04be the dark line, and that will define the actual line that you see here.
03:10But we also need to hide the white of the eye, this area here.
03:16So let's expand that to this point.
03:20That should do it. And let's color that in, again, with the dark here and fleshy color
03:30which I want to put in here to hide the eye.
03:33Let's unpadlock everything and we'll sample that with the eyedropper.
03:37There is our skin color and then we will paint it in there.
03:40And now we've that area masked out--well, not masked out, but covered up. And now I want
03:51to duplicate this to cover this side, so that's just Alt, Option, and drag, Shift with the
03:57Arrow keys, Modify > Transform > Flip Horizontal. There we go.
04:05Let's zoom out. Now, as you can see, they pop in, and we need to go a little more naturalistic
04:15than that. Actually, now that I look at it, I think these creases will be better served if they were a little
04:21closer to the edge of the mouth.
04:24Okay, so let's copy these, Alt, Option, drag, go in tight, and we can click. Actually, let's
04:35padlock everything again except these four layers and just drag the crease to where you want it to be.
04:45Now let's activate shape tweening so we can test this as we go.
04:51And already you're seeing a flicker right there, which is just good.
04:55I am glad you are, because you see the one on the left, the right eye, his physical right
04:58eye, is working fine even without moving. The one on the left is actually misbehaving even
05:03though it's not moving or changing or doing anything differently.
05:06This is the mystery of shape tweening, so I'll show you how in each case we can handle this.
05:12So first things first.
05:14We don't need these creases to be visible on the standard beginning, so let's hide them.
05:19And how we'll do that is we will simply paint them with skin color.
05:24And now they'll fade in, so that's now it taken care off. Let's hide them.
05:30Now let's go in very close to this eye and on the beginning, this is the CHEEK R level,
05:36let's pull it down a little and in. And let's do this in outline so we can really having
05:41much closer look at what's happening. And what I want to do is to have this completely away
05:46from the eye so it's not visible at all in the standard position.
05:52We'll take care of the color in a moment. We'll do the same thing on the blue eye.
05:58Okay, let's see. And suddenly, it seems to be behaving again.
06:06I have no idea why and then I don't think anybody will.
06:10Some things work in shape tweening; some things don't, and a lot of times you are simply playing
06:13with different combinations.
06:15I wish it was more stable than this, but these are just the vagaries of the thing.
06:20Right, so now the question is, how do we hide this?
06:24If I color it with the skin color, then that will turn this into one big shape and the shape
06:29tweening will become unstable.
06:30So we need to keep this as a completely separate area.
06:33So the best way, I think, to do this is to make it that color that's extremely close to this
06:39color but just slightly different by the tiniest of amounts.
06:42So be sure we have this color activated, hit Escape so it's deselect, and then let's go
06:48into the fill and select this widget here so we can play with it.
06:54And on this side, just move it down slightly enough, just to change these numbers by 1 or
06:592. Click OK and now we fill that area.
07:03They look the same, but they are not.
07:06You can see we have two completely different colors there.
07:09They are not completely different, but the human eye will never detect that.
07:12We'll do the same thing on the other side, and now everything fades in. And let's unhide
07:20the creases here.
07:23This is the trickiest part of the whole procedure are the fade-ins and the fade-outs.
07:28I say tricky; it's still pretty minor.
07:30It's so worth to see these appear and then disappear into the relaxed state. So that's that.
07:36Now the one thing I want to draw your attention to is the glitch that we saw earlier on the left cheek.
07:42If that persists and you simply can't deal with it, then the other solution is to split
07:48both of these areas onto their own layer.
07:51I tried to keep them on the one layer for simplicity's sake, but at some point if
07:55I hit the wall where it simply won't do what I want it to do, then that's the solution,
08:00to separate the light from the dark.
08:02So with that, we will proceed and do one more of these. And I think if we take these, Alt,
08:11Option, from the very first frame. Actually, no, it's not.
08:14I'll take the second and drag them to here. And let's padlock everything again, just to
08:20be on the safe side, because it's so easy to accidentally modify or select something else.
08:27And let's create a shape tween so we can scrub through, and there is that clear
08:35glitch again. And let's get Snap off so I can have a finer control over this.
08:46With these ones, I find it's very easy for this guy to spin around 360 degrees if you move
08:51the corners too much.
08:52So there is a kind of a limitation as to how aggressive you can be with moving the edges of the mouth.
08:59You'll find your own limitations with that. The CHEEK R now.
09:05I need to have look at what the reference was. Yeah, the reference on this, the crease, was
09:10going down this way. So let's do that.
09:16Super. And on the other side, the crease is moving a little over that way. And here we
09:26see the little wonkiness.
09:27So what I am going to do, so you can see the process, I am just going to split this myself.
09:31So right now it's CHEEK Left, so let's make a new layer, put it below. CHEEK L skin we'll call it.
09:43Let's bring this out a little bit. And the quickest way to do this is simply to select
09:49all of the upper layer and just duplicate it, Alt, Option and drag. And to be thorough about this,
09:55let's just look at this layer completely by itself.
09:58In Outline, I want to get rid of the upper layer completely, so that we're just leaving
10:05yourselves with the skin tone. And on the layer above that, we will do the opposite,
10:12so that we're just left with the line. And now if you look at it in outline, perfect.
10:25So sometimes that's just a sacrifice that generates one extra layer.
10:29I like to keep the layer as few as possible, for obvious reasons. We're already filling
10:32half the screen, most of the screen here, but sometimes it's just not worth the time
10:36to mess with it any more than that. And you can see already from this transition to this
10:41one, it looks really great.
10:44You really feel like he has cheeks and muscle mass there.
10:48So the other thing I'd do, be sure that we end on the same thing too.
10:51So let's just copy the beginning to the end,
10:54this one as well, and switch off Shape Tweening here.
11:01And I'll leave it to you as an exercise to add your own creases wherever you think you
11:05can get away with, and I think you will find there might be issues with some of the creases
11:09around the mouth if you push them too hard.
11:12Do it; push too hard. Find out how far you can get with this before it spins.
11:16You'll see pretty quickly what the constraints are.
11:19It's good to know what the programs breaking point is so that you know not to exceed it
11:23when you begin laying out these kinds effects with characters.
11:26So with that done, I think we're ready to proceed to the next chapter, in which we will articulate
11:31and pivot the head to give it even more flexibility and natural quality.
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4. Rotating the Head
Clock rotation demonstration
00:00In this chapter, I'll demonstrate a technique for really loosening up the head
00:05of the character, because the last thing you really want is to have them in the
00:08same static direction over and over again.
00:10So you'll find yourself tilting their head up, tilting it down, moving it left,
00:14a little bit right, and making it very tedious.
00:18So why not put all the tedium and all the strain in one place, and then you'll
00:23be able to get it over with.
00:25So what we're going to do is to create a comp or a symbol that contains all
00:29of the angles and directions you'll need in one place, and then you'd be
00:34able to play with it.
00:35Now to demonstrate that, I use what I call the clock system, and that is
00:39starting from the A pose which is looking directly out at the viewer, we have
00:42the head tilted up into the 12 o'clock position over to the 1 o'clock, 2, 3, and
00:48so forth, all the way through.
00:50Let's take a look what that looks like.
00:51Now when you look at this, you're looking at it in place.
00:55You can see, okay, it's not 3D, and this is of course a tutorial, so this has
01:00not been pushed anywhere near as far as it could be pushed, and how realistic
01:05and how nuanced this is really boils down to how many hours you want to put
01:09into doing it, and how much animation you think you're going to need from a given character.
01:13To give you an idea about how I would implement this in a single scene, here
01:17is a simple head turn.
01:19This was done simply by pulling in one of these, one of these, and so forth, and
01:26then simply dragging and dropping those frames over to here, as is needed from
01:30point to point, correcting an occasional shape hint which I flagged here with
01:34these little red flags.
01:36And the end result is a head turn. This head turn took me about two minutes to do.
01:41Now had you asked me to do a head turn of a character from scratch, I
01:45guarantee you it would take the fastest Flash animator substantially longer than 2 minutes,
01:50and the beauty of this system is that all of these angles more or less will work
01:55with any of the others.
01:57Now there are issues, as you can see, red flags indicate shape hints. There is
02:01no way around it with something as aggressive as this,
02:04but again, this is a very, very small sacrifice to pay for this level of
02:08fluidity, and of course, this animation don't forget is nested.
02:11So in an external clip you can move the head even more on top of this to get a
02:15really, really lifelike animated performance from the character.
02:19So that's what we're going to be dealing with in the subsequent movies.
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Creating the twelve-o'clock pose
00:00Before we go any further, let's set up our interface so that we have the most
00:04possible real estate available, because obviously the timeline is getting pretty
00:08big now and we need to have as much of the timeline visible as possible for this
00:12to be doable; quick walk-through as well.
00:13I've set up this project so that the clock reference is all in place for
00:18this head turnaround.
00:19I'll show you that too.
00:20Right now as you can see, we're really cramped here.
00:22Let's set this up a little better, I'm going to rip this.
00:25Let's grab the top of this gray area here, pop that back.
00:28I'm going to grab the Library and Motion Presets and just dock them into there.
00:33And this little arrow on the top right, we'll collapse that, and I think I
00:38would like the Timeline to be vertical, and let's stretch it out, so that we
00:46see the entire Timeline.
00:48You may have a bigger monitor than me or a higher resolution, in which case you
00:52will have a little more legroom.
00:54Okay, so there we go!
00:56Now if you want to access the Properties panel, you can do so by clicking here,
01:00and the same with the Library panel,
01:03but it's nice just to get them out of the way, we won't need them that much. So let's do this.
01:09So I think this is looking pretty good.
01:11So let's save this. I like this setup.
01:14Go Workspace > New Workspace, and let's call this rigging_face_pivotclock.
01:22Let's do that, as long as we know what it is, okay.
01:26So as you can see, I've created a series of labels and they are separated I
01:30think about yes, one, two, three frames apart.
01:32And the nice thing about this is it gives you an in-between frame that's exactly
01:36halfway between the two keys and one on either side.
01:39So it splits up nicely into halves and quarters.
01:42So this is the process;
01:4312, 1, 2, 3, so forth.
01:46Beginning under the A head which is identical to the hd 1 turnaround.
01:51This is all happening inside a new symbol called hd 3 clock with a space at
01:56the beginning as well.
01:57So what you want to do if you don't have access to the exercise files is take
02:01the hd 1 turnaround, duplicate that symbol to create hd 3 clock, and then you
02:09would be able to construct it to look just like this.
02:11Again, with a three in-between frame gap between all the key poses.
02:16Okay, and the very rough reference artwork, you don't really need too high a
02:23resolution for this.
02:24The clock image--I'm going to zoom in on that for the moment,
02:28is basically based on the position of the nose roughly. It doesn't have to be
02:35exact, it's a rough guide, and it shows you the direction that we will be moving
02:40the nose into, roughly around the 12, 1, 2, and so forth.
02:43That's the range of motion that we want.
02:45And what I did was I created very rough sketches, let me play through.
02:52You'll notice that there's two of them are pretty clean, and that's this one,
02:57the 3 o'clock, which is identical to one of our turnaround poses.
03:01So essentially, what we're going to do is, as part of our rotation around in a
03:07complete circle, we're going to hit the three-quarters position.
03:10This will function for both.
03:11So it's a bit of a freebie.
03:13I'm going to hit it again on the other side here.
03:16And so, if we spin around slowly,
03:19we go up to 12, 1 o'clock, 2 o'clock, 3 o'clock, 4, 5, 6, 7, 8, 9 o'clock which
03:29will be the H position of our turnaround; 9, 10, 11, and 12.
03:33That's it!
03:34Notice how rough these are.
03:35I really did not need to have anything more than a very crude outline.
03:38You don't need to be a master draftsman to do this.
03:41And I put a layer of white on top here, so that the reference image is the clock,
03:46and the sketches for the face are faded out a little bit.
03:50Now that done, let's take this from the beginning.
03:53So we have the A pose at the beginning which we're going to work into at the end.
03:59So let's put a keyframe in, F6 at the end, just pretty easy.
04:05I'm going to create the 12 o'clock position here, right under the 12 o'clock label.
04:13And once again we have the issue of where to begin, and what's the easiest
04:16place to start with this.
04:18I think--let's find that the components are probably aren't going to move first,
04:22and the skull clearly is pretty much in place. That's locked in.
04:27The neck might not move very much at all.
04:30So let's padlock as we go.
04:33Now let's find something that does move.
04:35Although the nose bear in mind will be on different levels for later scenes, so
04:39we don't have to worry about these.
04:40And anything that's got an empty level, we don't have to worry about them either.
04:45And as you can see, as we go up it becomes a little clearer as to just exactly what
04:49levels we have to focus on.
04:51So at the top we have the nose.
04:53Let's move that up, Shift and the arrow keys.
04:58Let's padlock that, put it to Outline, and we can take the eyes for example
05:05of one side.
05:07Let's put them into Outline as well, otherwise they are quite hard to see.
05:10I'm going to select those layers and move them all up together.
05:13You'll see the difference between how crude my sketches are. They really are
05:17meant to be the very almost basic of guides.
05:21I wouldn't expect anybody to be able to draw anything more than a very rough
05:25outline sketch for this.
05:29We'll select the left eye.
05:31Let's put them into Outline as well.
05:33Bring them up to match.
05:35You can be quite rough on this on your first pass, don't feel like it has to be perfect.
05:39You'll probably have to do this a few times before you can really visualize it.
05:43The mouth is done, let's outline that, and let's padlock all of these as well as we go;
05:47the jaw, and let's see him in Outline as well.
05:52I think if the character is looking up from here to here, then that jaw should
05:58be moving up as well.
06:00So I'm going to hit the Free Transform tool, rather than messing with the individual points.
06:06I think we would--might break something if we did that.
06:09The other thing I would like to do to really sell the idea that we are looking
06:14up at the the jaw is widening it up a little bit at the base so that we do get a
06:20sense that the direction is changing, and let's padlock that.
06:25The right side of the hair will be tilted down just a little bit, and the
06:33left side, same thing. Padlock that.
06:43The ear, the right, and the left, I think these would move down a little bit
06:46relative to the head, and that will sell the idea of the head tilting back.
06:52You'll notice too that suggests that the hair should probably also be moving down a
06:57little bit at this point.
06:58So let's unlock that.
07:04Now I think we can lock them again.
07:08The hair top, there is nothing on there, so that we only have the hair, upper layer left here.
07:14Put that in the outline.
07:16I think if we go to Free Transform tool we can probably scrunch that up a little bit.
07:24That maybe too subtle, but we'll find out when we activate the tweens.
07:28Now we can switch off the reference, and unpadlock because I want to see. If when
07:36we click on each of these layers, we have the choice of either making it a
07:38Motion Tween or a Shape Tween.
07:40By clicking on this, if you see a blue box around your artwork, then you know
07:43it's a symbol, and that needs to be Classic Motion Tween.
07:48Let's make them all color, it's nicer.
07:51Now the hair top, that will be a Shape Tween because it's dotted, and so forth.
07:56So I'm just going to go through, and assign the right one for each.
08:01If it's not a shape, the Shape Tween will be shaded out.
08:03So it makes a bit easier to select the right one.
08:06So now we have a pre-created, a nice little head tilt.
08:10There is a little bit of a problem here at the ear.
08:17I'm going to go in and see what that is.
08:18Go into Outline. I think it's just a layering issue with the hair.
08:24So I'm going to pull that to here, maybe that will fix it, and something similar
08:32here, and a slight little gap there on the hair, bring it down.
08:38Excellent! I'm very happy with that.
08:43So that will be our first of the 12 positions, and let's duplicate it.
08:46We're going to go around the clock and back into it.
08:49So let's make a keyframe here, and then just simply apply the correct tweens
08:54on the reverse side.
08:55Okay, so in the next section, we'll proceed to do the 6 o'clock.
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Creating the six-o'clock pose
00:00Now that we've done the up position, let's do the down position.
00:03It's the most logical next one because obviously it's very scary when you see,
00:06there is a lot of numbers there.
00:08So let's copy the start pose and work from that, and Alt+Option+Drag that to the
00:166 o'clock position, and I will zoom in a little tighter.
00:21And just be sure if you've gotten lost, don't forget your Library panel
00:25and Properties panel are here, and we are in the hd 3 clock symbol.
00:31So let's switch off this for the moment and then look at our reference.
00:34This is what we are trying to achieve.
00:36So let's go to Outline mode.
00:39What we will do is hide everything, go through this piece by piece, and just
00:43simply be procedural and find the layers that don't need any work and we'll just padlock them.
00:49Okay, and let's start at the--I think as in the previous one, the skull doesn't move.
00:55So let's reveal the skull, so we can see relative to that what we are doing, and
00:59lock that, and the nose will be the first thing to work on.
01:02So let's just move the nose down to match the reference roughly and lock it.
01:07And then the next thing, I am just going to reveal all of the eye layers, and
01:13select all of them, just drag them down, pretty good, lock that.
01:20Next, the mouth, lock that.
01:25I will leave the jaw for the moment.
01:29Actually, no let's do the jaw next.
01:31The jaws are a little bit tricky because we are moving from different
01:34transitions from the straightforward straight out position, we are looking
01:37directly at them to looking up, and then we see kind of the thick jaw effect here.
01:43If he is looking down, his chin is moving a little bit away from him, so we do
01:47want to taper it in so we get a nicer transition.
01:49So I am going to use the Free Transform tool and just pull it in a little bit,
01:54not by much because he still has a huge jaw.
01:56So let's grab that and where is that point? Right there.
01:59So I'll pull that in just a little bit.
02:02And you see how I pull a line in and then undo just to find out where the anchor
02:06is. Same here. There we are, just by a few pixels.
02:12Pull in too many, and this chin will look very off-model and very strange.
02:16So now if we go from and color from this to this, to that, they all look pretty human.
02:25Great! So back to Outline mode so we can see precisely where we are. Let's lock that
02:30jaw now and let's try the hair.
02:33Now on this one his head is tilting down towards us.
02:37You really have to imagine exactly what this character or shape is doing in
02:41imaginary space, and in that case, we are going to see more of his hair, not less of it.
02:47So let's pull the fringe down a bit, and again, it comes down to what you think
02:51we can get away with.
02:52So if you think you can pull this a bit further to get the strongest possible
02:54transition, then let's do that, and then we try to match, let's lock that, then
03:00we move to the right side.
03:01And I like these points to match, so Snap to Objects on, pull the fringe down,
03:09and switch it off now.
03:15So that's good!
03:16Snap that, and now we will do the ears.
03:21Now remember when we went from the front on view to the head tilting back the
03:25ears move down relative to the nose. As the front of the head moves forward and
03:29up, the ears do the opposite, and they move lower down relative to the front of the face.
03:34The opposite would happen now.
03:35So as the head moves down, the nose moves down, the ears should move up.
03:43Shift and arrow-click to move them up by a good size unit.
03:46So now, when we move from here, to here, to here, we've got all around good transitions.
03:53So I'll padlock those and I think we have the neck left. I think the neck probably
03:57doesn't do anything.
03:59Let's keep that static.
04:01That leaves the hair for the top of the head, and I am going to pull that down a little further.
04:09Let's give that some decent amount of room to travel, skew just a little bit.
04:15Let's zoom out, and now let's have a look.
04:17We will switch off the reference level, and we'll put color on.
04:21And now, as you go from keyframe to keyframe, to keyframe, to the end, we have
04:29to check to make sure we are not losing volume.
04:31That will be my major fear for the jaw that if we are tapering that chin too
04:35much, it might look a little weird.
04:37I think we are going to get away with it.
04:39Let's just pull it out just slightly.
04:45I'd still like to see the tip of the chin move in just a little bit.
04:53Let me just up the view.
04:55That's very touch and go, but I think that will work.
05:01Now the next frames that we will work on will be the 3 o'clock and the 9 o'clock.
05:05For now, don't activate anymore motion tweens or shape tweens.
05:08It's best if we just block in the main four sections of the compass which is of
05:14course 12 o'clock, 6, 3, and 9.
05:16So in the next movie, we'll do 3 o'clock.
Collapse this transcript
Creating the three-o'clock pose
00:00So now it's onto one of the most important of the clock positions, and that's
00:04the 3 o'clock, or basically it's just the normal three-quarter speaking position,
00:07which you will use a lot of.
00:10You'll probably use the 3 o'clock position or the B position from the turnaround
00:14much more than any of the others, so let's get working on that.
00:17And the best way to start will be to take our regular A pose and Alt+Option+drag
00:23it to the 3 o'clock position.
00:26It's not that difficult from the A pose into the B. That's why I like to start
00:30rigging from the A pose;
00:32all of our start positions begin here and basically work from here.
00:37If you were to begin in the B pose, it would be much harder to work back
00:40into the A pose, I find.
00:42So let's switch off everything for a moment and have a look at where we're going.
00:48So this is where we want to be.
00:51We'll just basically unhide and padlock every layer, again, that needs no work;
00:56all the empty ones, and let's go to the skull, put it into Outline and start
01:04using Free Transform to tease the skull into the space that we need it to be.
01:10I think you need a bit more head up there, so let's move that up.
01:14We don't want to see hair, okay, let's move that.
01:22And next, I think that this time the jaw will be a good one to do, because it's
01:27going to have to line up very carefully with that.
01:30So we'll select the tool, Snap to Objects, and drag that to here.
01:36And notice now that because we're beginning to rotate the shape, the jaw line
01:41which at the moment connects to the ear here, we'll now have to do so here.
01:46We're dealing with a three-dimensional mass even though the actual artwork
01:49itself is flat and two-dimensional.
01:52So I use the Free Transform tool to skew that into there and let's realign
01:56the jaw with the head.
02:00And then let's see if we can coax the rest of this into place.
02:05You'll notice this time I'm not worrying about tweening quite so much, because
02:11for this section I think it's inevitable that we have to use Shape Hints, so I
02:15expect any errors in shape tweening to be dealt with through Shape Hints, so
02:20we'll just deal with them as they come along later on.
02:24So let's Padlock anything that we're happy with.
02:29I think the right ear would be good to look at now, and I suspect here's our
02:36first layer issue, because in the A pose the ear is beneath the jaw; it's
02:43beneath everything pretty much, whereas here it's clearly on top.
02:48It's on top of the neck, it's on top of that hair;
02:51it's on top of the skull, for example.
02:54So this is a point where we have to change layers.
03:02So as you can see, I've already constructed an upper level for the ear, so I'm
03:06going to copy that, actually I'll Alt+Option+drag, and from this point on there will be no
03:16reason to have the ear on that level.
03:18In fact, it will probably need to be moved off earlier, but for now we'll just do that.
03:23And this is the one part of this process that you might find confusing, but you
03:27will get used to it pretty quickly.
03:29It's just unavoidable that there's going to be points in the head turn where an
03:33object like an ear or part of the hair will simply change levels.
03:37It comes with the territory of doing any kind of dynamic animation in Flash.
03:41And the other thing to watch out for is that the ear is getting bigger as
03:45it moves towards us.
03:46So let's use Free Transform and scale it.
03:49But this is the point to do it. Do it right here, because that way when we do
03:53apply in betweens later on, the scaling will be taken care of by the computer
03:57for the most part, rather than us having to eyeball each time.
04:00And notice also that the left ear by this point is gone. It's invisible. It's
04:08behind the head, so I think we could probably dispense with the left ear. We'll
04:16worry about the precise drop-off point later, and I think let's padlock
04:22everything that we have worked on.
04:23And next will be the nose. That was easy. Padlock that.
04:32I'm just going to outline everything that's done as well, and I can see that
04:40flagged something for me here.
04:41There were two ears of course on the upper level and the lower level.
04:45So what I'm going to do is get rid of the lower ear. I don't think we need that
04:50either. Let's just get rid of that.
04:54Don't expect the first pass to be the absolute first pass of perfection.
04:58It's not going to be.
04:59This is a dynamic process where you are thinking almost out loud.
05:03Even though I've already done this course myself a couple of times in the
05:06course of making this, every time you do it, you still have to think everything through.
05:10Is this going to be on top?
05:11Is this going to be on the bottom?
05:13If you're used to working with layers like in Photoshop, this will be
05:15more familiar to you.
05:16If you haven't worked in layers before, if you've only worked in 3D, for
05:19example, you might find this a little bit of a jolt.
05:22My only advice is to stick with it and you'll get used to it, your brain will adapt.
05:26I won't lie and say you'll ever be comfortable with it, but it is the nature of
05:31the program, and even with a simple animation, this is going to occur.
05:36So I've just moved to hair top layer over, that was a simple transition, and now
05:40we have the eyes, and again, let's just move them in bulk.
05:46We'll fine-tune them later.
05:47I'm just going to drop them down.
05:50Obviously they should be slightly in perspective, but I just want to get them in place first.
05:55I'll do the mouth.
05:58Same there, that should also be tilted a little bit.
06:00And hair left, this will be interesting.
06:06Now as you can see, as the head turns, the hair really drastically changes shape.
06:12So let's go into Outline so we can really see this.
06:15I'm just going to pull it to match that,
06:24and let's see if we can nudge that hairline over a little bit too, so that it
06:32follows the imaginary centerline down the forehead.
06:34I think that will be a crisper way of doing this.
06:40Okay, lock that, and then we'll do the left side,
06:42and the left side is also doing one of these terrifying changes of layer.
06:48So that's just the first time--we'll just worry about getting the shape and we'll worry about the layers later.
06:54Let's put Snap to Objects on.
07:00Now it's off, because once we get these two points connected, we're good.
07:03I think something like that will be very usable.
07:11And you might even be able to keep it on this layer up to this point here.
07:14I like to keep the layers on until the last possible moment and then change them.
07:20Let's go in really close and get this totally nailed, and you'll notice too I put
07:25Snap on, and now it's off again.
07:27I like to keep these points precisely connected as we can get away with.
07:34That's that, and there, and the neck.
07:39The neck needs a little bit of adjustment on this one, so let's pull that down,
07:47pull this in, just matching that very nice reference image.
07:52Okay, so let's color it and see what it looks like. Getting there.
08:00So there's our sketch.
08:01There is the color.
08:04It's looking really close.
08:06Like I said earlier, let's fine-tune the eyes.
08:08The eyes are so important.
08:10So padlock everything except the eyes, and let's put everything in Outline, and
08:16you can see where the blue eye is drifting a little bit, so let's fix that.
08:21So again, I'm going to padlock all of these except the ball and the lid.
08:25Always remember that the eyeball and the eyelid should travel together. Done.
08:32And now we'll do the pupil, move that.
08:35And at this point, the pupil itself can begin to skew a little bit.
08:40It's going slightly in perspective.
08:41Okay, padlock that.
08:44Now we'll do the same thing to the right eye. The right eye doesn't need so much
08:46of this treatment because it's closer to us,
08:48so let's select the eyeball and the eyelid, and the pupil definitely needs to be
08:55moved over a little.
08:56And we're talking about very subtle--you don't really need to do anything too
09:02major here, but that's pretty good.
09:04And then the big one of course is the left or the blue brow.
09:11I think we might just make a slight tweak to that.
09:16Okay, and the mouth as well might need a little bit, because it's starting to
09:23rotate away from us.
09:24And if you hold down the Alt+Option key, you can drag from one end, that also helps.
09:28And you might be even slightly rotate or scale--I don't like to rotate too
09:32much because sometimes that can create jaggy motion
09:35when you tween, but skewing is I think a little bit safer.
09:40Okay, so now when we toggle between this and the reference, we are good.
09:49And the beauty of this is that it's very easy to tween the A and the 3 or the
09:55B. It will be smooth.
09:57Well, we're not doing that just yet, because we're still in the process of
10:01creating the entire clock system, but now we'll go on and make the exact mirror
10:05image of the 3 o'clock, which is the 9 o'clock.
10:08Because it's an exact mirror image, there's a couple of different little tricks
10:12that we can use to get that really done precisely.
10:14So we'll do that in the next movie.
Collapse this transcript
Creating the nine-o'clock pose
00:00In the previous movie, we created the 3 o'clock position, or another way of describing it
00:05is the three-quarter view; looking to the right of the monitor.
00:07This time we are going to do the 9 o'clock, or the head turning to look at the left side,
00:12and we want this to be really as close as we can to have a mirror image of the other.
00:16So there's obviously a simple approach we can take to doing this pretty accurately.
00:20So I am just going to make a new layer, put a blank keyframe here, and select the entire
00:27stack of images for the head in the 3 o'clock position, Ctrl+C, and then in the single frame
00:35of the 9 o'clock in the blank keyframe, Ctrl+Shift+V. Let's switch to outline so you can really see what's going on here.
00:44Then Modify > Transform > Flip Horizontal, and let's hide the head layer for the moment.
00:50And as you can see, now we can position this to match precisely our reference artwork,
00:57and that just happens to be in the right place.
00:59If it wasn't, if you did it differently and it came out differently, you just reposition
01:02it to match that, and there you go! So what we're not going to do is to flip anything
01:06horizontally, this is purely for reference.
01:09So let's padlock that so we don't mess with it any further than we have to.
01:12I am just going to drag it down into the Reference folder to get it out of the way, and now we
01:17can begin to one by one go thorough our layers and to line them up.
01:21Let's work from our end state or our start state, so let's get the final frame, hold
01:27Alt+Option and drag to our 9 o'clock position, and then we'll find that a much faster way to do this.
01:38So there is the nose.
01:40As we do each one, we get them finished.
01:42Let's just switch them to outline and padlock them.
01:46Now the ear left, this is his physical left here, not the screen left or screen right,
01:50but his physical left ear.
01:53That's now going to be on the top.
01:54So whatever artwork we have for the left ear, that's here, that should go from whatever
01:58layer it's on, and I am going to Ctrl+C, Ctrl+X, and I am going to bump that up to here and
02:05then paste it there.
02:06I can just go Ctrl+V and then drag it, and let's use the Selection tool, Snap to Objects,
02:14drag it into place.
02:17And now I am going to use the Free Transform tool, and you can feel it, it's very satisfying
02:21when you feel that's really snapping up the right size, there we go! Let's go to outline
02:26for those two layers and padlock them.
02:30And the next layer will be the top of the hair, so let's flip this horizontally. My
02:38injunction against flipping horizontally does not apply to shapes. It's strictly applying to symbols.
02:45The eyes are next.
02:47So let's go and type for this.
02:51A big stack. The hidden layers and locked layers won't move, so we can go a little bit more
02:57aggressive with them.
02:59And this time let's go in and get these from the beginning, because we have the reference image beneath.
03:04So I am going to just select the eyebrow for the right eye, and Snap to Objects, click, same here.
03:25So the next thing we want to do is to be very careful, so I am going to padlock everything.
03:27I just want to move the right lid and the right ball, and let's hit Free Transform or
03:36Q on the keyboard; the eye right lid, and the eye right ball.
03:44There is the little symbol for the right eyelid, and here's the symbol for the ball or the
03:51artwork for it rather.
03:53And if I select these, now I am seeing the little cross, and let's use the arrow keys to cut that.
04:01It doesn't have to be 100% accurate, but that's as close as we need to worry about.
04:05Now I am going to move the pupil.
04:07Let's change in the layers that are padlocked, and if I hold down the Alt+Option key, I can
04:14again drag from one side, and get this pretty close.
04:22And on the left eye or the blue eye, the pupil needs to be brought in a little bit to here.
04:29I am going to hold down the Alt+Option key just to pull from one direction, and I am
04:35not sure if--but yeah, I think we should probably just be a bit picky.
04:40Okay, let's move that, Free Transform, Alt+Option.
04:49There we go! You see how close we are working.
04:54Any slight drifts like this are not really going to matter at all.
04:58Okay, so it's done. Let's padlock these, the mouth, and I am going to skew that slightly,
05:10Alt+Option, Free Transform, and skew again. Great! This time, let's do the skull first,
05:20that was the order that I worked on on the other side, and make sure Snap to Object is on, then off
05:32once you get the point connected.
05:38Okay, that will do for now and don't forget, padlock it.
05:43Next, the jaw. So we'll take that to outline as well, Snap to Objects are on, so we can
05:50get that point here really precise, and actually I think we need to move the edge over this way.
05:59Back to Selection tool, Snap to Objects on again, and just make sure that this hasn't
06:03drifted even by a pixel.
06:05Okay, so now match the opposite, and again, I am switching Snap to Objects on and off
06:16all the time, so there is no reason for me to call it out.
06:19You build up your own muscle memory with this process depending on your level of comfort
06:23with the Snap tool, but it's just something that you almost begin to do without thinking.
06:32Okay, that's done here.
06:36And the hair for the right side is on this side, it's disappearing, and we probably want
06:48to again have the midpoint track down the center of the forehead.
06:53Again, notice how it's easier to keep your place in three-dimensional space with the
06:57consistent color of green on one side and blue on the other, and I picked random colors
07:02or arbitrary colors.
07:04This part of the process will be very, very confusing.
07:06It's never going to be not confusing, but this is one way at least of minimizing some of that.
07:15So again, I am snapping to fix to those points there, and I think I like to keep Snap on,
07:20so I can help to really keep this as close as I can possibly do to the opposite on the other side.
07:28Done! No need for these, they are empty.
07:33The ear right, well there is no ear right on this one, so let's just get rid of that.
07:38There is no ear left, it's an empty layer.
07:43The hair on the top is empty, the neck is the last one that we need.
07:49So let's make sure Snap is on for this, and let's go to outline so we can see what we
07:55are doing, and switch it off now.
08:00Okay, and that's it! So now we have the 9 o'clock, or the H position, which you can see
08:12labeled on the original reference art.
08:15So now we have our A pose, our three-quarters facing right, our three-quarters facing left,
08:21we have him looking down, we have him looking up; some tweens already in place where we
08:26can get away with them.
08:28The final step in the process is to start dropping in the intermediate positions; the
08:331 o'clock and the 2 o'clock between the 12 and the 3.
08:37To give you a quick idea about what this will look like even without some of the ones that
08:41are already here, if I delete this, you can see some things need to be fixed.
08:46That will give you an idea about the range of motion that the final effect is going to
08:50have, even in this state with the options of needed shape hints and some layers popping,
08:55I think you can get the idea of why this is really worth doing.
08:59So I will put them back in.
09:00I am very happy I think with what we have so far.
09:04Let's just get rid of the Reference layer.
09:06We don't need that anymore. Keep things clean.
09:10And one last little check, looks good.
09:15One little detail I might want to tweak on the hair and we give it a bit of a better edge up there.
09:24That's good to go! So let's save this out and in the next section we will move on to deal
09:30with some of these intermediate positions and soften out the arcs on them.
Collapse this transcript
Creating the remaining poses
00:00So now it's time to make the motion between the four compass points that we've finished
00:05complete and fluid.
00:06So during the course of rigging the different angles, we've been moving some of the ears.
00:10This ear has been moved up to its own level, and we moved the left ear onto its own level
00:14above the normal ones,
00:15but they are not going to tween properly if we keep them up there.
00:18So just as a temporary measure, I'm just going to ignore where they should be and just put
00:22them where they are best suited for a smooth tween, and I'm going to just put up another
00:26blank in there to keep it nice and tidy.
00:29Same thing for the left ear, bring that down to here, same up there.
00:33And I'm also going to help make the motion continuous, I'm going to add an ear.
00:37Let's look at this in outline. There is no left ear on this frame, so let's add one in,
00:40just as a little placeholder.
00:42I'm just going to very quickly slide it behind the head.
00:46Same thing for the right ear here, close enough.
00:51And now let's activate tweens for all these layers.
00:57So if the layer is already green, then it's a Shape Tween, if they are blue, it's a Classic Tween.
01:02This will give us a very rough idea about what the final animation is going to look like.
01:06Okay, let's hide the reference for the moment and then activate color, and in general in
01:13broad strokes it's working. There is some sliding going around and that's because shape
01:16tweening has been asked to do too much.
01:18So we can fix that luckily enough.
01:21And a two-step, three-step process, and it's going to involve making shape hints, and
01:26I'll make this as painless as possible.
01:28So let's go down to the neck. That's the big culprit.
01:30Switch off everything except the neck layer and you'll be able to see what's going on,
01:33on several of these keys.
01:35So let's add some hints, and a lot of people don't like to use hints because they just
01:39don't realize how powerful they are.
01:41They are pretty cool.
01:42The one warning I'm going to give you is that they can be prone to crashing.
01:47Sometimes you'll create combos that just freak out the program and it will crash.
01:51So before you embark on applying a bunch of shape hints, backup your file.
01:56So let's add a few, and we'll make sure that Snap is on because we really want them to--
02:01I think they might even work without snapping. I think they snap by themselves. Yes they do.
02:05So let's add a few more.
02:10I know this one is going to need about four to really lock it down, and we'll go to the
02:14next key, and we'll just apply the same points; a, b, c, d.
02:23That's it, that's what we do.
02:25Every time, and here is a trick I had recently developed, actually in the course of building
02:29this course, I knew it was going to be confusing with some of these transitions having shape
02:34hints and some not having shape hints, and I wanted a way to make it obvious that we
02:38actually had hints on a given frame.
02:41So open up the Properties panel, and in the Label, type in an empty space. Just space,
02:48that's all, hit Enter, and then you'll see a little red flag appear.
02:53And I advice you use this to signify every time you've applied shape hints directly to that frame.
02:59Don't put a flag on this frame. This is where they end, but this is where they actually begin.
03:04As long as you're consistent with this, you will find that they are very helpful, because it flags trouble spots.
03:09So basically we proceed with the same process, with any other layer that has a problem.
03:15I'm just going to focus right now on this section here.
03:18I'm going to ignore the rest.
03:19This will be too much to deal with at the moment there.
03:22So let's look very carefully for any other problems. I can see one right off the top
03:25and that's his hair.
03:29I'm going to hide everything except that. Oops! And there you can see something bizzaro happening.
03:45So let's add some to that.
03:47And again, before I even start, let's just put the--I am going to put the little space
03:55on the Label, sometimes it's so easy to forget, and let's add some hints.
04:01Let's throw some down at random.
04:03Ctrl+Shift+H to add the Hint.
04:13So in this case, the hints worked first time, and often they don't, and many times you'll
04:17find yourself having to move the E into the D spot, or the D back again.
04:23And it can feel like you're never going to get it right.
04:26So treat them all as potential Rubik's cubes. Some of them can really be doozies, so I've spent
04:30up to 10 or 15 minutes on some of these,
04:32but it's always great when you get it right the first time.
04:35And I wish I could tell you there was a formula. We may end up falling over some more later
04:38on in the course as we go on, that maybe take a little more work than that, but that was
04:42almost way too easy.
04:44So I'm going to move out for a bit.
04:46So now we have the 12 o'clock tweening into the 3 o'clock.
04:53And let's look at it in outline and you'll see the ears as well, because some of these
04:57obviously are on layers that we can't see, and there is some nice stuff going on, in
05:00particular the hair here, which seems to be wrapping around the head in a very real manner.
05:05Now the next thing I want to do is to establish the 1 o'clock and the 2 o'clock positions,
05:11and right now what we have is a kind of a diamond pattern.
05:14Flash creates directly straight paths or in- betweens between keys. It doesn't make curved arcs, at
05:19least not in this Classic Tween mode.
05:22So what we have to do is manually create the arc in between stacks, the frames for these slots.
05:28So in order to do that, let's be a little more thorough.
05:31So I'm going to make a new layer and use some old- fashioned traditional animation techniques for this.
05:38So on this top layer, select the Brush tool, pick a really bright color like red, and just
05:43make a little mark for the tip of the nose. Pick a point, tip of the nose is good, that's consistent.
05:49And we are at the 12 o'clock position, go to the 3 o'clock position, draw a little x,
05:566 o'clock and 9 o'clock.
06:04And right now this describes a very flat diamond.
06:08Now what we also have, I'm going to move our reference folder just below this.
06:12What we also have in here is a little graphic I've created to help us try to get a nice
06:16little arc pattern going.
06:18Unpadlock that, so I can select it.
06:20Now what we want to do is just nudge this thing, and use the Free Transform to stretch it out.
06:27It gets a little bit off center. It looks like our original setup wasn't quite as geometrically
06:34perfect as I would have liked, but it's close.
06:36There is a little bit of offset on this side, but I think we can pretty much follow this
06:40path for the nose. So let's padlock that, and now we can get rid of our Layer 2 up there,
06:44we don't need that anymore.
06:46So now when I establish the keys for the 1 o'clock position, it tells us where to put
06:51the tip of the nose up here, and that will give a really nice curvy action on it.
06:56So let's padlock all the layers except the ones that we are going to move, the nose and
07:04the eyes, and the mouth.
07:06So now we can just select those pretty confidently, even drag them down here if we want, and then
07:11move them until the tip of the nose falls directly here.
07:19Done! That's relatively painless.
07:25And we're seeing a little bit of flashing again.
07:30Now what's happened there is that when we created these shape hints and we made this
07:36artificial key we'll call it, because Flash made this. We didn't. The hints are out of order.
07:41So let's go, Ctrl+Shift+H and fix them.
07:45So I'm going to right-click to remove the new hint that's just being generated, go forward
07:49one and reposition these,
07:51and that should be easy enough to see where they are.
07:54Again, I'll remind you always backup your project before you go applying too many of these hints.
08:01And it looks like we don't need any hints for the next chunk, that's good.
08:04And the neck also, remember it has a little red flag, so the same thing will apply to
08:09him. So any of these might have fallen out of position, and now they are good.
08:17Always watch the corners on these in case any little extra lines or bumps start appearing,
08:22but I think that's pretty clean.
08:26Switch off the padlock there.
08:29So right now I'm just looking at this section here.
08:31It's looking very stable.
08:33Now we're seeing a little bit of Flash on the next one, so I can see the neck needs
08:36more hints for the next leg.
08:38So let's switch off everything except the neck, and we're going to add more hints to
08:42get us to the next little bump.
08:44So go to Properties, put a space in the Label field, so we could again flag it for ourselves,
08:50so that we don't forget there are hints going on here, and Ctrl+Shift+H four times.
08:55And once again, we apply them.
09:03Go to the next key, and now let's move through that and see if it's--it looks stable to me.
09:13We were seeing flashing again but only in this selection, but from here to here where
09:17the hints are operating, we're good.
09:19So I'm going to keyframe this stack, and don't forget our clock.
09:25So let's padlock this entire layer.
09:28Unpadlock the bits that we want to move, the nose, the eyes, and the mouth.
09:34Let's select them all and we want them to go right there. I'm going pretty close.
09:43Just to follow that arc guide.
09:46This is better I find than eyeballing it.
09:48When you eyeball on this--I think something has gotten broken there.
09:53I wonder what that is.
09:56Hopefully--I see what it is.
09:57It's actually the one on the clock, so we don't have to worry about that.
10:01I thought for a moment that a little chunk of my eyebrow had broken off.
10:05Now let's go through again and see if any of the shape hints need, and again, I told
10:09you it was a two-step or a three-step process, so we have to go back in and correct any of these flashes.
10:22And there we go.
10:24And I think--see here, there is a little--I'm going to go in close so you can see this.
10:27This is the thing to watch out for.
10:29It means something somewhere has generated too many points, so it may be just that we
10:33need to add more hints here.
10:36But before we do that, I'm going to test this by using the Subselection tool, and now what
10:40we have is a culprit.
10:42Every time Flash creates a keyframe between two shape tweened objects, there is a danger
10:47that it will over compensate and create things where you don't want them.
10:50So what I'm going to do instead of adding yet more hints I'm going to just clean that up.
10:55So let's pick one of the earlier pure shapes and Ctrl+Copy that, Ctrl+Shift+V to pop it
11:03in, and I'm going to go to Outline mode so we can see it.
11:06Use a Selection tool, Snap on, and just re-create it.
11:10Pretty simple. That's such a simple shape, it only takes a moment.
11:13I'd rather do this and have objects with additional hints on them.
11:17I can just click it and drag down here,
11:20reapply, Create Shape Tween, and fingers-crossed. We're good.
11:26No need for a hint.
11:28We could apply the same methodology to the previous one.
11:31It's possible that this actually had those two.
11:34Let's just go ahead and clean that up as well.
11:37It's a matter of your personal preference. If you prefer to have more hints, but like
11:41I said, I just think it's cleaner to not have the things if you don't need them.
11:45What I'll do is drop that down to here, right-click, Create Shape Tween.
11:53Oops! Something broke somewhere.
11:58So let me just add them back in again here.
12:02Now for many of the sections of this course, I'm not going to be doing this, because it
12:05would simply take too long.
12:07But it's a good process to keep in mind for yourself, because obviously the fewer points
12:11the more stable overall you are going to be.
12:13And obviously don't forget to--you need to reapply the little label just as a reminder;
12:18shape hints are here, and that's your map.
12:21So let's have a look at the overall section, and apart from the ears going onto the wrong
12:32level, which is temporary, I think it's looking good.
12:35It doesn't look like it's moving in a clunky straight line.
12:38So that's it. That's the process that you follow.
12:41It's the same process, identical for the rest of this to create these.
12:46And you don't forget you have your clock which will help to construct the positions of the face.
12:53And as long as there's no flipping of symbols horizontally, and there is absolutely no reason
12:56why you would, then this entire section can be done to match the quality that you see
13:02from here to here.
13:04I will leave the remaining sections for you to do as an exercise.
13:07In the next movie, I will cover the layering issues and how we deal with the fact that
13:12the ears move from the top of the head to the bottom of the head and back again.
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Fine-tuning the head rotation
00:00Now that we have the clock rotation for the head completed, let's see about fixing things.
00:06Like what happens if you notice something that catches your eye, or you think, oh I
00:08think I can do better than that; it can be really intimidating. I know it frightens a
00:12lot of people when they see these massive columns of keyframes. Where do you begin?
00:16Well, we've set this up in such a way and so cleanly that it really makes it possible
00:21to go in and alter things and improve them.
00:23So here's the basic head rotation, and I've noticed a couple of things.
00:28First of all, this layer down here is no point, Layer 3, let's get rid of that.
00:31So we're clean again.
00:33So rotate through this, the neck is moving, it really shouldn't and most of these heads I
00:37would intend to happen from one static neck position.
00:42So let's simply keep the first frame, select everything that follows and delete them.
00:50And if you scrub through now you will notice some points where maybe things stick out,
00:54like right here the skin is on top of the hair, that's not good.
00:57So let's correct that, and we correct that by basically following the original workflow
01:02that we used to do the previous keyframes.
01:05So hit F6 at the end so that our Timeline symbol ends where it begins.
01:10And the first frame that we did next was the 12 o'clock up position, so hit F6 to keyframe
01:15that, and again, here at the other end.
01:18And the next frame that we did was a 6 o'clock, so F6 here, and then the 3 o'clock, and this
01:24is where the first problem is visible.
01:26So let's hit F6 to keyframe that.
01:28Make sure it's not padlocked.
01:30Switch off Snap to Objects and grab that point and pull it in, that's it.
01:36Let's go to the 9 o'clock.
01:38That's the next one that we worked on.
01:40And oops! And notice that I'm not moving these points at the bottom, I'm just moving the
01:46curve, and occasionally the upper lines up here.
01:49And let's just padlock all these upper layers just to be on the safe side, and you might
01:57want to fine-tune these curves, just not to let too much air open between the hair and the neck.
02:02And then we simply go through the rest of the in-betweens and just select them, the
02:07curves where you think it's too thick or too thin.
02:11Watching out for little points that's stick out.
02:15Too much there. Great, that's it.
02:17That was a simple one.
02:19Let me show you another one that's catching my eye, and that's the upper hair here which
02:23is great for the first half, it's moving fine here,
02:28but then when we create the 9 o'clock position it moves too far to that side, so that has to be corrected.
02:35So how do we do that? And again, so many keyframes here.
02:39Let's go to the hair top level and we're going to delete the 7 o'clock and the 8 o'clock position.
02:46Actually I think the quickest way of doing this rather than deleting these, remember
02:49these little red flags telling that there are shape hints on this level?
02:54So there may be shape hinting issues that will popup, but we know they are there.
02:57So let's just go to the 9 o'clock position, and in this case I'm going to hold down the
03:01Shift key and the Right Arrow key and click it one, two, three, four times. Let's try four,
03:10and on the in-between frame beside it once, and then on the keyframe on the other side,
03:18let's move that over once and let's see how that looks.
03:20Now you're going to see spinning happen but I am really more worried about the mass
03:23of that hair, and does the overall position of it look right, and I think it's looking better.
03:30So let's fix the shape hints and we'll have a better idea, Ctrl+Shift+H and remove any extra
03:36hints that are added when we add that shape hint.
03:38And then fix these.
03:42Oops! It's really annoying when Flash is supersensitive about selecting things and selects the wrong object for you.
03:51Go to the next frame.
03:56And we were selecting two A's and two C's because of course, the shape hints from the
04:00previous keyframe are also in need of adjusting.
04:04So we have the shape hints that start here and end here, and the shape hints start here
04:08and end here, that's why you're seeing two sets, and this is hopefully the last one.
04:21Okay, now let's look at that.
04:27I'm going to go through this frame-by- frame to make sure there's no weirdness.
04:33I think we're getting away with it.
04:39Okay, the next step is one more level of complexity up and that's to change the eyes.
04:44If you look at the eyes, if you remember when we built the eyes, we didn't really do anything
04:48exotic with the shape of the eyes.
04:50They look a little bit flat, so let's break that apart and do something more interesting with them.
04:55So I'm going to unpadlock all of the eye layers and then just delete the secondary keys, the
05:00one and the two, and also the nose for this as well.
05:07Because I want the nose and the eyes to travel together, they are kind of the unit.
05:12Okay, so now we go to the first of the big moves, the 12 o'clock position when he is looking up.
05:20Let's go in a little close on that.
05:24And maybe we can move that nose up a little bit more.
05:26Let's unpadlock the nose, move it up, and the same thing with the eyebrow.
05:30Just select both of the eyebrows.
05:31I'm holding down the Shift key and the Arrow key.
05:34Move it up let's say one, two or three clicks.
05:38And let's go in a little tighter, and I'm going to use the Free Transform tool on this
05:42and just skew that shape down a little, so there is a slight change of geometry on it.
05:49Let's see what that looks like.
05:51Now as you can see by having the skin space opening up between the eye and the bottom
05:56side of the eyebrow, it really helps to sell the idea that there is a big change in the
06:02model, so that's excellent.
06:04And don't forget to copy, Alt+Option+drag the adjusted keyframes from the first 12 o'clock
06:12position to the second.
06:14Now let's go to the 6 o'clock and that's the exact opposite.
06:17I want to push that nose down a bit further on this, and the eyebrows also.
06:21Let's bring them down a bit.
06:23And if you look at the eyebrows in outline you can really so far before the white of
06:27the eyeball begins to bulge into it.
06:29But I'm also going to move the pupils down as well.
06:36And if you wanted to you could go in and adjust the curve or the lines of the eyebrows as well.
06:43But I think you get the general idea, and I think we can leave the--yeah, I want to
06:48keep the three quarters position pretty close to what it already is, because that's also
06:52going to work as the three-quarter view in the main turnaround.
06:55So let's not touch that.
06:56Great! So this will make a big difference.
06:59Let's click on the clock and that will help us to correct the curve, the arc motion, because
07:06what's going to happen now if you move, things are going to look really weird.
07:09See how the mouth is sliding off to one side? That's because there is no arcs happening
07:13here, and we've created arced movements for the 1 o'clock and the 2 o'clock positions before.
07:17So we have to re-add them.
07:19Basically copy the original workflow to the T.
07:22So let's keyframe these and reactivate the clock symbol.
07:28Let's go in a little bit tighter, select that vertical stack, again, making sure that everything
07:33that we are not working on is padlocked, so we can grab just the troublesome area, and
07:38let's drop it with the top of the nose over that intersection here where the red line
07:42meets the ellipse, and now the arcs have been fixed for that.
07:46And we repeat this process for everything that follows.
07:50And again, don't be afraid to pull the entire thing out.
07:52Again, that's great to test it, you see right, I've got everything.
07:55Pull it into the 2 o'clock.
08:01We simply go through to the four and just follow through for all the other positions.
08:07Okay, so now we've done them all, so let's test that.
08:11See if it looks good.
08:17I'm certainly feeling a much stronger sense of movement on the face.
08:21Let me show you one last little trick that will help you with arcs, and this is very quick.
08:25I'm going to make a new layer right at the top, get it completely out of the way so it
08:29doesn't confuse you.
08:31Let's say you want to plot an arc.
08:32This is an old trick that we did back in the hand-drawn animation days, and let's say you
08:36feel that something isn't quite right and you cannot figure it out.
08:40Let's pick a really bright color like a red.
08:42Select the Brush tool and pick a decent sized brush, a round one, maybe this size, and I'm
08:48going to just pick a point, a smaller point than that, maybe here.
08:52On this one layer on top, padlock everything else so you don't draw on them by mistake.
08:56On this one layer on top, we're going to pick for example, let's say the point of the hair here,
09:00and then I'm just going to go through to the next keyframe, the next one, and just keep plotting that.
09:11And you can even write notes on these like what frame that is, make a smaller one, maybe
09:16that's 9 so you can keep track of it; 8, 7, 6 and so forth.
09:22Now I don't expect this to appear at the top to be the most elegant arc ever seen. That
09:29gives you an idea of the kind of lines that we're following.
09:34So what you can do then if you want to give yourself a little guide is nudge these into
09:39a more pleasing elliptical pattern.
09:42And I think the number, that one the start one, we can't do much with, so that's the 12.
09:47I'm not going to worry about this one.
09:50So let's worry about it from the 12 o'clock position to one, and so forth.
09:54And you get the idea.
09:55Now we can actually give ourselves a little guide.
09:58It's looking much more like an elliptical arc.
10:04Padlock that and what I would do would be to go back into the hair level.
10:09Let's go in really close on this.
10:12Maybe put that into outline, it makes a little bit easier to see.
10:16And then just pick that point and we can nudge it up, maybe bring that down a bit.
10:23That will get a smoother curve.
10:27And back in the days when we used to--some people still do--and we used to do this by
10:30hand with pencil and paper.
10:32You'd see the animator's keyframes would have like hundreds of these little arc charts;
10:37one for the nose, one for the tail, one for the feet. They would be everywhere,
10:42and it worked then and it will work now.
10:45It may look a little old- fashioned but it's very effective.
10:49And don't forget if you make a change to the 12, then it should be the same on the other side.
10:53So it's probably easier just to hit Alt+ Option and drag the 12 from there to there.
10:59Let's see what that looks like.
11:00Hopefully it hasn't messed up any shape hints, so we may have to fix a few of them.
11:05Certainly feeling a little bit smoother, and you can do that with any point on here; the
11:09point of the eyebrow, the point of the mouth, and if you're spending a lot of time to do
11:14this, you will really feel the quality, and you're going to be using this rig a lot.
11:18So it really is in your best interests to spend a good amount of time doing this to
11:23make these motions as curved and as natural as possible.
11:26So there is no fast way of doing this, but you only have to do this once, and once you
11:31have it done, you have it done for all of your future scenes.
11:34So whether or not you actually follow these methods, well it really depends, if you are
11:38going to animate a character for ten seconds, maybe it's not worth your while.
11:42If you're going to animate a character for seven or eight minutes, yes it will be.
11:47So with that, I think we're ready to move on and to correct the little layering issues
11:52with the ears.
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Fixing layering issues
00:00One last thing remains before we can really sign off on this head clock rig, and that
00:05is the leveling problem with the ears.
00:08It's not really a problem, it's just a puzzle that we left for the last.
00:12It's the kind of thing that you really want to leave to the end I find, because it does
00:15mess up these beautiful smooth layers.
00:17So what I'm going to do is hide the left ear, and just focus on the right here, and let's
00:23unpadlock both ear levels.
00:25And I'm just going to select the ear frames, and hold down the Alt+Option key, and drag them to the top.
00:32So now we have two identical ear levels, so now it's always on top.
00:36Well, we know that the ear probably shouldn't be on certain frames, and you can see a little
00:42bit of a slight problem I'm noticing.
00:44It might be hard for you to see on your screen, but the darker neck color is slicing in here.
00:52It's a good spot too where we can double-click on the ear symbol, go in, and just pull the
00:57color down a bit more; not too far, just curve it just a little bit like that, and that solves
01:05that little problem rather than having to reposition everything.
01:08Keep going! Okay, here is the problem.
01:14This frame has no business being there.
01:15So let's just click on that, and grab it, and that identifies the exact frame.
01:19Let's Ctrl+X or Delete to get rid of that.
01:21Go to the next one, hit Delete, the next one, hit Delete, and just keep going.
01:26Every time you see weirdness, just delete it, and then we're back to here.
01:32And that's it! So the second step of this process is very straightforward.
01:38Let's go to the lower ear level, and delete the ones that are not needed.
01:42So these are the ones that we need, meaning, we don't need this.
01:46Let's get rid of that, hit Delete.
01:49Now you don't need to have two ears.
01:51If you have two identical levels and you decide to move one, you'll see the other one beneath it.
01:55It will drive you crazy.
01:56So let's not do that.
02:00And then here, you'll have a duplicate of this, so these two should always look the same.
02:06If you make one adjustment to the top layer, it should be modeled on the bottom one, but
02:09it only happens for this one frame.
02:12Think of this like a relay race where this level does the race up to this point, and
02:16then it hands off the symbol to this layer, and then it keeps going down here.
02:20And as you can see, we have the top layer here, so we don't need any ear symbol on this level.
02:25So delete that, and here is the handoff again.
02:28So let's just put it, F7 there, and now we test that in color and see if it works.
02:35Really nice! So there are some subtleties that we might want to add as the ear twists
02:40around and zips behind the head, possibly we might want to change the geometry a little bit.
02:46So what if you wanted to show it sliding around? Well, don't forget, you have to do
02:51the very same thing down here.
02:53So to do that, rather than redo the same thing down here, you might not get it to match.
02:58Let's just select this symbol, hold down the Alt+Option key, and drag it to there, and
03:02then they do match.
03:04And that might soften that transition somewhat.
03:09There we go! It's pretty neat.
03:13It's a much softer turn now.
03:16So all these little tricks are things that you can do to trick the eye, and now we do
03:21the same thing, padlock the right ear, and we'll do the same thing with the left.
03:25So I'm going to select the ear left level, hold down the Alt+Option key and just duplicate
03:30that at the top, and the process would be identical, but obviously with a different
03:34layering order as the head turns.
03:36So let's go into the up position, and at this point, definitely we don't need an ear there, or here.
03:50So something weird happens there--oh yes, because this ear needs to be not held,
03:56so we get a blank frame there as it pops off.
03:59That's looking pretty good.
04:01And again, the same thing here, we might want to press this ear left, begins to move around
04:06the side of the head.
04:07It might be a good idea to--let's go into Outline.
04:11Let's squish the symbol a little bit so we feel like it's exactly turning, and you probably
04:17have to turn that quite a bit. Let's do this.
04:23And obviously, for the rest of these, it's completely hidden behind the head.
04:27Even though you can see it, if you are picky about this then you might want to just keep
04:30them flattened a bit.
04:32So when that begins to appear around the other side, we have that same nice squish on the ear.
04:39Okay, let's look at these again, in color.
04:44That's beautiful! So again, we have the ear right which is an exact opposite of the upper
04:50ear right level and then the ear--the ear left has one last thing to do that some of
04:55these symbols aren't needed.
04:57We have duplicates here of course.
04:58So let's get rid of these.
05:02We don't need this one, because again, were you to move the upper ear left for any reason,
05:07you would see the other one beneath it.
05:08It can be very annoying, so get rid of that, and we'll need this one here to carry on from here.
05:15So we see the ear on the top level from here to here, then it pops off.
05:19And right now what I'm doing is looking at this level, and my eye is jumping down to
05:23this level, and then I'm comparing them from one to the other.
05:28I think we probably have unnecessary frames somewhere here, say we have a duplicate ear level.
05:34So let's again, go back down to the ear left, put a blank keyframe there where the handoff
05:39happens, and delete all the duplicates.
05:47If you're in doubt, grab the upper ear level very quickly, and bring it down, and then
05:51you can see what's happening.
05:52You can see the layer change and you have ears all the way through. Let's undo that.
05:57So we put it back to its normal place.
05:59Do the same thing with the ear right level, and you can see the same thing. Quite elegant; move that back.
06:08And you notice how I made a little indent that helps us to identify little four empty
06:13spaces, identify the fact that these levels down here are responsible for shifting a level
06:19like as in the ear and the hair.
06:21Let's go up to the ear right and add them in here too; one, two, three, four; one, two, three, four.
06:27It will really help you when you're scanning back and forth, and you're going from this
06:31level to that level.
06:33It makes it slightly easier for your eye to follow that jump.
06:36So you can might even want a different indent pattern for the hair, maybe two, two less.
06:41These are the kind of little mental tricks that I use when I'm trying to make this timeline
06:45a little more user-friendly, a little easier for my brain to follow, because yes, it is
06:51obviously a lot of work for your mind to do when you are shuffling between all these different
06:55things and stacks, that it becomes like a huge blob of text.
06:58So these techniques I find they work really well for me. You may have your own or different ones,
07:02but by all means, feel free to experiment, and concoct ones that work for you. So
07:08I think we are now ready to sign off on the clock rig; one last pass through with the
07:14whole thing to make sure there is nothing else that needs to be fixed.
07:16Now you notice too that there's some slight little imperfections, to put it mildly, and there's a
07:20lot of things that you can fix in here,
07:22but when we begin to animate with this later on, you'll find that the system is actually
07:25really, really forgiving.
07:27And what you're seeing right now is not a performance that you would ever do in an animated
07:31scene. You would have a much broader range of motion, and that will be more apparent
07:35in the later chapter.
07:36So with that, we're ready to move on to the next chapter where we'll do an actual turnaround
07:41with the character.
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5. Creating a Head Turn-Around
Introducing the turnaround
00:00In this chapter, we're going to do the turnaround.
00:02And as that suggests, it's going to involve going from the front view, the A pose through
00:07the three-quarter, the profile, the three- quarter rear, the rear view, and so forth.
00:12And before we go much further, I'd like to just take a step back, and see what we've
00:15done so far and how it's going to be integrated into the rest of the project.
00:20So here are our angles, and again, as I explained earlier, the reason why I call them A, B,
00:25C, D, and so on, is because I don't like calling them profile, three-quarters profile, because
00:30they stack arbitrarily in the library, they follow the alphabetical patterns, and you
00:35end up having to scroll through your library to find things.
00:38That's why the A, B, C, D, E, F, naming convention works better. You'll get used to it very quickly.
00:43And let's go forward. I've made some little diagrams, so this is essentially an overview
00:48as if we could look down upon the whole setup. So the A view front on, and the B, three quarters.
00:54Let's keep going.
00:55So what we did essentially in the previous chapter is we took the A view, and we took
01:01the three-quarter front to the right side, and the three-quarter front to the left side,
01:06and we spun a whole clock rotation out of this, and this gave us great flexibility and
01:11a lot of different poses that we can use for the head.
01:14It really articulates the head.
01:15Now let's see how this works with the rest of it.
01:18Imagine that we could look down from a high viewpoint, and again, here's our familiar
01:23A, cycling through the other eight positions.
01:26And what we did was, in the clock sequence of the pivot points, we basically spun those
01:31from the A direction. So the center of this will be identical to the A pose, and the 3
01:37o'clock is identical to the B pose, and the 9 o'clock is identical to the H.
01:43This is the naming convention that I developed and it gives me great flexibility in moving
01:47between each of the states, because there might be a time when you want to integrate
01:50for example, the profile, or the C into one of the clock points here.
01:56And if you follow this course correctly, and if you're very thorough keeping the layers
01:59consistent, you will be able to do this.
02:02So take a while to look at this, if you're in anyway confused about why some of these
02:05frames are called A, and some are called 3, this should make it clear that essentially
02:10I've used a different numbering system for the three-quarters B head,
02:14but we will be able to repurpose a lot of the work that we did on the clock chapter
02:19when it comes to doing these full turnaround.
02:22I'd also like you to bear in mind the key points to focus on are working on the A head,
02:28and the B and the H.
02:29So make this your focus if you feel like your time is short.
02:32I find it's very rare when I actually need an E head or a D head or an F head.
02:38For the rest of this chapter, I am going to walk you through how to fully tween between
02:42this entire circuit; a 360 degree turnaround.
02:46You may just find a part of this useful, you might find all of it useful,
02:49but it's sure as good to know how to do it just in case you ever need to.
02:53So with that, we'll proceed.
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Creating the B head (3-quarter)
00:00Now let's get started and move the profile face into the three-quarter view which is
00:05the view from which you'll do most of your animation. Most cartoons have the figure in
00:09a kind of side on, very rarely like a front on view like this.
00:12So let's go with the Library panel and open up the turnaround comp for a symbol, and this
00:18is the first one that we worked on when we began, and we more or less left it in place
00:22and now finally it's time to return to it to finish it.
00:26So if you recall from the earlier section, let me switch off this little fade out layer,
00:30so you can see it better.
00:31We have eight directions, which we've called A, B, C, D, E, F, G, and H, and we've done
00:38the A pretty thoroughly.
00:40And so what we're going to do is then map three-quarters view onto this.
00:45So the one thing to note is that we created this workspace for a different function, so
00:50let's go back to an earlier workspace, reset it, because if you've been playing around
00:56as I do myself a lot with these different settings, it's nice to reset it back to the
01:00default. So just nudge everything around to get it as efficient as possible, okay.
01:09Now it's nice to have the Library active, because we're going to be cutting and pasting
01:12some work that we've done in the clock comp or symbol. If you recall, we created a bunch
01:19of these head turns.
01:20And as it turns out, by good luck, the number three pose is identical to the B pose as our
01:25standard three-quarter view. So let's unpadlock this, and carefully select this column, right-click,
01:32copy those frames and now we'll click on the hd 1 turnaround symbol, and before we actually
01:38paste it in there, I want to keyframe the end, because like with all these rigs too,
01:45and as I begin, so the first is the A pose and the end is the A pose.
01:49Now let's go to the B column and carefully select all the way from nose to nose.
01:54Right-click and go Paste Frames.
01:56Now Flash does this thing which kind of bugs me a little bit where it automatically bumps
02:01whatever was already in place to this side. We don't need those, so select those and Clear
02:06Keyframe, right-click, and we also have a bunch of tweens here that we don't need. I
02:11think we have to do these individually.
02:14In the earlier versions of Flash you could simply select all these and go--there we
02:19go Remove Tween; it didn't like me going across the on tween layers for some reason. That's great.
02:28And so now let's activate Classic Tween, and again, be careful that you select the right
02:34kind of tweening for the right symbol.
02:37If you have a shape, in other words if you see dots then it's a Shape Tween.
02:41If you click on this and see a blue box as with the ear, then it's a Classic Tween, and
02:45when they say Motion Tween, a Classic Tween is really the Classic Motion Tween.
02:50So these are both Motion Tween, but this is the new one, which I don't use, and this is
02:53the Classic Tween which I do.
02:56Now let's see what that looks like.
02:59And we initially have a very quick issue with the ear, because the ear goes from one level
03:05to the other level, so let's fix that right off the bat, and I am just going to move this
03:10ear to the upper level, and let's switch off the Reference layer, and it's looking pretty
03:19good. Not bad for a very quick cut and paste.
03:22I can see off very quickly that the hair on this side is going wrong.
03:29So let's put a shape hint in there, so let's just click that to find the layer, there it is.
03:33Hide everything else, so we can really see what we're doing.
03:36And as I've said in the previous chapter, every time you apply shape hints, it's a really
03:39good idea to make some little note of that.
03:42So I am just going to make a label by clicking on anywhere in this timeline, and then click
03:46on the label in the Properties panel and Enter just Space, Enter, and you see it creates
03:52a little red flag, so it warns us that we're about to put in a shape hint here.
03:57But we don't need Snap to Objects on. All shape hints are automatically snapped to the
04:01object on the stage, so let's make an A and a B, and just try those too.
04:06And I'll remind you again, if anything will crash Flash, shape hints will, so be sure
04:12you backup your project before you go much further.
04:16Before I am about to embark on a big series of shape hints, I always backup the file.
04:24And oftentimes again, you'll find that one sequence of hints won't work. This won't work
04:29first time out, but sometimes you might have to put the A in a different position, and
04:33like I said before, it can be a bit of a puzzle, but this time it worked first time which is very nice.
04:39Okay, so that is our A to B transition.
04:45Let's take another close look, make sure nothing strange is going on. I think we might need
04:49to make a slight change to the neck. Let's have a look at the reference for the neck,
04:53and I am going to just hide that.
04:55So from there we are going to here.
04:56So the neck should change a little bit.
04:59Let me lock that, I just want to have the neck area active, because don't forget the
05:06body will also be in a slightly different position, so when I designed this, I also
05:10made change to the shape of the neck to match the shape of the upper torso, which you can
05:14see very faintly here.
05:17Okay, ah-ha! And the neck chooses to disobey. So very quickly we'll just apply some hints to that.
05:26Same process again, I am just going to select the keyframe, or one next to it, and in the
05:30Properties panel, in the Label field, type in a space, and there we have our little reminder
05:35to ourselves, Ctrl+Shift+H to apply some hints, and I think we'll put four down; A, B, C, and D.
05:46Go to the next and just copy them in the same places.
05:53Perfect! So the nice thing about this and the reason why it's really worth doing, if
06:03you were to desire a very slow move, it can be as long as you like. I am going to just
06:09really expand this enormously now.
06:15So if you were to do, for example, a camera move orbiting around the character, this is
06:19the way to do it. It's great for faking a 3D effect, so let's undo that, get it back
06:23to the original timing.
06:24It also gives you the option of picking all kinds of secondary keyframes, all you'd have
06:29to do is keyframe any of these positions along here.
06:32If you wanted to have a standard character with different poses, it's very handy.
06:37So that's the B taken care of, and we'll move onto the next most important one, which is
06:42our profile face, in the next movie.
06:45
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Creating the C head (profile)
00:00Now it's time to do the profile face and this will really give you a great deal of coverage.
00:05This is about a 45 degree turn and this will give you a full 90 degree range of motion,
00:09so it's really, really good to have at least this much done.
00:12So let's hit F6 and keyframe the C position.
00:17And I think let's just hide everything on this because there is a lot to do, so let's
00:21just break it down into simple components.
00:23So here's our profile reference and I'm going to hit the little white layer on top to fade
00:28it out a little bit.
00:29And let's just maybe start at the bottom and work our way up. So we'll pick the neck and
00:34let's make all of these Outline, much easier to work with.
00:36Zoom in a little bit.
00:38We don't need Snap on for this.
00:42And we really need to be able to have fine control over where to put the line. Okay, and
00:52I'm going to hide that, ear left. The ear left is actually completely invisible at this point.
00:58Just for thoroughness sake it might be nice to keep a place holder there.
01:01And let's just padlock these layers as we get them done.
01:05Skull very, very similar, so it's just a slight change on the curve. Let's pull it up a little
01:10bit here so that we can get a little more coverage for the hair.
01:16And I'll keep the skull visible because we want to match the hair to that as close as we can.
01:21This is the hair area, maybe can cheat this a little bit, because right now this hair
01:24should be going behind the skull.
01:26I find that very tedious to switch layers, so I'm just going to see if we can find an easier
01:33way of doing it at least up to the C direction and I think that'll work.
01:40Let's padlock that, and next, the right hair.
01:42Be sure we have Snap to Objects on for this because we want to really ping that right
01:46on to there, perfect match.
01:51Great! Let's pull the hair over and that's pretty good.
02:04Now the jaw, and if you find that the line is a little hard to see then don't feel like
02:11that you're married to the colors that I've selected.
02:14You can go and pick a dark one if it will help you read it.
02:20Great! Pull that right over to the ear.
02:28Let's switch Snap off now, padlock that.
02:34The mouth is going to be a little tricky, but for now I'm just going to put it into
02:38a rough position, and let's hold down Alt+Option key and use the Free Transform tool.
02:45Just took that reasonably close to match.
02:47I knew this isn't real.
02:48If we were to actually work with this it would look very strange,
02:52and that's obviously not the final look that we're going for, but just for now this will
02:57work as a general position for the final mouth shape that we're going to put in there, so
03:02let's just padlock that, and we'll just keep it as a solid, because when we go to Outline
03:05mode we see all the mask layers, so it's a bit overwhelming.
03:09Now the eye left, and what this is going to do--will look really weird for the moment, but
03:15select all of those four layers and just really pull them in very thin.
03:19Essentially what you want to do here is to create a little slice.
03:24This will not be seen by itself, but it will help to create the tweens that will be visible
03:29whereas this itself will not.
03:31And you'll see what I mean when we activate the tweens in a little while.
03:35So make this as thin as you think we can get away with.
03:38The brow has really gotten out of control, so let's delete that and just copy the first one back again.
03:43And I'm just going to use Free Transform to get this a little closer.
03:49And now I'm just going to use the regular tools, the Selection tool.
03:55We'll try to get this into a shape that's a little more controllable.
03:58And I'll Free Transform again to pull it in, and let's go even tighter.
04:07Okay, padlock those and the right eye will be a little bit easier than that because it's
04:15not making such a dramatic change of shape.
04:19But we still probably want to use the Free Transform on this just to get it a bit closer.
04:25And then let's just pull the points down with the regular Selection tool.
04:31And let's bring the pupil over much further.
04:34And actually you might even want to do the same thing on this eye.
04:39Let's select the left pupil. Let's push it out right to the edge there.
04:49Padlock those and now the hair on the top, and then just using the arrow keys very quickly to move it over,
04:58Free Transform, and that's just pretty close to the reference image.
05:06You are left with an empty layer there, the right ear, again Free Transform with the arrow
05:12keys to push it over and expand a little bit and finally the nose.
05:22Maybe we'll use Free Transform just to squish it a little bit, just so there's some change of
05:26shape as it begins to move into profile.
05:30Now let's have a look at everything there. Let's see it in color and that's not too bad.
05:41Now you could forget the tweening, a lot of people don't need this level of tweening.
05:45I'm going to go ahead and try to tween the entire turn of course, but I've seen many
05:49rigs that are basically done and print on three quarters and profile.
05:54It is so much greater if you have access to the ability to tween between any of these,
05:58so let's go to do that.
05:59I'm going to very quickly activate the different kinds of tween.
06:04And of course we have the inevitable--there is the usual disobedient layer or two. Let's
06:09fix them and the jaw.
06:15So hide everything except the jaw, let's look at this in outline.
06:19And we're going to add shape hints, so let's go to the Properties panel, add a little placeholder
06:22label so we got our red flag, and apply some hints.
06:29We'll try two, A and B.
06:31Don't forget to backup your project before you do this.
06:34Great, and I am seeing this section of hair, it seems to be a big culprit, so let's go in there.
06:46And again, add a space as a little shape hint marker.
06:50And as you can see, the previous pattern of hints will probably work for the second transition as well.
06:55Whatever you put down, your original A, B, C, D and E, if you just follow that for the
06:59second, at least first time around, it should work.
07:05And every time you get something like this working, I advise save again.
07:09Sometimes I'll save when I do a particularly tricky shape tween.
07:12I don't ever want to do that again, so backup your file.
07:17And let's switch that to solid color.
07:20And now we have a fully tweened 90 degrees of movement between the portrait view through
07:26three quarters into profile.
07:28And as you can see the left eye is appearing to wrap around the head.
07:34This can be fine tuned of course. I'm doing this as a very quick pass,
07:38but you can see that these frames are holding up pretty well, and let's do the same thing
07:41with this as we did the first time around, let's make it really long.
07:46It helps you to identify that maybe the left eye should be on a slightly different angle.
07:52So let's just do it with these three layers for the eyeball, the pupil and the lid.
07:57I'm just going to rotate it slightly more this way and pull it in just a little bit,
08:02and now let's zoom out. Feels a little bit better.
08:09And if you think that maybe the eyebrows are a little too thick, you know we can go in
08:15and using the Free Transform, squish it up a little bit.
08:20And it is going a little bit wonky there, so what I'm going to do is tell it I'm very,
08:27very sorry and I won't do that again.
08:29Some of these--you can only be punished so much. You can probably go a little tighter
08:34than that, but I think you get the general idea.
08:36But it's good to push these to breaking points to see just what exactly can you get away with.
08:40So that being done, let's just pull these back in to their correct position,
08:45and in the next movie I'll show you how to make the peculiar little transition from the
08:48profile to the three-quarter rearview.
08:51
Collapse this transcript
Creating the D head (3-quarter rear)
00:00Next up, we'll do the transition from the profile to the three-quarter rearview.
00:05And I'll say it again, don't feel like you're under some obligation to get the tweening
00:10transition to work. You can pretty much at this point say, right, I'm happy enough to
00:14not be able to do a motion tween from here to here.
00:16Sure is nice to have it though. More control is better, but it does become a little bit of a puzzle.
00:22So let's puzzle that out and I'll show you what's involved.
00:25Again, let's make a vertical column and keyframe it, and let's go to Outline and hide everything,
00:32and look at the reference.
00:34So we're trying to do the transition from the profile view to this view.
00:39And actually, it's not as crazy as it might seem. Some of the levels are going to change
00:43here, but for now we don't even worry about it. Let's just worry about lining the different
00:47layers and it should become apparent once we're in color what needs to be done.
00:52So let's hide it all and we'll just do the neck.
00:57And again, if my outline colors are too light, let's go and maybe darken that a little bit.
01:02Zoom in a little bit, it will be easier to see.
01:09You'll notice too the virtue of working like this is that you have the same layer hierarchy
01:14for all the different directions. So even without the tweening, this is a great way to
01:18work, because if your character turns from one direction into a completely different
01:23direction, this way you've already worked out all the different layers that you'll possibly need.
01:28So this is the way I do everything now. It's much easier once you get used to it.
01:33So let's do the left ear and, again, I'm not worried too much about this ear. It's really
01:37just occupying the approximate space. We can even hide that, it's kind of distracting.
01:46The skull, let's use the Snap to Objects and just line that up with the back of the neck,
01:51even though we can see it, it's still nice to make them line up.
01:55I'm going to go in and switch Snap off.
01:58I need to really be able to move this finely.
02:05The left hair area; I think finally we get to move this to the bottom level.
02:10I'm not sure we can cheat it much longer, possibly maybe. If we make it small enough,
02:15no one is even going to see it.
02:18That's pretty good.
02:23And the hair, right? I'll keep going through layer by layer, make sure that snaps to that.
02:30Let's zoom out so we can see it better.
02:34Ah! I completely misinterpreted that with all the lines.
02:37Let's go back and hide the left hair, and what's going to happen here is that the right
02:43side of the hair is really going to take over the entire head.
02:45Let's zoom out again.
02:47Let's move this all the way over to here, Snap off.
02:54I'm switching Snap on and off as I go, and you'll develop your own habits.
02:58Let's pull the hair over, zoom in a little bit.
03:08Okay, that's pretty good.
03:15And I'm trying to do this with a single vector, that will make the shape tweening a little bit easier.
03:21So this is a case of making a compromise with the original pencil drawing.
03:24I think it's well worth it, because this will make the tweening of the shape just so much
03:28easier than if I was to put like a little bump or a shape in there to match that contour.
03:36Let's Snap Objects on and line up the jaw with the skull.
03:42Now the jaw clearly is going to change level somewhere around here, and I'm going to use
03:46Free Transform and click on that, just to push it into a slightly smaller area.
03:53And again, go in and using Snap, I'm going to line that up. It's good.
04:00And again, padlock as you go.
04:04At this point there is no mouth, it shouldn't be visible at all.
04:07So for the moment let's just delete that, and the same with the eye.
04:15None of these are going to be visible on this one, and I think nothing is going to be visible
04:20of the right eye either, apart from the brow, so we'll keep that, move it over with the arrow keys.
04:27Now I'm going to use Free Transform again to try to get it into some semblance of shape,
04:37using V on the keyboard to select the Selection tool so that I can pull the points.
04:44Padlock all of these.
04:47Now the hair on the top, which will be moving to a lower level very soon so that it can
04:52appear behind the forehead here.
04:55Let's switch Snap off, I need to be able to position this very carefully.
05:03Zoom in a little bit.
05:06That's pretty good! There's nothing to do here.
05:15The ear right now, this is going to have to be in this position.
05:20Now you can see something that's immediately apparent in that the actual shape of the ear
05:25should be different, and we have a basic ear that was done in a different viewpoint and
05:30we should like to be able to turn it and in dimension.
05:33Now we can do this, but not right now. At this point in the process all I want to do
05:37is to get the actual spatial position of the ear correct. Later on we'll go back and we'll
05:42add this line art that will make the ear look much better in this position. Padlock that,
05:50and finally we'll do the nose.
05:51I'm just starting to loop around the side of the head.
05:53I'm just going to push in a little bit further back than we actually can see in the drawing.
05:58Okay, and now the moment of truth, and that's when we assign all of our classic motion tweens,
06:10and we have issues here. We'll deal with these as we go along.
06:14As you can see, anytime you see dots that means we're missing a keyframe or something
06:17is wrong on the other end.
06:19Let's look at it in color, and we have several issues that are now hitting us full square.
06:25We have the fact that some of the shape tweening is behaving weirdly.
06:30Instead of being subsumed by the entire thing, let's just switch off all of our layers and
06:36we know that the jaw is going to be a problem.
06:37We have the neck first, let's look at the neck.
06:39The neck is being very good, so we'll padlock that,
06:44and the skull is very important as well.
06:48And the skull is doing something between here and here.
06:51So let's lock down the skull, because it really is very difficult to get anything working
06:55if the skull itself is distracting us.
06:58So don't forget to backup your file before you proceed, because you don't want to lose
07:02anything should we have a crash.
07:04So we're going to add another Shape Hint here, make a space, hit Enter, and now we have our
07:09red flag to remind us.
07:11Ctrl+Shift+H to apply a Shape Hint.
07:13And I'm going to apply two, maybe we can get away with just two of them here, A and B. Nope.
07:22So let's try B here. That's better.
07:25There's a slight little wiggle, I can see it happening here where it's not totally clean,
07:32so I'm going to add a C Hint there to tie it down, just to be picky. That's working.
07:40So now we have the jaw.
07:42Let's put them in Outline, and the skull, both working pretty well.
07:46And the other big one that was causing the problem was the jaw level, so let's go into
07:50that and see what he's doing.
07:52Actually, the jaw seems to be tweening fine.
07:54The problem with the jaw was a layer issue, so let's look at this in layer.
07:59As we turn from here to here, the jaw should really be behind the neck.
08:03So let's find the point where that happens.
08:07And I think the best place for that will be right before here, at the very end.
08:11So I think we need to make an extra keyframe right about here and then drop the jaw onto
08:19this lower jaw level down here.
08:22At which point we go back to the top and hit F7 to blank that out.
08:26Now we right-click and go Remove Tween, and let's activate the bottom layer, and let's
08:32see what this looks like.
08:35So some things are happening.
08:36It's really not moving as smoothly as I like, and I think the solution will be to fix the
08:40actual shape itself.
08:44So let's reverse that.
08:45I'm going to push the jaw back up and thin it out, because don't forget, we're meant
08:49to be moving around the head.
08:51Switch off everything for a second and let's look at the position of the ear.
08:55So the jaw should be moving from this point here, so I made a mistake in terms of the
09:00position of the jaw line.
09:01Let's move it to about there, and make sure it lines up with the skull.
09:06It's very easy to fall out of place.
09:08Be sure we have Snap to Objects on for this.
09:12Okay, I'll make sure it tweens. It does.
09:17Nice! Repeat that process.
09:18I'm going to put a keyframe here, drop the jaw onto the lower level and hit F7, right-click
09:26and just remove that tween,
09:27and let's look at that.
09:30Let's see it in color. There we go.
09:37Nice clean transition from here to there.
09:42Let's look at the rest.
09:43And I think we probably need to help the eye transition off the screen.
09:47The left eye at this point right here can just cleanly disappear, so put an F7 in there.
09:55The right eyeball, which we see here, I think we need to give him another keyframe, so let's
10:02put them back here and go Remove Tween.
10:06And let's see if we can push it over with the arrow keys.
10:09Oops, just the eyelid, the pupil, and the ball.
10:16And use the Free Transform tool to skew them really, really tight.
10:20This is exactly what we did with the left eye on the previous keyframe.
10:27Gets very, very tricky to really get the handles working when you get this thin with it. So there we go.
10:35And then they'll disappear here.
10:41And finally, we're almost there, the hair on the top seemed to be moving fine, but he
10:47also should really go to a lower level.
10:50So let's copy him to this layer here, hair top, holding the Alt+Option key.
10:56Let's make a keyframe here, and then delete the upper level, and that way we move hair
11:02from this level, then he transfers down to this one.
11:08And then we have the right ear, the neck; you can see it's not quite matching to the
11:15ear, so let's go in and fix that.
11:17See it in Outline.
11:19Let's padlock this, go to the neck, and just pull it behind the ear like that, and let's
11:25hope that he still tweens. I think he does.
11:30And the last element was the nose, and obviously the nose very, very soon should go to a lower
11:34level, probably immediately after this one.
11:38So let's make another keyframe right there for the nose.
11:41Let's select these two frames, drag them down to the bottom, and don't forget to put a blank
11:48keyframe in here.
11:50Switch off tweening just to keep things clean.
11:54And there you have the transition from the C to the D.
11:59Now we need to make a little fix to the mouth.
12:01Let's just blank the mouth out at this point, and let's switch off the reference images, and there we go.
12:11So it's from here to there.
12:14There are a couple of spots that we need to polish a little bit at the upper edge of the
12:18hair there, but fundamentally this is pretty sound.
12:23And as you can see we've been thinking as we went.
12:26The first pass we simply got the thing tweening. Don't worry about the layers.
12:30Once you get the layers tweening correctly, then you can worry about splitting one thing
12:33off from another and trying to figure out what goes where.
12:36I've already done some of the thinking in terms of trying to figure out, okay, what
12:41elements here are going to have to move? When I do this from scratch, believe me, it's a
12:45dynamic process and I'll be changing my mind as I go along, but trying to keep the overall
12:50number of layers to the absolute minimum.
12:52The good news is now that you've got this layer hierarchy figured out, it's a lot easier
12:56to get into the next pose, the E, and the one after the F.
12:59So that will be what we do in the next movie.
Collapse this transcript
Creating the E head (rear)
00:00In the last section, we went from the profile pose to the three quarter rear, and you may
00:05remember that I mentioned that some of the fringe was looking a little weird.
00:08So let me go in really close very quickly and I'll show you how I fix that, rather than
00:13show you me messing around with it for a good number of minutes.
00:17So essentially this was the troublemaker and it wasn't quite matching the green hair area.
00:22Oops! I'll fix that, and let's go through frame by frame.
00:26So it's a bit of a cheat, it's--let me hide this as well, it's kind of hard to see there.
00:31So what I did was make a shape that it could blend into and then hopefully on the next frame
00:36pop off, and just get us to where it doesn't catch your eye.
00:40So not the most beautiful piece of animation there, but it works, and then when you look
00:45at it with the hair on top, it will go past so fast you can't notice it.
00:50So let's move on and do the actual back view now.
00:55And then I'm going to again hide everything. Whenever I get lost in the maze of layers
00:59I just switch everything off, and start from something simple and I work my way back into
01:04complicated things.
01:05So let's look at the rear view reference image and if you want it a bit dark you can switch
01:10off the little white shaded area.
01:13Now the process that we'll be doing is moving the shapes back into match that and the layers
01:18should be pretty similar for this I think.
01:20So let's begin anyway with the neck, and first things first we'll make a new series of keyframes
01:25right beneath the E, and just start doing the familiar process now, pulling the neck into
01:32the right shape and that's pretty good.
01:37And then once again, we padlock that, and the jaw will be on this lower level, and there
01:43is a nice little cheat we can do for this rather than twist the jaw back into the shape.
01:48This jaw shape would be pretty much the same one as we began with, so let's go to the jaw
01:54image on the first frame, and hold down the Alt+Option key and just drag it, and we're
01:59going to drag it to here.
02:02And switch tweens off just to keep things clean, and there we go.
02:07So padlock that, the nose will be invisible, but if you want we can still have it under there.
02:14So it tweens itself off smoothly because we still see it here and I want to do have Flash
02:19take care of the tweening to get this off screen, and we certainly wouldn't need the
02:23nose after that, so we can blank out after that.
02:27The hair on the top layer, we'll be going from this three-quarter view and this is this
02:31area here, to again, this point.
02:37So let's use the Free Transform tool just to stretch it out a little bit.
02:41Again, padlock that.
02:43The left ear will now be coming back into view, and this is where we get into a little
02:47tricky area, but for now, bear with this as it will look strange for a couple of sections.
02:54But I just want to get the physical ear in the right physical location, and let's join
02:58it pretty much here at the top of the neck.
03:01Let's pull it out, Snap on, and just put it there, and we will create a new internal ear
03:08graphic that will actually look exactly like this but not right now.
03:12Right now we're just getting everything to move.
03:17And if it bothers you that it looks so strange, just hide that ear level.
03:20Now the skull, again, another little cheat that we can do here to speed things up.
03:24The skull will actually be the same as the skull from the very first, because it's rotating
03:30back around into the same general direction so that's just Alt+Option+drag that to
03:35here, right-click, remove that tween.
03:39And there is a little bit of asymmetry on the neck, let's have a look at it, so let's
03:42go and fix that. Close enough I think, padlock that again.
03:47So now I like where the skull is, so padlock that.
03:51The left hair is now going to be I think pretty much gone, so I think the last we see
03:56of that will be here, and again, we are looking at this area, so let's F7 to get rid of it
04:03and delete it from this.
04:05And the next will be the right hair, and even though we call it the right hair it's now
04:09basically working as the entire area of the hair that we are seeing.
04:14So let's see if we can do some magic and have this thing adopt that shape.
04:19Zoom in a little bit and now I'm just going use the Selection tool.
04:26This may end up being something of a challenge for shape tweening.
04:31So I'm kind of confused now about where the points are, so let's hit the Subselection
04:35tool, click on this, and we have maybe some more points than absolutely necessary, but
04:40we've to keep them all here so that this thing Shape Tweens more efficiently.
04:43So I'm going to try to move this point a little bit over to this direction and see if that works.
04:52It's good. Let's pull that in.
04:55You can pull the neck down.
04:58Flash is being really tricky, very sensitive about selecting my lines for some reason.
05:03So if that happens to you, try not to get frustrated, but it definitely is a little annoying.
05:08So now I'm going to padlock these, padlock that, and all these are empty layers, that's
05:14good, and then the last one would be the right ear.
05:17And once again the right ear has the same problem as the left ear, it's the wrong shape
05:22for what we wanted to achieve.
05:25So for now again, let's just move it out and I'm going to put Snap on, and make sure that
05:30this point here snaps to where the neck joins the skull.
05:36You may have picked up on that I'm very picky.
05:38For good reason, it really helps.
05:40So what I'm going to do is to make sure that the neck, let's make it color, lines up with
05:46that point there, so that the jaw, the skull and the neck all have that point of origin.
05:52Let's unpadlock the ear now.
05:55We can make that point of origin the same point of origin that's where the ear attaches to the skull.
06:00That won't always be possible, but it's really nice if it can be done.
06:03I think I've moved the timeline there, let me get it back.
06:06Let's do the same thing at this side too.
06:08So again, padlock everything except the neck, okay.
06:12So again, select that and now we've three points of origin, all connecting right there.
06:19And I think let's put the ear there as well.
06:22Super! Now let's zoom out.
06:28Go to color, and we have some mad ear weirdness,
06:31but again, don't worry about it, we'll fix that.
06:33But first things first.
06:36So let's activate Shape Tweens and Classic Tweens as needed, and look at how few layers
06:42were actually working in right now.
06:44As you go to the rear view, you'll find that there are fewer and fewer layers that are
06:48actually needed as the eyes disappear, and the mouth disappears.
06:51Let's see what this looks like.
06:54Once again, we have a couple of rogues, so let's fix that.
06:56The neck is being bold so I'm going to show him, and once again, let's select the timeline
07:04and go into Properties, and under Label make a blank space, enter that, and then we've
07:09our little red marker.
07:11I'm going to go Ctrl+Shift+H, let's drag our Shape Hints and I'm going to go A, B, C, and D.
07:26Again, backup your file before you do this.
07:31Shape Hints are the one thing that can crash Flash very, very quickly I found.
07:36And the jaw is doing a something a little flaky.
07:38So let's have a look at that.
07:41Okay, so once again, add Shape Hints.
07:48I think two Shape Hints would probably enough for this.
07:52Lovely, it's beautiful.
07:56And the skull is acting up, so let's hit him and again, pull a little marker in just to
08:04let us know; A, B, and C, because I can see once I activated hints, it flagged the hints that
08:10were on the previous keyframe,
08:12that went forward and connected with this one, so that means all we have to do is really
08:16follow the previous pattern, will work for the next one I find.
08:19So let's add them in, and be sure we add them to the second, and that works, yeah.
08:28A little bit of air appearing. See right here where the hair isn't quite matching? So a couple
08:35of things we can do.
08:35Let's just bring that down a bit lower and that covers it.
08:39We could also push the hair up a little bit.
08:42So the big outstanding issue at this point, are the ears.
08:45They are turning around in 360 degrees, and obviously you can't do that with one static symbol.
08:51In the next movie, I'm going to show you how we can fix this and really, really sell the
08:55illusion that we're dealing with a dimensional object here.
08:59
Collapse this transcript
In-betweening symbols manually
00:00As we've already mentioned, the ears are giving us trouble, so they are in their right physical
00:05position, but they're just the wrong shape, and that's obvious, because you can't have
00:08the same direction of the ear around 360 degrees.
00:12So let's see how we will fix that.
00:13So let's just click on the right ear.
00:14We'll switch off everything; keep things nice and simple and clean, except the jaw, the
00:19neck, and the skull, so we can really see the amount of motion on this thing.
00:26We get to this point and I'm going to put the reference layer on beneath, and going
00:31to go to Outline mode, and let's go in and take a look at this.
00:35So already by this point here by the D angle, this ear should look quite different.
00:41So what we're going to do is go to the labels at the top, right-click, and go Copy Frames.
00:46And then go to the ear symbol, that's right here, double-click on that, and now we're
00:52inside the ear symbol.
00:54And if you go into Outline mode again, we can see next to the image that we want.
00:59Now what I want to do is to create for the ear symbol its own internal timeline and its
01:04own internal selection of ears.
01:06So let's make a New Layer and right-click on the New Layer > Paste Frames, and then
01:12just extend the timeline, hit F5, and right under the D, here's where we're going to make a new ear.
01:18So hit F6 for that.
01:21And I don't like this light green, it's not a really great color, so let's pick dark green
01:24for this, so you can actually see ourselves in Outline mode.
01:27And there are a few different ways of doing this.
01:30Let's split this onto some layers and make it a bit easier.
01:32So what I'm going to do is make a new layer, take this inner color, for example, copy it,
01:38and on that external layer, on the upper layer, paste in place, Ctrl+Shift+V, and actually
01:45let's just do the same thing for, hold down the Alt+Option key and copy that, and we'll
01:51take it off this.
01:52So just Eyedropper, paint it out on the bottom layer.
01:56So what we have now is two frames that are of the same, with no internal line. On the
02:01top layer we have the internal shape,
02:05and now we can start playing around with it.
02:08So frame 1 is great, it's exactly the way it was.
02:11Frame 2, let's start pushing that.
02:13So I'm going to select everything, draw a box around it, and with the Free Transform
02:16tool, just pull this into place.
02:19And even though it's slightly different, I'm not going to heroically try to match the reference
02:24drawing. I'd rather have this be a little bit closer to the original state.
02:28It will make a much better transition.
02:31And let's thicken the highlight area. I am switching Snap off so I can get a much more
02:37fine level of control over this.
02:40And this is why I like having this fellow on its own layer, it just makes a little bit
02:43easier to control, zoom in a little bit. Actually if I can padlock that and select the layer.
02:54It's getting a little too thin. I'd like it to really match the line weight of the first one.
02:59I don't like it when these feel like you've just grabbed them and skewed them really thin,
03:03it looks kind of lame, whereas this looks more like an original piece of work, which it is.
03:08Now this is on Frame 13, which you can see down here, on the current frame marker.
03:13So let's go back to the external clip, the head turnaround, and on this I'm going to
03:19click on that, and in the Properties panel, under Looping, set to Play Once, and I'm going to set it to 13.
03:28You can set it to Single Frame as well if you prefer. What I'm going to do here is
03:31try to make a few of these so that we can actually get several different ear images working here.
03:37So let's zoom out and already we have, I think you get the general idea, the ear in a much
03:42more believable position.
03:44By the time we get to here, we need one more, and this will be on the E frame of the internal,
03:49and that's number 17, so let's click on that.
03:53And again, notice, I'm not flipping anything horizontally. These symbols, both the right
03:57ear and the left ear, are in their natural position. They're not being mutated beyond
04:02having extra pieces of artwork inside them.
04:05So let's make the E an absolute mirror of this, but it will be the internal shapes that
04:11are being flipped, not the symbol itself.
04:14So in this case, we're looking at the back of the ear, we don't need that inner shape.
04:18So select the lower level, Modify > Transform and Flip that Horizontally, go in really close.
04:26And I'm just going to use Shift and the Arrow Key to get it closer.
04:31Click Snap to Grid on will get us to snap to this little thing, View > Snapping > Snap
04:36to Grid, because I want that to be exact.
04:40It's a little bit off on this, so let's pull that in as well, there we go.
04:47How great is that? And now we could probably use some in between frames between this and
04:53this, but first let's see what we look like.
04:56Also, the A here will probably start coming in somewhere around here, but for now let's
05:01just see what this looks like by itself.
05:03So we have to correct the looping instruction, and we're on frame 17, which you can see down here.
05:09So let's go to Play Once, frame 17.
05:17Now we go from the first frame to this pretty quick, and then we have 1, 2, 3, internal
05:24frames before we get to that, and maybe one more in-between.
05:31So what I'm going to do is show you how to do a manual in-between in Flash.
05:36So let's click on this, go in really close.
05:40I used to do in-betweens by hand back in the day, and it turns out to be a very useful skill in Flash.
05:48Let me make a couple of empty layers, and we want to go between here and here.
05:53And I'm just going to make one between these two extremes.
05:58So let's make a blank here and here.
06:02I'm going to make another empty frame here, so this will be our first frame.
06:07Hit Ctrl+C, Ctrl+Shift+V to paste it into place.
06:11Go into Outline mode so we have this proper outline, which is the first frame, and we're
06:15trying to in-between into this one, so Ctrl+C and Ctrl+Shift+V here.
06:20And let's hide the two layers.
06:22So now we have copies on one layer of our first and our second key.
06:28And let's pick nicer Outline colors for these, we'll pick medium green and medium blue, so we can see them.
06:36Okay, so let's draw.
06:40We'll use the line tools in Flash for this.
06:42Let's make some marks here.
06:45So I'm going to make this a hairline. I like using a hairline color for this.
06:49Let's put Snap on so we really get precisely onto that,
06:53and now we can switch it off.
06:55And by holding the Alt key you can just pull the line and make new points, and I think
06:59we want to switch off any other snapping like Grid.
07:03So if you have a tablet of course, feel free to draw it.
07:07I'm working with a mouse, so that even those of you that don't have tablets can get the
07:10general idea that you don't have to have a tablet to do this.
07:14And also padlock the two lower layers so you don't interfere with them.
07:20I'm going to make this pretty quick and dirty, again, just to give the general idea.
07:26Make a Snap back on, and if it's hard to see then hide the other temporarily.
07:36Okay, and then one more, that will just color this for the highlight area that defines the
07:45edge of the ear so we can see it.
07:47And then Snap off.
07:50Nice! There it is.
07:56So now let's color it.
07:57I'm going to get rid of these two and drop that, let's see where we will put it.
08:03So we have this and we have this, so let's just drop this down to here, and move that
08:10blank frame to there.
08:12So we're going from the start position to the skewed forward, to this intermediate position, to that one.
08:21So now I'm going to use the Eyedropper just to grab the colors and paint, and let's double-click
08:28on the lines to get rid of them.
08:30And now when we go back to the head turnaround, there is the intermediate frame.
08:36And of course you can add as many of these as you like, and probably one more on each
08:41side wouldn't hurt.
08:42Let's go back into full color so you get the idea.
08:49And you might think how few--how many of these do I need? It's really a matter of your personal
08:54taste or the style of the project that you're working on.
08:57It depends on how naturalistic you want it to be.
08:59The exact same process will apply to the left ear.
09:03So what I'm going to do in the meantime is leave the rest of this to you as an exercise.
09:07I will provide the final artwork with the smooth in-betweens, so that you'd be able
09:13to see that in the exercise files.
09:15But this is a really, really cool trick to have up your sleeve and it will really help
09:20you to sell all kinds of illusions that will otherwise simply would not be possible.
09:25Small thing, we have to deal with the layering a little bit, but again, that's something
09:28that I'm going to leave to the final fine- tuning pass of this particular section.
09:33So with that, I think we're ready to move on to--first of course, please have a go at
09:38fixing the left ear, and feel free to use some of these as reference of course.
09:44Don't copy this horizontally onto the left ear, that's a shortcut that you really should
09:48avoid, but do feel free to take the internal timeline and copy that into the left ear symbol.
09:54That's not a problem.
09:56So with that, we'll move on.
Collapse this transcript
Creating the H head
00:00If you are back then you'll notice that we have both ears sticking out, and I left you
00:05with a couple of comments that I was going to create some more in-betweens for this ear.
00:10It is the same process over and over again.
00:11Now if you have a different way of doing it, then by all means do that.
00:14There's just no one way of doing it, but the trick is just to keep the transition so smooth
00:18that the ear itself doesn't pop at any point and I think that's pretty smooth. There might
00:26be a little spot here that we can fix.
00:30What I did was, I took the end state from the previous class.
00:34And I just added two extra drawings in between, but I think this will look a little more forgiving
00:38if we put a bit of meat on the edge of the ear there, so we get this.
00:45And you notice how the dark area inside the ear becomes a sliver?
00:50The beauty of having that on a separate layer is that you can move it so easily.
00:53Whereas if it's all on one layer, it can be kind of tricky.
00:56Okay, so back to this. The solution for the other ear, I don't know if you gave it a go or not.
01:02It's pretty simple; when you get to the point where the ear starts to appear from behind
01:06the head, simply go from this state to that state.
01:10So ultimately you could have a whole series of ears in that are pivoting.
01:13As long as the pivot around the center point, then you should have a pretty solid piece
01:19of animation to work with.
01:21So let's go back.
01:22There was one other outstanding issue, and that is we're looking at the layer hierarchy
01:27here, that ear is too high.
01:29So at this point I think we'll make a final keyframe here for the ear on the top layer
01:34and then we will move this ear down onto the lower ear level, ear right down here.
01:41And let's put a blank keyframe in there.
01:43I'll just remove that tween and I think we are ready to proceed.
01:48If you remember our clock animation, let's go back to the Library and go to the hd 3
01:54clock symbol, and if you scrub through there, we already created our B head, which is the
01:59same as the 3 o'clock position.
02:02And luckily for us, the 9 o'clock position is the same as the H head. There's some clean
02:06up too we could do here.
02:07Take the reference folder and just drag it back to the bottom.
02:10It's easier. It makes them all consistent that way.
02:13If you go from all of the symbols then the head folder should be on the top.
02:17So let's go back to the clock.
02:19Back to our 9 o'clock position and let's select all of these, right-click, Copy Frames, we
02:27will go back to our turnaround, and go to the H position and go from nose to nose, right-click
02:33and Paste Frames.
02:35And let's get rid of this insert that gets created, and here we have almost a freebie.
02:47So now it's a question of going in and fixing glitches, and I see the jaw is misbehaving.
02:54And it's misbehaving so badly, it's very hard to see what else is happening, but I think
02:57the hair here as well is doing something a bit funky, so let's go in and hide everything.
03:03Once again, you will see I just switched everything off and just find the trouble spots.
03:08So the neck looks great, padlock that.
03:12And I think let's move up all the way to the jaw.
03:14And this is the jaw level, and notice that comes with shape hints built-in, because they
03:19were shape hints in the frames that we were copying, so that could be an issue.
03:23Let's hide everything but for the jaw, and go Ctrl+Shift+H, and of course, this creates
03:28a C hint that we don't need.
03:29So just right-click on that and Remove Hint.
03:33And then we just correct the other hints.
03:36Make sure they are exactly right.
03:40And then you can see the hair here is also causing problems.
03:43So let's find the hair right level.
03:46Let's find that, Ctrl+Shift+H, because it has the hints built-in.
03:53Remove the new one that has just been added,
03:55scrub forward, and then we just correct all of these. There we go.
04:04So now when we look at everything, that's great! And we can just select all the eyes, reactivate them.
04:18The hair needs a little bit of help.
04:20Again, just switch everything off and let's look at that by itself.
04:23It also comes with hints built-in, So Ctrl+Shift+H, remove that hint, and then fix the others,
04:33and it should snap to various little points in there.
04:39Okay, the ear is doing something weird, because of course we shifted the ear layers.
04:44So let's do a little patch for that.
04:48So what would be the best way to do that? The ear really has to be on top at this point,
04:52because that's the left ear, and it is on top, but we are trying to tween into another ear
04:57that's lower, because it has to be on a lower level in its default state.
05:01So let's make a duplicate of that, Ctrl+C. That's one way of doing this, click on the
05:05slot and Ctrl+Shift+V to paste in place. There we go.
05:12And let's look at this in Outline and see if anything else is doing something weird,
05:17I think we are good.
05:19So that was pretty straightforward.
05:21So now we are almost there, we have this section here to contend with.
05:27I think other than that we are very near to being done.
05:31And I think there's one outstanding thing, and that's the neck area.
05:35So let's click on the Reference level, switch off everything but the neck.
05:40Let's go to Outline.
05:41I thought so. If you remember from the clock, we tied down the neck, whereas here the neck
05:46should be rotating with the torso.
05:48Oops, I switched Snap off. There we go! And now we will reveal everything again, and fantastic!
06:02So another little area here where see that that corner of the hair appearing up, so we
06:07might want to do something like bring this down just a little bit, of course, we have
06:12to fix the hints.
06:14There is always something. Same process, again with hinting, backup your files. There we
06:28go! So, super! Next we'll move onto the F and the G directions, which are very similar to
06:35the C and the D directions, but they have their own little things to watch out for,
06:40so we'll do that in the next movie.
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Creating the G head
00:00We have two final major head directions left to do, the F and the G.
00:05The G is like a mirror image of the C profile, and the F will be a mirror image
00:11of the three-quarters rear on the other side. And I'd rather do the G first and
00:15work from this side back in towards the middle. It's the same workflow that we
00:19followed on the outward side of the project, so let's do that, and it's also
00:23better to have a profile than a three-quarters rear view I find.
00:27So let's create a little reference layer that we can use based on this.
00:33So what I'm going to do is select all of these layers, make sure nothing is
00:38Padlocked, and go Ctrl+C for copy.
00:41Let's make a new layer down here, and I'm going to put in a blank keyframe on
00:48this layer, and go Ctrl+Shift+V to paste in place.
00:52Can't see much right now, so let's hide this, and let's put this layer in
00:57Outline Mode, and then let's flip it horizontally, Modify > Transform > Flip
01:03Horizontal, and let's check this against our reference image down here.
01:08So I'll just nudge it using the arrows until it lines up, pretty close.
01:13So let's hide that again, and let's pick a better outline color, because pink is
01:17too hot, it's really overwhelming.
01:19So I'm going to go to like maybe a slightly darker gray, that will do, and
01:24then Padlock that, and now we're going to go through these layers and match them to this.
01:29And so let's make our G key--actually what we should do is copy the C--hold down
01:36the Alt/Option key, and drag it over to the G level, and there we go.
01:42So we'll go through these one by one and build this up.
01:45So here is the neck level.
01:47Put Snap on so we get these points more accurately. It's good.
01:56Snap off to get that little closer, and go in really, really close to get that just right.
02:04Kind of hard to see where it should be ideally, but I'm thinking somewhere about there.
02:12And notice there are two little circles, that's because if you look at the layer
02:152 reference image, they're on that, those are from the eyelids.
02:18They're really getting in the way, so let's delete them.
02:21They're creating these little circles that are really annoying, so good riddance
02:24to that, and let's continue.
02:27So we've got the neck done, and just Padlock an Outline as we go.
02:31I like that because then you can see you're making progress. Next one is done.
02:35The left ear, let's move the left ear, there it is.
02:43So we'll work with this one instead, so let's ignore this layer for now and just keep going.
02:48I want to hide it and figure out later when we have everything else in color.
02:52Keep Padlocking and going if there's nothing to do on these layers.
02:55And next we have the skull. So let's go in really close on that.
03:01Put in an Outline, and now I'm just going to use the Selection tool, Snap to
03:05Objects, and line them up perfectly. Check on the other side. Great!
03:15And the back of the skull is really misbehaving here, so let's pull that down.
03:23You know what, there's a quicker way of doing that.
03:25I'm going to hit undo for a bit, and just reverse that horizontally, Modify
03:29> Transform > Flip Horizontal, because that's a shape, not a problem to flip shapes.
03:36That gets us a little bit closer to where we want to be.
03:40And Snap back on, get those points lined up, and then Padlock that, the
03:47left hair level. Let's see. Right, because we're going from here to there.
03:58So what I'm going to do actually is delete that and work from this one backwards.
04:05So let's hold down the Alt/Option key and drag that to here, because it's
04:08closer to the shape I want than the previous one, and let's just drag it to where we need it.
04:18There we go, and let's put Snap off for a moment. Okay.
04:32And the right side hair, and again, this is being a flip of the other
04:35side, this is really wrong, so let's just delete that, and I think the left hair
04:41from this side will be closer to what we need, that was like this one.
04:45Let's Ctrl+Copy that, and Ctrl+V to bring it in here for the right side.
04:53And of course flip it horizontally, and I'm going to use the Free Transform to
05:01squish it a little closer to what we need, zoom in a little bit.
05:04Be sure we have Snap to Objects on for this, and switch Snap off just to go
05:12for the fine-tuning.
05:13The really close work usually Snap is a little too aggressive for me.
05:17Okay, let's try that, Padlock these, keep going, jaw.
05:22And the jaw will probably click us again, Modify > Transform > Flip Horizontal,
05:29and then just drag it to where you need. Let's check that in Outline.
05:33Pretty good. And I'm going to zoom in, Snap on, and drag that in.
05:38Click, Padlock, and the mouth.
05:44That's how I look at the mouth, not in Outline, so we can see it a little more clearly.
05:48Always be careful you don't slide out of the right column.
05:53The left eye will be, of course, the exact opposite now.
05:56Probably, I think the best way of doing the left eye, instead of working
06:01from the squished one, from the other side, it's simply too twisted.
06:04So let's just use the left eye that's in the H column, and the same with
06:09the right eye as well.
06:10So what I'm going to do instead is go over and copy all of these here, 1, 2,
06:163, 4, 5, 6, 7, 8, Alt/Option, and drag them to here, and let's now go into
06:23Outline so we can really see them, and zoom in tight, really a much better way of doing this.
06:28Let's do the right eye first.
06:33I'm just going to slide that out of the way for the moment, and then just select a big
06:37bounding box around all the blue, when we have all four levels high-lit.
06:41Let's bring that over, Free Transform, and there we go.
06:47For the left eye, or the blue eye, go in really close and bring the pupil in.
06:56Notice I haven't even flipped the pupil horizontally.
07:01It's something that you're welcome to try.
07:03If you think that you can make flipping work horizontally, then give it a go,
07:07and sometimes you just do it in the course of creating the animation, but when
07:11rigging a character, I just find it so problematic.
07:16So it gets confusing when you go inside and outside of symbols and one is
07:20flipped horizontally, and the one side that is not and the one side that is
07:24you end up really disoriented.
07:26There we go, the green eye is in place, let's move the pupil right out to the edge.
07:32Now, the eyebrow has become really twisted around, so let's just delete
07:35that, and I think the easiest way to get that back is to copy it from its
07:40cousin in the C column.
07:42So let's go over there, select that, Ctrl+C. If you have a problem selecting it
07:51in Outline Mode, which I just did, then just go back into Solid Color Mode,
07:55Ctrl+C, go back to the eye right brow level, Ctrl+V, Modify >
08:04Transform > Flip Horizontal, and you can track it back in there, and I think the
08:10right eye should be a bit thinner, so let's go in really close on that.
08:14Let's go into Outline, and I'm going to just select those three layers, make
08:18them really close, actually skew it just a little bit. Let's try that.
08:31Then Padlock that, the hair on the top of the head, and that will also be a
08:36Modify > Transform > Flip Horizontal. Padlock an Outline.
08:45Outline everything, the ear left, and I think on this one we should be
08:51seeing the left ear, and right now, I think it's down at this point.
08:57So let's delete that, it's really peculiar, and work with this ear up here.
09:02This is the right place for it.
09:04So hold down the Alt/Option key and drag it to here and pull it over, and Free
09:09Transform to skew, Padlock that, and Outline.
09:15And above that we have the right ear, which I don't think we need at all.
09:19The right ear at this point should be completely invisible, so I'm just
09:22going to delete that, and Padlock, and now the nose should be the last element.
09:29Let's pull that over.
09:30Do not turn the nose around horizontally because it's a symbol, but we can
09:37certainly skew it like this.
09:45Okay, and now take a deep breath and hide the reference and see what this looks like.
09:51That's pretty good, and we didn't have to think too much, most of that was
09:58simply be just grinding through, matching the reference layer.
10:00So all I have to do now is fix that neck, and I think the rest of it's
10:05looking pretty stable.
10:07So let's just select the neck layer that's there, and Ctrl+Shift+H to select
10:21some Shape Hints, and we'll just apply them.
10:27Don't forget to backup your project first before you start applying these in
10:32case anything bad happens, like a crash.
10:34Don't forget that we should also add a Label here in the Properties panel just
10:39an empty blank space just to create that little red flag, and let's look at
10:43the whole thing again.
10:47There seems to be a slight--I'm not quite sure what this area here is doing,
10:51let's have a look at that. Now it's okay.
10:53It's certainly doing a little pop after, that's more to do with the position of the key here.
11:01So let me go in and play with that for a second, kind of little eye-catching
11:09when that transition happens. That's better. Okay. Once more, fantastic!
11:23Okay, so we have one last head to do, and that's the F head, which is a duplicate and reversal of the D.
11:30So in the next movie I'll show you how to do that.
Collapse this transcript
Creating the F head
00:00So, happily, we only have one final head direction left to do.
00:05If you the adventurous type, and you feel like you've pretty much picked up the
00:09method by now, feel free to do this by yourself and skip over this movie and see
00:14if your solution to the problems and the puzzles involved will be similar to
00:18mine or different, better, or worse.
00:20So in the meantime, for those of you who still need to see more of this
00:24procedure, stay tuned, and I'll walk you through this process.
00:27There might be a few little pitfalls still ahead of this.
00:29Bear in mind that we do have to take care of not just one transition from the
00:34F to the G, but the one backwards as well, from the F to E, and that's the tricky part.
00:39But let's just get cracking and see what happens.
00:41So what I am going to do is similar to the previous section where we used a flip
00:48of the opposite head as a reference, we'll do the same thing again.
00:52So I am going to put a little blank frame in here and the F is going to be a
00:57direct mirror image of the D.
00:59So let's select all of the D heads, I'll go Ctrl+C, making sure none of the
01:05layers are padlocked of course, and let's go to our new little reference
01:09level, Ctrl+Shift+V to paste in place, and you can see it in there, it's now a little faint gray.
01:16So let's activate the reference image and go to the layer 2 here, that will just
01:22paste it in, go Modify > Transform > Flip Horizontal, and then we just nudge it
01:27with the arrow keys until it's pretty much where we like.
01:31Now, we can get rid of the line art in beneath and padlock the reference, and
01:36the next step will be, let's unhide everything, let's grab the entire D column,
01:42hold down the Alt or Option key and drag it to here.
01:46So the next thing that I am going to do is because it's kind of intimidating,
01:49when you see all these layers and these keyframes popping from level to level,
01:54and you just wonder, "What am I dealing with here?"
01:56One of the easy way of getting a good feeling for how it's going to work is just
02:01make it all tween and see what happens.
02:04So I am just going to go through all these layers and just activate the
02:07tweens, there are some layers that are now standing by themselves, let's
02:10figure those out in a moment.
02:12There is even a layer here that doesn't seem to be doing anything, so we'll get
02:17to that in bit as well, and do some troubleshooting with there.
02:20Okay, let's see what this looks like. I am going to hide that Reference layer.
02:28So we spin to the back view. Ah!
02:30Of course, we haven't matched these horizontally yet, so let's go in and do that first.
02:38So let's go into the Reference layer again.
02:42Very quickly, we are going to go through the layers and move them into position.
02:47Select the nose, swing him over there, and let's put these into outline, easier
02:53again to see exactly what we are doing, padlock and the familiar process now.
02:59And the beauty of this is once we have the shapes selected, the shapes can then
03:02be transformed horizontally, but never the symbols.
03:07Padlock that, same with the neck, Modify > Transform > Flip Horizontal, same with the hair.
03:18The left ear should now be on the uppermost level, and this is a holdover from
03:26the other side where it was on the bottom.
03:28Let's see where we are coming from and going to, and it was when it was behind
03:32the head, and now it's spinning around, and that should be on top.
03:36So I am not really 100% sure about this fellow, there is another ear up here, so
03:41let me just hide him for the moment again, keep going.
03:44These little outriders we can leave alone for the time being, the head
03:48let's flip that as well, Modify > Transform > Flip Horizontal, because it's just a shape.
03:53I don't want to affect anything other than itself.
03:58Now we have the two hair layers, hair Left and hair Right.
04:01What happens when we take the head from one side, from the D, and we transport
04:06it over to the F is that basically these reverse in hierarchy, so that the left
04:11becomes the right and the right becomes the left, so here is a quick and dirty
04:15way to fix this, simply drag one key up, the other down, move this guy over.
04:20I think we'll just reactivate shape tweening so that should be safe enough.
04:25and then of course, we have we have to flip these horizontally and the same for
04:31this guy, Flip Horizontal, okay, just keep going.
04:39These are all empty, and I think you might have a little issue with the left eye
04:46that this eye here is his physical left eye, or the blue eye.
04:49So let's not use any of the green eye artwork here.
04:54So let's just select these and delete them.
04:57And actually let's switch off the tweening, we don't need that either.
05:01Instead, what we'll do is use the blue eye level from the previous or the
05:05subsequent key, this one here, so Alt/Option-drag over, and now I am
05:13going to use Free Transform to push this into place and match the reference, and
05:20let's move that pupil out just to the edge, much better, and let's see if we can
05:25match this very twisty eyebrow, and that's pretty good, and let's see if we can
05:37figure out what's going on with this ear.
05:39So now we have the ear Right, and we shouldn't be seeing much of an ear Right on
05:44this fellow, because it will be the right ear, was not beneath the head.
05:48So for the moment anyway let's just delete that, and we have the nose.
05:53This is the upper nose level for the A direction, we don't use that, and I am
05:56going to put in some blanks here just to keep everything consistent.
06:00So let's see, I haven't done any major thinking I have just been repositioning
06:03things, so let's go to color, see what happens. Now there are some flashing going on.
06:09But you get the idea of the basic motion, and I find this is actually a very
06:12comforting way to work because you can see most of the work that really needs to
06:17be done now is just stabilizing some of the weird flashing shapes.
06:21So let's do that that first.
06:23So again, switch everything off, and let's go to the jaw, and I think we have a
06:28level issue with the jaw to fix, so let's leave that for the moment.
06:31You can't really fix levels when things are doing this, so it is a question of that workflow.
06:36So now we are on the neck level and their shape pins on it, we can tell because
06:40we put this little flag on there.
06:42So let's hit Ctrl+Shift+H, and of course they've all fallen out of place because
06:46we reversed the artwork horizontally, so let's right-click on the E and remove
06:51that, but we want the other four, so let's just put them back to their corners.
06:56Again, I will warn you, back up your file before doing this, because this is a crash risk event.
07:03Okay, I lost my hints there, so I'll go back to the first one, Ctrl+Shift+H to
07:08make a new one, remove that, a bit of a workaround this, but it works.
07:12Let's move these, I want to make sure that we absolutely have these on the
07:16corner, looks good, on both directions, check them back and forth, and let's
07:23go for the hair on the top is also facing the layering issue, so that has to
07:28be fixed, and there's probably another hair top layer up here, which we'll combine with this.
07:33But for now, I think we can let that slide. Let's look at some more layers and
07:38see if there's something bad happening on the hair.
07:43So let's go to the hair Left level. That seems to be working to here fine.
07:52The hair Right is doing something strange.
07:55Let's figure that out, see where things are breaking.
08:01So the jaw is doing something very strange.
08:04Let's fix that, yeah, so they need shape hints, so we are going to put in a
08:13little label in the Properties panel to put a flag on there, Ctrl+Shift+H,
08:17two of them for an A and the B, I am going to apply them, and there are two over here as well.
08:25So I'll fix them, whatever they are doing. Okay, so we fixed that.
08:36So this ear seems to be stranded, and we probably are in need of another
08:45right ear to fix that. There is not one up there.
08:48So what I am going to do is go Ctrl+C, Ctrl+Shift+V to paste in place and
08:55just slide it off like that and then put a black frame there and Create Classic Tween.
09:02So we have one last thing that's sticking.
09:03Now let's go from the E to the F, seems to be working okay.
09:13Okay, now the hair Left.
09:18Sometimes you get confused or lost is it better to work backwards from the end.
09:23I found it very easy to work forwards from the A and to the E, and then it can
09:28get really bit of a puzzle in here.
09:30So one way to work is to work backwards from the A, through the H, to the G, and
09:34now we are looking at the left side of the hair, into this state, and we want to
09:39work this into a large mass of hair here.
09:43So let's see if we can find that, and there it is.
09:47So we may need to duplicate this and have it in more than one spot.
09:50So let's copy that, paste it here and Create a Shape Tween, see if that works.
09:57We may need to add some hands onto this.
10:02So let's hide everything, snap on, Ctrl+Shift+H to get us a hint, and move that
10:10in the corner, and in this case one hint seems to be enough. There is a little
10:15bit of weirdness going on here, so I'll put one more down.
10:19Again, back up your file before you do this, and that's okay.
10:26Okay, so now when we look at the whole thing, it's starting to look a lot more solid.
10:33I'll padlock these and outline them, and there are some very strange
10:42business going on here.
10:43I suspect this probably won't even be noticed, but we do have a duplicate anyway
10:48of this hair right mass, so it's possible that we can just switch that off and
10:53then jump to the layer beneath, it's exactly the same, again, kind of like a
10:58relay when one transfers into the other. Let's try that and see if it works.
11:04And the rest of the column is pretty empty, and there's the F, we have four more
11:10here, for the left eye, okay.
11:13So now I am going to put color on again and see how close we are.
11:20So the pops note that are still outstanding are because of level problems, so
11:24let's work backwards from the end to the center.
11:27So the jaw is on top as it should be, as we go back, still on top.
11:33We need to get to the point where the jaw is on the bottom, which is down here.
11:37So we have a jaw level on the bottom, and we have a jaw level on the top up
11:41here, so some kind of handover has to happen.
11:44So let's hold down the Alt/Option key and drag this down to here and then hit F7
11:49there, because we don't need the jaw after that point.
11:51Let's see what this looks like.
11:53So that's where to find out at what point the jaw needs to be above, and I
12:00would think right here.
12:03So what I am going to do is make a keyframe here and then select that and
12:10drag it to the upper jaw level here and then blank it out here and then
12:18delete this as well. Let's see what that looks like.
12:23I think when we add the ear to cover that little join, I think we need one more
12:28left ear right at the spot.
12:31So let's see, I'll go into Outline mode. With the left ear here, I think we can do better than that.
12:36Don't forget, too, we have a bottom ear level and what happens is let's follow
12:39this thing around in 3D NURB from the beginning.
12:41We have the left ear, and as he rotates, the ear is beneath, it's still
12:47beneath the head, still beneath the head, still beneath the head, until here, and then boom!
12:55At this point, we need another left ear on this level, right here on that square.
13:01So what I am going to do is drag that left ear up to here, back down to the bottom.
13:08I am very carefully moving up and down, trying to catch these layers.
13:11This ear symbol, I think we can do better than that, so I am going to delete
13:15that, and I am going to put in a blank frame there, so this is the last time
13:19we'll see the left ear beneath, and now we are going to transition up here to
13:23the upper left ear, as it begins to rotate around.
13:26So we need to add one in here.
13:28So let Flash do, and I am going to clear that keyframe, right-click and Clear
13:32Keyframe, and there is a better position for it, hit F6 to keyframe that, and
13:37let's move that into place, and now we have the ear moving around solid.
13:44You see what I've done here, even if I was doing this by myself in an empty
13:48room, I would talk this through slowly and very carefully, trying to reason the
13:52position of all these objects, and now as we scrub through, it's really
13:57starting to come together.
13:59On this transition from E, through F and G is starting to really look a lot more solid.
14:05It's not there yet, but it's really getting close now.
14:08The big scary pops and problems are starting to go away.
14:12So let's figure out the last few bits here.
14:15The hair on the top is disappearing, if you follow through there, it's popping
14:18on and off. That's just another layer issue.
14:21So here we have the hair on top, and as we move to here, we have the hair on
14:26this level down here.
14:28So all we need to do is to duplicate the hair from this level, and one way of
14:33doing it, Ctrl+C, and let's go down to the lower level, here it was that
14:38again, easy to get lost, hair top to the hair top level down here,
14:43Ctrl+Shift+V to paste that in and hit F7 after that to blank it out, and let's
14:52see how this behaves.
14:55And at least it stopped disappearing, so we have definitely improved it, and I
15:01think we might want to keep the hair on top a little longer.
15:05I think to here, probably to here, the hair should still be on top.
15:10So let's go down to this level again, I am just going to grab this and Alt or
15:14Option and drag all the way to there.
15:17I think that looks stronger, and then it's just a piece of housekeeping to
15:22get rid of all of these, hit F7, so now the transition happens on this
15:26frame to this frame.
15:28So this is the kind of operation that you have to follow through.
15:33I am still seeing a bit of weirdness here.
15:35So let's have a look, the hair is on the top, looks fine until here, until here,
15:41and I think we are missing maybe a piece of the hairline, that could be it.
15:47So let's hide him for a moment, there it is.
15:51So, this area here, I click on it so I can see it and put it in outline, follow
15:57it through, frame by frame, and it's spinning around right there, and that's
16:01what's making that a little color pop. So let's hide this as well.
16:04All I want to see right now is this little green area. Let's go in really close
16:10on that, and I suspect we'd probably have to add shape hints, so please save
16:15your file before you do anything.
16:18So this is the frame we have to contain with, click on the timeline, in the
16:22Properties panel under Label, give it a little red flag, and now Ctrl+Shift+H,
16:29and let's pick maybe that point there, Ctrl+Shift+H for another one, click,
16:41maybe we'll put it here.
16:46Let's try one more, Ctrl+Shift+H for another one, click, and I am just going to
16:55move that around, play with it a little bit. There we go, that's a little better.
17:01I think that might be enough to at least stop that pop.
17:05So the other thing that we can do is change the shape of this hair, let's do that.
17:09I am going to put it into outline, and pull this line down like this so that we
17:16get a smooth motion into here, we pull this point in a little bit deeper, I am
17:22going to switch Snap Off, and let's see what that looks like.
17:27Let's zoom out so we can see a better look. It's a lot better.
17:38Now this could use some polishing, no doubt, but you get the idea of the basic
17:42process, and it's well worth taking a bit of time on this particular area here.
17:47If you have watched this and thought that this is just a phenomenal amount of
17:52effort to go to, then I stress most of the real puzzle work is between here,
17:57and if you look carefully, after we are tweening between the A, the B, the C,
18:03it is quite straightforward, there is no level changes happening here, and
18:06there are no level changes happening between the G and the H and back to A
18:10again, and this area here is where you will do almost all of your animation if
18:15you are doing character work.
18:17It's very rare that you do stuff from three-quarter rearview.
18:19I'm putting this in here for the sake of completeness.
18:22But I have animated most of my career, most of it's happened within here and
18:28here, so I would suggest if you feel that this is just not worth the effort,
18:34then don't worry about the tweening, but I would still recommend that you try to
18:38maintain the layer hierarchy, and that's pretty easy.
18:41You could switch off all the tweens here and be able to move between the rearview
18:46and the three-quarter views with the same layer structure.
18:49It creates a lot more freedom and opportunities when you begin to animate.
18:53So that is the head rotation, 360 degrees, and now we're going to just do some last
18:59minute tweaks. There are some things that obviously aren't going to work from here.
19:03The most obvious being the mouth, and the mouth right now is in the front on A
19:09view, and we need to make a mouth that will work in the B and the C
19:14directions, and luckily that's not just fun, but it's pretty straightforward, so we'll do that next.
Collapse this transcript
Creating the B mouth (3-quarter)
00:00So now we have our character's head rigged. Let's click on the symbol to go
00:04inside the hd 1 turnaround symbol, and take a quick scrub through, still
00:10working, which is nice. So, we need to make some other alterations.
00:14If we look at the mouth, we have a nice mouth rig, and it works great in the front view.
00:19But obviously, as we turn the head around, the point will come somewhere around
00:25here to here where that might look weird. So at this point, let's hit the B pose.
00:30Let's see what that will look like, and if you scrub through, then you see how
00:37flat and odd that is.
00:39So, in your 05_10 exercise files, what I have done, I have taken the liberty
00:43of going into the head rig, and where before we had the mt A symbol, I
00:50right-clicked on that, and selected Duplicate Symbol, and made a new symbol called mt B.
00:56Let's look in the Library panel, and see what that looks like.
00:59It's identical to mt A for the moment, it's a duplicate, and inside mt B, let's
01:04just double-click on that, and go straight into it.
01:08I've made on the reference layer, reference mouth shapes for the
01:12three-quarters mouth shapes.
01:15So let's see on top of that, currently what we have is the A mouth on top of this.
01:21So essentially what we have done is we have taken A, duplicated it, called it
01:25B, and now we have laid in the reference layer that we're going to use and
01:30repurpose the A mouth shapes into the B shape to go from the front view to the
01:33three-quarter view.
01:35So let's take another look outside just to again orient ourselves.
01:39So, we have the A head with the A mouth, and now we have on the B direction, the
01:44B head with the B mouth.
01:46To do this, I think it's nice to just double-click on that and see it in place.
01:50If you see the head looking--not grayed out like this-but the normal color
01:55when you click inside the mouth, then go up to View > Preview Mode > Anti-Alias Text.
02:00If you want to see it as it looks with the true color, then it's full.
02:04So, let's go View > Preview Mode > Anti-Alias Text.
02:06This is a much nicer way to work because you can see the contrast between the
02:11level that you are working in and the one on the outside.
02:15First thing that we should do is let's just hide everything for the moment, and
02:19we think we don't need the B mouth and the C mouth, let's get rid of them, Clear
02:24Keyframe, right-click again, and clear the keyframe for the E, and let's just
02:29work on the mouth inner level.
02:31I am just going to unhide that, and let's scroll through, and go to the D mouth,
02:37go to outline, and let's padlock the reference layer. And you can see the
02:41difference, the reference image shows us the curvature is quite different, but
02:45not wildly different. We're pretty close already.
02:49So, it will be quicker to make these adjustments than it was to create the front
02:53on mouth the first time around.
02:54So, let's select the Selection tool, and start pulling these points, and again
02:59if you select the Subselection tool and click on one of the line areas, you will
03:03see we have 1, 2, 3, 4 points here and two in the bottom.
03:07So, as we work through this, let's just make sure that we don't accidentally
03:11generate extra points, or lose control over these ones.
03:15So, all I am going to do is pull this in.
03:19If you feel that the reference line is too overpowering, maybe it's hard to see
03:23the lines that we are working with, let's unpadlock it, and give it a lighter
03:27shade of gray--maybe even lighter than that--padlock that again.
03:33That's a lot easier to work with.
03:34There we go. And let's just work through, we'll do the next one as well.
03:40Let's just do the F, quite different, it's a little bit over this way.
03:44I am going to pull that corner in.
03:49Now, I think for now, let's test this, see if it works.
03:53It's a big move, and a little bit where you were going too far with this.
03:58So, let's go all the way now, and see if it misbehaves. It looks solid.
04:05So let's keep that.
04:07It's nice to have that strong forward movement, maybe we can push it a bit more.
04:12If we have problems with this later on with the upper lip and lower lip layer,
04:16maybe we can pull it back in.
04:18But you can always test to an extreme, see if that works.
04:23It's nice when that happens. We have the flexibility.
04:26You can even make this change later on by moving this for different frames.
04:30But for now, let's keep it about here, padlock that, and don't forget that the
04:37ending point will be the same as the start.
04:39So we want to copy this, hold down Alt/Option and drag to there, and then just
04:43right-click to remove that tween just to keep this static here.
04:47And also, don't forget that the mask layer will be the same as the mouth inner layer.
04:52So hold down Alt/Option and drag that to the mask layer.
04:55We're also going to repurpose this shape for the lip upper and lip lower levels,
04:59so same thing, Alt/Option and drag to copy that to here and here. So that's great.
05:03Let's switch off the reference layer now, and the next thing I am going to do is
05:08recolor the lip upper and the lip lower as black, because we want to see the
05:12difference in the line.
05:13So I am going to swap colors just to do a very quick recolor of these levels,
05:21same thing with the lower lip.
05:22We'll find, sometimes, it's just quicker to select the whole thing rather than
05:29messing with the Paint Bucket tool. Okay.
05:31Now let's do the upper lip, the A mouth is the same in both.
05:35In the B, then we have to pull the corners up.
05:39And roughly try to match the points, so I am going to select the
05:46Subselection tool, take a quick peep at this.
05:48So, I like to make sure that these points are aligned properly.
05:51Let's do that again. There we go! Test that very quickly, wonderful.
06:01If you have problems that things start tweening strangely, always go back to the
06:04Selection tool, click, and make sure you have the same number of points on all
06:09your keys, and you can test that fairly quickly by doing that, and if it's 6 on
06:13each, or you see a 7th by mistake somewhere, then you simply redraw that area.
06:17So now back to the Selection tool, and I think some of my points I've lost the
06:26fine level of control of them that I like to have.
06:28So let's select the Subselection tool, and that's a trouble one there, and we
06:33may have even lost this one too.
06:34So, what I am going to do is just draw a bounding box around these, and we
06:39have them back again.
06:40Now, I have six points that I can control and back to the Subselection tool, and
06:46let's try to match these points here and here. Nice!
06:53Pull this in, wonderful! That's it!
06:59I repeat the same process for the lower lip, more or less the same, in that we
07:05have to make sure that we maintain the attachment of the corner to here.
07:08I am going to do that.
07:10And again, I am just going to have a little look at the points, so that I
07:21can align that to here.
07:24If you don't do that, then you can get some strange shapes, even if a tween is
07:28right, the thick and thin, this can undulate in a very unpleasant way.
07:33So, this should work. We are having a little line weirdness here.
07:37Let's see if there's a reason for that.
07:40It might be because I moved that point, that's it!
07:46So that was simple to fix as that, I was just making sure that those two points
07:50here and here travel more or less in tandem.
07:57And also, I think we might have lost a little bit of control here.
07:59So, all I am going to do is draw a big bounding box around that, delete the
08:04dotted area, check to make sure we have 6 points. Excellent!
08:07So let's just bring these back in.
08:13Again, checking to make sure that we have these points lining up, pull this in, there we go.
08:25So let's zoom out, so we can see the entire range of movement.
08:28I will unhide the upper lip and the lower lip, and I think we can unhide the
08:33lower lip level as well. That should still work fine.
08:36Well, no, needs a bit of tweaking.
08:39So let's go into the lower lip level, go to the D mouth, and just nudge it out,
08:44and nudge it out here, using the arrow keys, works fine, and I think we can
08:55probably pull the corner down here just to give it a little more volume. That's it!
09:02Now, let's check the inner mouth which we haven't done anything with, and it's
09:07probably a little too far over.
09:08So, let's hide the mask layer, and just look at the teeth upper and the teeth
09:13lower on the A mouth, and I am going to put them into Outline Mode and they
09:17really are a little bit too far over. You will see it more clearly on the D mouth.
09:22So all I am going to do is hold down Shift, and push the arrow key to the left,
09:27and that will pull it in. I am going to pull it down one.
09:30Moving it around like this, you can get into a pretty decent looking space.
09:34So, I want to unpadlock the tongue. Let's move that as well.
09:37And on the A mouth, I am just going to move them over one, two, and see if
09:42that tween is all right. It's looking good.
09:47I think the ooh mouth, maybe we can just move them a little bit.
09:56So, let's hit padlock again and put the mask on.
09:59So now we have everything visible and everything padlocked, and that's pretty good.
10:04That is no longer looking strange.
10:07So, then final step is to add our E mouth, so I am going to make this, or this
10:13here, so, we can choose any of these little tweens, the E mouth.
10:16I don't like to use the middle one, I usually find it's nicer to have something
10:20a little closer to the final ooh shape to play with.
10:23So let's make my column, hit F6, move that into the E slot, and let's pick a
10:28wide-open mouth for C, this should do, and something much more close for the B
10:37mouth for the ee sound. There we have it! That is it! That's the process.
10:51What remains to be done is to convert the mad and the sad and the neutral
10:54mouths using the same process, and all you have to do is adjust the corners of the mouth.
11:00I'll very quickly show you how to do one of these.
11:03So, in the event of doing the mad and the sad mouth, so that you have that in
11:07the B state as well, I think the quickest thing to do would simply be to copy,
11:11and what I am going to do is switch the Workspace under Window, and set it to I
11:17think rigging_face as a horizontal, that's better.
11:19So let's move this up.
11:20Let's just hold down Alt/Option and drag our A through F mouth shapes to here,
11:29and while we're at it, do this as well.
11:31So now we have three sets of three quarters mouths, all happy, and what we want
11:36to do is take the mad and the sad, clear the keyframes for the C and the D as we
11:42did before, do it here as well, since we are doing this right now, and repeat
11:51the identical path of our process.
11:53So that would mean going into the wide open mouth, pull the corner down, do the
11:58same thing for the ooh mouth, and now we have the beginnings of our angry
12:06dialog, and don't forget too you can make other changes like you can pull the
12:10corner down here, great fun!
12:15Same thing for the A mouth, you'd might want to start, of course, with the corner,
12:21the mouth down, so we tween with a series of angry shapes.
12:25And with the neutral mouth, do something that's not quite so extreme, maybe
12:34about to there. Don't forget to copy your A to the end, on the angry and the neutral.
12:45That is the basic process, then you simply repeat all the steps I showed you in this chapter.
12:50You can actually rewatch the beginning for the happy mouth and just follow it
12:53through for the mad and the neutral, and you will have it.
12:55You make changes to the teeth where appropriate, and then the last step that you
12:59would have to contend with will be changing the custom expressions to match the
13:04three-quarter view as well.
13:06What I have done in the reference layer, I have sketched in, to help you out,
13:10the three-quarters view for the wide open mouth, for the furious mouth, and
13:13for the puzzled mouth.
13:14So take some time with this and have little fun with it.
13:17These shapes and the ones in the exercise files are pretty stable, I think you'd
13:20be able to push them around without getting into too much trouble.
13:23And by the time, you'll have all this done, you will have an identical copy of
13:29the A mouth now in three-quarters position.
13:32In the next movie, we'll tackle the profile mouth which is slightly different
13:35from the A and the B mouth and has some issues that you need to be careful with.
Collapse this transcript
Creating the C mouth (profile)
00:00Let's do the final of our mouth shapes, and that's the profile mouth, or the C
00:05mouth, as we are calling it.
00:07So let's double-click on the stage, if you're not already in the symbol, on the hd
00:111 turnaround, or just double-click on the symbol in the Library panel, and let's
00:16go to the C direction, the C label on our timeline. And the symbol that we
00:23actually placed in here when we were doing turnaround was basically just a
00:27placeholder of the A symbol, and that's obviously not ideal for us to work in.
00:32So let's just get rid of that.
00:34And what I have done is I've taken the A symbol, I have created a duplicate and
00:39called that duplicate the C mouth.
00:41So let's click on that in the library and drag it to the stage. And I am going
00:46to use this little crosshair to line up that crosshair to the edge, and then I'm
00:51going to go in and fix the pivot, which is a circular object down here.
00:56If we were to rotate this, it would rotate around the wrong spot.
01:00So let's put Snap on and drag that little circle to the center point, that's
01:05where we really need it to be, and that's it.
01:07So now we can double-click on this symbol, which is mt C.
01:12So now we are inside the C mouth, let's zoom out so you can see a little more clearly.
01:17I have sketched in, very lightly here, a series of mouth shapes, from the close
01:23mouth, the B, which will make the e sound, the D, the wide-open mouth, and then the oo shape.
01:30So the actual artwork is a duplicate of the A mouth, none of this is any good.
01:35So we are just going to keep these frames here as a reference for our general
01:39timing, but let's get rid of all the elements that we don't need.
01:42So just select these, right click and go Clear Keyframe, and let's go back to
01:47the very first frame here.
01:48I think the best place to work from is the mouth inner, so let's do that, and
01:54unpadlock it, and let's try going to outline. And if I click on the
02:00Subselection tool, or A on the keyboard, and then click on this layer, you see
02:04that we have this six-point geometry, which was great for the front view, but
02:09not really ideal for the side view. So what I am going to do is chop it right here.
02:14So let's just select the Selection tool and delete the rest just draw around
02:19it and hit Delete. And now we can use this shape, get into the habit too of
02:24holding down the Alt/Option key and just duplicating that to the end, so we
02:28match our begin point and our end point as the same, and we'll create the D
02:33mouth, or the wide-open mouth.
02:35So let's padlock the Reference layer, unhide it, and now we are going to make
02:40some alterations to this to make it closer match the source.
02:43So let's zoom in as close as we think we can get and what I am going to do is
02:49make some modifications to this shape, Snap is not needed for the moment, so off that goes.
02:55I am going to distort this for a bit just so I can see where my edges are, pull
03:02this in, pull that into here and any change that I make here, again apply to the
03:14end, and now we will do the D mouth, zoom in a little bit, constant zooming in
03:22and zooming out, pull that into here, last little check, make sure that our
03:33points haven't merged into one another, so we can still access these little
03:37corners, hit Undo, and now let's go to a solid color and play it through.
03:42That looks really good.
03:44Don't worry about the size of this for now, this will be dealt with later.
03:48And now I'm going to duplicate the A mouth onto the F position to create our
03:52oo shape. Just click it and drag it over so that the corner aligns, go in
03:57really close with this.
04:01So now we can play the whole thing, and we have it blocked in, in general outline form.
04:08The beauty of this method, as you can see, right from the beginning, more or
04:11less what the range of motion is going to be, and that looks really good.
04:15So now that we have that, let's duplicate this a few times.
04:18So the first thing to do is to duplicate it to the mask layer and to the lip
04:22lower layer and to the lip upper layer, and this is the same process that we
04:26used for the A and the B mouth.
04:28So let's hide out everything except for the lip upper and the lip lower, and
04:34what we are probably going to do is color these black, so that they have their
04:38right color for the lip outline.
04:40So we'll select black for here, paint that, and just go through and paint all
04:45the lip layers black. Same for the lower lip, there we go.
04:55Okay, and I'll scrub through, oh, we missed one, I have the beginning here, okay.
05:03Next step, I am going to click on the inner mouth so we can see that, activate
05:09the upper lip and go to the D mouth now, and we are going to pull these shapes
05:14up so that we can share the upper level of this shape, but then alter the lower
05:20one, so that we can create the illusion of the upper lip.
05:24Zoom in a little bit, looks good. Same with the F mouth, also looks good.
05:36I've noticed that Flash has done the thing where it's hidden this point, so now if
05:41I pull on this, the entire line moves.
05:43So let's just do a little bit of busy work here and get that back.
05:47I am just going to draw a box around that shape, hit Delete, and now we get
05:51control over these points.
05:53Again, put Snap on and just push and pull these until they connect together
05:58again, and we are back down to two points that we have control over.
06:02I said earlier, some people use the Spline Tools to do this, I really don't like
06:06the Spline Tools, I think they cause issues, and this may seem like a little bit
06:10of extra work when the point is still there, but it really is nice to be able to go
06:15in and just grab it like this, without having to deal with the spline handles.
06:19So let's see if we still have access, there it is, and it's tweening beautifully.
06:23Now we will repeat the same process for the lower lip, zoom out again, pull the
06:32corner down here and something weird is happening here, the curves, the curves.
06:39Okay, let me go in and try to figure out why we're seeing this little flicker,
06:45and if in doubt, the nice thing about this system is--I will just hit Undo, this
06:55is why it's nice to have a good number of undoes available, I am going to keep
06:59going back further, zoom out.
07:00So when something like this happens, what I like to do is just do one change at
07:05a time and then move forward a frame and back.
07:08I am going to use the Subselection tool on the first one to make sure we
07:15have five points here, check the second one, and I think we have 1, 2, 3, 4, 5, 6 points.
07:21So the problem seems to be that some other point became generated by mistake.
07:26So I am just going to delete that by drawing over it, and let's straighten this
07:30out a bit, there we go, back and forward, and you see that's a great way when
07:35you get those flickers, and you start wondering where are these things coming
07:39from, this is the most controlled way to stop that in its tracks.
07:43Then you can target the exact point where your shape tweening gets into trouble,
07:50and there we go, that's exactly how you deal with that.
07:54So now we go on do the same thing for this mouth here.
07:57Okay, now we zoom out, and let's just look at it with the mouth inner and the lips.
08:09So we have the upper lip, the lower lip, and the mask layer, and it's all
08:12working exactly as we like.
08:15The next thing we need to do is fix the teeth and the tongue, and that's pretty
08:19easy because they're just symbols, so these are much more stable.
08:22So let's padlock everything and hide the mask layer and just unpadlock the teeth
08:26And they are kind of hard to see, so let's go into Outline Mode and start at the
08:30beginning on the A, and as you can see, they are jutting out too far.
08:34So let's just select all three of those and just Shift and use the numeric arrow
08:40keys to get them to where you think they should be.
08:42Don't worry about this part up here that's sticking outside near the nose.
08:45I am going to mask that out in a little bit.
08:48So when you have that where you liked it, select all of these three and hold
08:52Alt/Option and drag to here to copy them, right click and go get rid of that
08:55tween, and the next thing we do is we position them as we need them for the D mouth.
09:03So, most of the work here will actually be on the lower teeth or the
09:07blue outline layer.
09:08You might even rotate them slightly as the jaws moving down, let's get the
09:12tongue, slide that down as well. What I'll do is I'll just again select the a
09:18frames for the teeth and the tongue, hold down Alt/Option and drag them to the F
09:23position and just move them forward like that.
09:27Again, don't worry about the red area overlapping, that's going to be our mask.
09:32You can hide that if you think it's kind of hard to see.
09:35So, I think looking at this, we can probably move the upper teeth down a little bit.
09:39So I'm going to hit Shift and move the numeric arrow key down one click, same
09:44here, same here, same here. Let's see what that looks like.
09:52So I am going to unhide everything and make sure it's all padlocked.
09:57Looks great, and let's hide the mouth inner, because it is a little bit too big for now.
10:05So what I am going to do is correct the inner mouth layer, because it's a little too large.
10:09What we did was we created a mask that's quite big, it completely covers the
10:14entire area where we would be seeing the teeth and the tongue, and that's
10:18doing double duty, it's also working as the inner mouth, but the inner mouth is far too big.
10:22Let's unhide the lips, so you can see what I mean.
10:25So what I want to do is to make it a little bit smaller than that.
10:29So put the lips into Outline Mode, and if you remember, the geometry of this
10:34shape for the mouth, let's click on that is 1, 2, 3, 4, 5 points.
10:38I want to get rid of everything to this side and just limit this to a very thin triangle.
10:45So let's go really close and see if you can get that exactly right.
10:48So I'm going to hit N for the Line tool.
10:51Be sure that Snap to Objects is on, and let's make sure that our line is black,
10:56so we can really see it. Just draw a line in here.
10:59Let's hide the lips now, so we are just working with this area, and if you need
11:04a reminder about the points we are trying to snap to, they are here and here.
11:09So let's pull the line to connect there, and we want to make sure that we create
11:14a shape, I am going to delete that now, that is three points, and there it is
11:21get rid of that black line just select it and hit Delete, and we repeat the very
11:24same process for the rest of these frames.
11:26I am just going to draw a line, and you'll feel that Snap to Point, it's
11:31pretty much a feel thing, and again, if you want to check, hit the
11:34Subselection tool, and ah,
11:36see, here we--we may have gone a little too close.
11:39I hit just the wrong spot, so let's undo that. Let's see if that was the right one.
11:47I seem to have overshot it again.
11:49So what I'm going to do, it's pretty close though, if I delete this and
11:53delete that line, and then we look at those points again, we're still only
11:56three points, I think this will be fine, it's very, very near to what I
12:00wanted, and let's pull that line in, so that we get a more natural curve and
12:04then the same thing here.
12:05I am just going to use the Line tool again, and we can maybe bring in a little
12:09closer than that, delete this, delete that, and again, check the points 1, 2, 3.
12:15To be super sure, sometimes I'll even do this to make sure that there aren't two
12:21of those points very close together, it happens sometimes.
12:23But since this A is working now, smoothly into here, and there, let's copy the
12:28start to the very end and move the tween at the end, and now when we look at all
12:36of our layers together, we are seeing a very believable mouth.
12:40And the last little piece to do is this lip, and right now it's a crescent
12:46shape, and I think for this angle, a triangular shape will be better.
12:49So I am going to delete the right half of it, thicken it a little bit, and we
12:54have our Reference layer down below as a very simple guide, so it's fatten it a little bit here.
12:59I am going to push it out.
13:02I like it, so copy that to the end, remove the tween, copy it for the B direction.
13:09It's way too high now, so let's grab that and pull it down, and let's grab
13:15it again, copy it again for the oo shape, and again, push it up, I am using the arrow keys.
13:24Pull the corner down a little bit, hide the Reference layer, and let's scrub
13:33through that. And if you find this confusing, looking at it against the
13:38head, let's just double-click on the mt C symbol in the Library, and there you can see.
13:45It's kind of hard to see the teeth beneath it.
13:49So one quick way of testing is just to draw a placeholder color behind it,
13:56let's pick a blue, and there you can see the teeth are working, I can see the tongue peeping in.
14:04That's really good, I am very happy with this.
14:08So let's get rid of that little temporary layer, and we can go back to the main stage.
14:13In the next section, I'll show you an issue that arises when you want to do
14:17dialog C now from the profile position because as you could see from that, when
14:22you do the oo shape, for example, there is no skin where there should be skin,
14:26there should be an upper lip area, a lower lip area.
14:28In the next movie, I am going to show you how we handle that, there's a very
14:32simple workaround, it will solve this little problem.
Collapse this transcript
Adding detail to the C mouth
00:00So I am just going to make some finishing touches to our profile mouth, the mt C symbols.
00:06If you're not in it already, click on the head to enter into the hd 1 turnaround
00:10symbol, or double-click on the Library, go to the C position. And you notice
00:15that we have our new profile mouth, which we did in the previous movie, and it
00:21needs to be patched, because right now we are seeing air gaps where there
00:25really should be the flesh of the upper lip and the lower lip pursing to match the mouth.
00:31How we do this is a bit of a clever cheat.
00:33We need to have the jaw area which we like to have the jaw on the outer head timeline.
00:38But for the dialog purposes it's certainly nice if we have a jaw just to handle
00:44the dialog functionality.
00:45So let's select to select the jaw area-- it should be covered in lots of little
00:51dots to show that it's active--and let's put it into outline so we can kind of
00:54position it more carefully. And now we'll double-click on the mouth symbol, and
00:59we are going to make a new layer at the very bottom called jaw, and for now we
01:05are just going to guide it out because for the moment the primary jaw will be
01:09the one for the turnaround, but whenever you want to snap to a profile dialog
01:13scene you would guide out the jaw layer on the external timeline and guide in
01:18this jaw layer so that it will cover and patch your dialog needs.
01:22So let's put some keyframes here at the beginning and the end, and Ctrl+V just
01:29paste it in, don't worry too much about where, put it into outline and then just
01:34drag it until it matches the original, and we should be able to find a point
01:39here where we can use the arrow keys to really get it very, very close.
01:47Make sure that north, south, east and west all line up as best as you can, and
01:54that's pretty good, excellent.
01:56So now that we've done that it's just easier if we work directly in the mouth C
02:00symbol, so let's just double-click on that in the Library panel, and we need to
02:06make some modifications to this.
02:08So what I am going to do is hide everything except I think the mask area might
02:13be the, maybe not, let's try the mouth inner, see what that looks like.
02:19No I need the entire mask area, there we go.
02:23So I want to see this in outline better, so I'm going to make the Outline color
02:28black for that, and I think if I padlock that that goes away, it becomes
02:32invisible, that's kind of annoying.
02:34So what I'm going to do is make a temporary layer above the jaw and just copy these there.
02:40Hold down Alt/Option and drag, makes it a mask, we don't need another mask
02:44layer, so right-click on that, and we'll just call this uppercase TEMP, so we know it's
02:50just junk we want to get rid of when we're done.
02:54and then we can put the mask layer back to be white, hide that, and now we can
03:01padlock that, keep it in outline color, and now when we start on this jaw layer,
03:08let's have a look first at our point geometry and see where all of our points
03:12are, because we're going to start adding some more to it.
03:15So hit the Subselection tool, or A, on the keyboard and what we are going to do is
03:20add two little points in here and cut the slice out of the jaw, sounds painful,
03:24but it won't be for us.
03:25So let's select the Line tool and working on the jaw layer.
03:29I am just going to draw right through it, and be sure we Snap to Objects right
03:35at the end, and now we can switch it off, actually keep it on and match that
03:40corner exactly, that will be the cleaner way of doing it. And now that I look at
03:45this again I think I probably should have tried harder to match this, so let me
03:49undo that, switch Snap off.
03:52I'm going to draw very carefully here to make sure that these lines are inside
03:56the orange area, and now we can put Snap back on.
04:00Once we have this point lined up when all of this done, let's do a bit of
04:08cleanup and Snap can go away now.
04:09Let's look at it in color, see what we're dealing with, and we can hide the
04:15TEMP layer for a moment.
04:17If we click on this and delete it and click on the lines and delete it, what
04:21we've done is cut this shape in the jaw, and this will work to patch the area
04:26that is currently opening.
04:28So now the thing to do is to match this as best as we can to the TEMP.
04:33So I am going to make the TEMP outline black, so it really stands out, and
04:37we're working in this new jaw layer, let's just match this gap, let's zoom out so we can see it.
04:44So there is our gap, and once again copy that to the end, Alt/Option and drag,
04:50and make another F6 here for a new keyframe. Let's zoom out so we can see it better, look ah!
05:01Okay, now that you have the second mouth done, let's activate shape tweening in
05:04here so we can test this, as you can see, the jaw is now traveling really,
05:11really nicely with the mask area in the black outline.
05:14So let's make another copy of this frame for the ooh mouth and move in, and I
05:20am going to put Snapping on, so we can get at least these points here to match
05:27closely to the edge of the mouth, and then I think we can switch it off after that.
05:33And again let's pull these points into something really obvious, so that we
05:37can exactly see where we want them to go and then we make them more refined
05:41and subtle after that.
05:42And Snap on to get the corner of the mouth back to here and then the rest is
05:48again refining these points.
05:51You'll see me occasionally move the entire thing by mistake, that's a
05:54sensitivity glitch in Flash, and that's just something that you have to
05:59develop patience with to deal with and workaround.
06:02Okay, so that's looking really solid. I think we can delete the TEMP layer now.
06:06I am going to padlock everything, and let's zoom out a little bit and have a look.
06:11There is a slight area of trouble to watch for here.
06:17I'm not going to fix that it's a masking issue with one of these layers, and
06:20it's just something that you'll play with to move some of the curves one side
06:24or the other, maybe thicken the lips to give them a more generous area of
06:28travel so that they don't have to conflict like that, but it's a fairly
06:32straightforward thing to repair.
06:34I'm going to make the E mouth now just hit F6, and then drag that to there as
06:39we've done many times already.
06:41The C mouth will be this, drag it under the C label.
06:44The B mouth will be much more closed so we keyframe these and drag them under the
06:49B label, and now you have your first profile AF tweened dialog scene, and the
06:57jaw is working really, really well, I think. Let's get it back in frame, looks pretty cool.
07:05Now you have to do the very same thing for the remainder, so what that means is
07:09copy these frames for the mad, the sad, and the neutral. And pull the corners of the
07:15mouth down to create the angry mouth for the mad/sad and make it neutral as we
07:21did in the previous chapters, and you have these as rough reference, as a
07:25general idea about what you need to do there.
07:27You will also have to add in the jaw layer, of course, and if you're feeling
07:32really brave then you can take on the profile versions of the jubilant, the
07:35furious, and the puzzled.
07:38Right now we're really approaching a really good level of functionality for our rig.
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Creating other mouths
00:00You may remember from earlier on in this course I really strongly recommend
00:05against flipping symbols horizontally, because when you're trying to do these
00:09really complicated head turnarounds, having some symbols that are left leaning
00:14and others that are right leaning can be a real problem.
00:16You can end up with not knowing where you are, you get so tied up and then mine
00:21is inside a symbol that's flipped horizontally inside one that's flipped the
00:24other way inside one, that's flipped the other way.
00:26I just like having them all flipped one direction and keeping that to
00:29an absolute minimum.
00:31There is, however, one point I think where we're kind of forced, and I am going
00:35to go inside this symbol to show you what I mean.
00:38Let's put that jaw back in Color mode.
00:41If we turn the head around from here to here, here now you can see we have a
00:45couple of things we need to fix on the turnaround.
00:47But now that we have our C mouth with the profile dialog, what happens when you
00:56want to do dialog from the G position.
00:58Well, I think the quickest and most humane way of doing this, of course delete
01:04that, go back to your first mouth, copy that Ctrl+C, go back here Ctrl+Shift+V,
01:13Modify > Transform > Flip Horizontal, and let's just nudge it back into place,
01:19and you see what begins to happen as you go from one of these symbols to
01:23another, this happens.
01:25So this means that you are going to end up having to create keyframes here to prevent this.
01:30So it adds a little bit of complexity to the outer turnaround timeline, but
01:36really I think I would be asking too much of you to ask you to flip all of these
01:40internal to duplicate this symbol and to flip all of these the other way around,
01:44it will be just brutal. So let's not do that.
01:47And so let's make some last minute corrections here.
01:51We have the B mouth, and it was tweening into the C mouth.
01:56So I think we should make a keyframe here, and let's select this and pick the
02:05Free Transform tool, hold down the Alt/Option key and pull the mouth until it
02:12matches much more closely the contours of that face, and now as you go through
02:18frame by frame, we'll try to get the best possible transition, and if you feel
02:23like we might have to move that mouth symbol we can do that.
02:26And the mouth seems to pop off here so we can make one more little adjustment.
02:30Let's move this black keyframe out of there, and I'm going to duplicate the C mouth here.
02:40And again, holding down the Alt/Option key, stretch it in.
02:48Now let's zoom out.
02:52Ah, and we have one of our settings set to Play, so I think let's go to the
02:56Properties panel and go from Loop to Single Frame, and this might be the same.
03:04As a default setting I like to have all the symbols set to Single Frame so that
03:09they don't start playing in the wrong place.
03:11So that's looking pretty good, and now we have to fix the other side.
03:16So on this frame we should be seeing this symbol doing the opposite of what it's doing here.
03:21So I'm going to hold down Alt/Option and drag to there, and I think we might have
03:25to split this horizontally as well.
03:28That's the A mouth, that's the wrong mouth for that shape, we should have the B mouth in here.
03:33So let's right-click on that and go Swap Symbol and make that the B mouth, and
03:38we may have to flip this fellow horizontally, yep.
03:44So Modify > Transform > Flip Horizontal, let's go in a little closer, okay.
03:49And here as well, because also it's the wrong mouth in the wrong position,
03:58right-click, Swap Symbol, B mouth, and now when we go inside, it's the B
04:05mouth, but it's facing the wrong way, Modify > Transform > Flip Horizontal and
04:11skew it so it's matching the contours of the face a little better than that, and
04:15we need to just change the position here, so let's use the Arrow keys, hold down
04:21the Alt key and use Free Transform to again skew roughly into the right place,
04:27and now here we have the spin, because we've had no choice, we really had to
04:34move this thing horizontally.
04:36So this will be the regular A mouth and here there's no reason to have it flipped.
04:40So all I need to do is to create like a temporary layer.
04:44We'll copy the A mouth from here, and we'll copy it to here.
04:50Let's go into Outline mode, and I am going to move the A mouth to match the
04:55other symbol here as closely as we can, near enough, and now let's right-click
05:02and go Create Classic Tween, make a new keyframe, and this keyframe will now be
05:07the transition that we're looking for. So get rid of the rough layer, and there we go.
05:13So it's a way of tricking Flash into doing the actual positioning for us.
05:16So now when we turnaround, all mouths are functional.
05:23So let's just do a quick test, run through, love that.
05:29Let's go to the H position, the three quarters left, looking great.
05:34The A will work, of course, because this is a clone of the very first frame.
05:42The B will work, of course, and the C will work as well. And I'm not sure if we'll
05:54even get away with this little oblique angle here, let's see.
05:58Just barely, it starting to look a little weird because it's so flat, but still there it is.
06:03So now that you have the head fully tweened from the A through to the H
06:07directions, it's a good idea for you as an exercise to reverse that turn and
06:11animate it from H through G, F, E, D, C and B and back to A.
06:16Some of the transitions and the layer issues will be slightly different should
06:20you need to use a right to left turn.
06:22Of course, if you don't need a tweened head turn, then what you have here is
06:26already more than enough.
Collapse this transcript
6. Fine-Tuning and Animating
Putting together a head rotation
00:00Now that we have our rig done, I am going to show you how you would begin to
00:05animate with the rig, and these are simple scenes, I'm not going to do these as
00:07extremely detailed animation tutorials, but I'll show you the general principles
00:12of how you can work with the symbols that we've worked so hard to make.
00:16So, let's work with the clock symbol. I think we can do some very
00:19interesting stuff with this.
00:21So right-click on that and go Duplicate, and I want to call this one space, test,
00:30hd for head, let's call it reaction, hit OK. And I want this animation to happen
00:38inside of its own symbol because we're going to be breaking the symbol apart in
00:43some very small ways, so never do that directly on the stage, always nest your
00:47animation inside another symbol.
00:49So go Insert > New Symbol, and we'll call this one the body for the head, I'll
00:53call it body for the test hd reaction, and that will be the outer container that holds that.
01:00So let's just drag the test hd in here, and we'll call this layer head, and you
01:08notice when you click on this that the rotation pivot is not really in the very
01:13default place. So let's, for the moment, just copy it to the actual center of the
01:19skull area, right there, and then we'll just center up the whole neck around the
01:25cross at the bottom, great.
01:29So first thing I want to do before we do anything is click inside this, and
01:34we're kind of running out of screen. So let's go to Window > Workspace, and
01:39let's switch to rigging_face_vertical and then holding down the Spacebar
01:43let's re-center that.
01:44And what I want to do here is to go from, start in this position, as if he is
01:49looking screen right and then he scrunches up, he will blink here like on
01:54frame 5, he will reacts like he has heard something to this side and then he will settle.
02:00So with that effect let's start cleaning up the Timeline.
02:02So this reference folder we actually don't need that anymore, get rid of that.
02:06And let's just start removing all of the frames that we don't need at all.
02:12So for 3 and 4 we can clear keyframe on these and next we're going to 9 and 10,
02:18so we can select 5, 7, and 8, right-click Clear Keyframe, and let's select all
02:25the stuff at the end and go Clear Keyframe.
02:28And the other thing we have to do, I want to go from 2 to 5, to 10 to 9, so let's
02:33select all these and drag them over to here, and I want the turn to be quicker,
02:39not too slow, from 5 to 10 like fast, like what's happening.
02:43So let's just have a look at this and get rid of some of these empty frames
02:47at the end, and now let's Play. A bit slow at the beginning, so let's get rid of some of these.
02:57So he has heard something and reacts, that's the idea.
03:00You notice immediately that we have the familiar shape tweening errors are
03:05creeping in, that's because we've been cutting layers that had hints, some of
03:08these hints are calling on frames that no longer exist, and we're playing
03:13frames out of sequence, so other issues are going to arise.
03:17So we can patch these as we proceed, so let's have a look, if there is anything
03:21that needs fixing between the first two, I think they look really stable.
03:24So the issues come in between 5 and 10.
03:27So let's have a peep through here, the jaw certainly.
03:30So let's just click off this, and we will play the skull, looks fine.
03:37The hair, funky, so what I am going to do is add some hints to that.
03:42Every time we do so, we'll open the Properties panel, and then Label, put in
03:44a little empty space, hit Enter, and that puts a red flag so you know hints are here.
03:50And with this junk I think we know by now he needs five hints, usually in this pattern.
03:57And again, back up your project before you start applying hints because crashes
04:01do occur when you do this, and that goes a little haywire. There we go.
04:08What will happen is as you begin working with this you will get faster, and it
04:13will become second nature.
04:17It may seem like an awful lot of work to go through just to get these effects,
04:21but this is what it takes to break you out of static symbol animation, which is
04:25kind of the bane of Flash animation where people just make one static symbol
04:30and they motion tween it and then dread words of producers everywhere it looks flashy.
04:34So we're trying to break out of that flashy look here.
04:37Again don't forget to put our little shape hint reminder wherever it's needed,
04:42and I think the jaw is going to need one too, yep.
04:44So let's pop them in here, two will work, and as you become familiar with
04:50the rig you become familiar with the trouble spots, and you can get faster
04:54with anticipating them and ironing them out, the eyes will be fine, okay so
05:01let's look at that.
05:02The hair on the top, this little fellow, he needs a bit of help.
05:05So I am going to add another one of our little labels here, and we need
05:14three hints for this guy.
05:15They are different on the other side, but don't worry we'll just deal with that.
05:22As long as Flash can tween them okay, we'll be all right, keep moving over, great.
05:30So I've just corrected all of the little glitchy bits, there is one little bit
05:35on the jaw right here I can see it, so let's fix that just to be thorough, and
05:39if you select the wrong layer like here, you'll see the hints for the hair top
05:43when you are really looking at the jaw, so be careful that you don't
05:46accidentally work on the wrong layer.
05:48When you see stuff like this happening right here, that edge flickering.
05:52It means that one of your hints could be slightly out of position, so I
05:55pull them off, pull them back on, still happening so maybe the problem is
06:00here, gotcha! And let's see, it could be a problem here as well, well, it's still there.
06:09Another thing that we can do is simply go Remove All Hints and add two new.
06:16It's possible that some extra points were generated along the way and does
06:20happen, so we may have to clean, do a little bit of clean up.
06:24Well, that has fixed it, okay, super.
06:26So let's look at the whole thing one more time, there we go.
06:29Now you can probably see--it looks a little bit funky--and there are still a
06:34couple of things going on like problems with the layering of the ear, so let's
06:38see if I can fix that.
06:39So this ear here is popping off, so we can do little things, like let's make
06:43sure our Snap to Objects is off so we can move this a little more smoothly.
06:47Let's see, how about we get rid of that ear, let's give him like a couple of more frames.
06:52Put in the keyframe there.
06:54Don't feel like you slavishly have to follow the existing rig, I mean you can
06:57still make alterations to it to move things in or out, I am going to pop it off
07:02at that point right there on this frame, and now we have this ear popping in
07:07here, so we need to have that taken care of.
07:10So we have ear left on this side, there is an ear left down here.
07:15So let's copy that, see if this will work onto the upper level, and it's coming
07:20in, in a weird way, so let's move that out to here.
07:25That is a little more elegant, not so eye-catching.
07:27You can finesse this, I'm not going to get totally tied up in correcting
07:31every little tiny thing here, but-- and I notice there is a little issue
07:35around here with the hair. But for now this is looking a lot better.
07:38So let's go into the outside symbol, the body test hd reaction scene, and now we
07:44have the head by itself on its own timeline, and it's nested inside this symbol,
07:48so we have the Library panel, we have the body hd test reaction, which holds the
07:54head reaction scene.
07:55Let's be sure that we're inside the body scene, there should be one layer for the head.
07:59What I want to do now is to separate the neck from the head comp or the head
08:03symbol onto this layer here.
08:06So let's make a layer, call it neck, and we are going to go into the head turn
08:13symbol that we've just created.
08:14Let's copy just one of these neck symbols, Ctrl+C, go back into the body symbol,
08:21paste it here Ctrl+V. Let's put it in outline so we can actually position it a
08:26bit better, looks good, now put it beneath, and now we go into the head.
08:32We keep the neck layer but just Guide it out, and now we go back into the body,
08:36and what you see now is we have the head in a nested symbol above the neck and
08:42both of these now can be manipulated separately from one another.
08:45So what we have to do is synchronize the animation of the head with the
08:50animation inside this symbol.
08:52So what we do is select the labels level, right-click, Copy Frames then go back
08:57out one and make a new layer and paste those frames and extend the timeline.
09:04And click on the symbol and make sure in the Properties panel it's set to Loop
09:09or Play Once, and that way you'll see this move, you don't want to set to Single Frame.
09:14And the beauty of it is--let's put the neck back on so we can have something to judge against.
09:20I am going to make keyframes for 5, 10, and 9. And on frame 5 let's push it down,
09:26let's do something drastic with it. On frame 10 push it higher and on frame 9 a
09:32little lower, and as you feel like I go into Free Transform and just tilt these
09:37to where you think you'll have a better position or a better pose, something
09:41more interesting to look at.
09:42I am going to tilt the head back up here, and now we'll just activate Classic
09:47Tweens and have a look at this.
09:52I think we can probably move the head over a bit.
09:55Don't worry about the neck break we'll fix that in a minute and move that over a little bit.
10:00And again, don't feel like you have to follow exactly what I'm doing.
10:04This is great fun, once you have the nested symbol working for you, then you can
10:08go really wild with it.
10:10So once we have that roughly done, padlock that, and now I am going to make new
10:15keyframes for the new neck and Create a Shape Tween, and now you can put the
10:20head into Outline mode, and you can adjust the neck layer to fix any of these
10:27little breaks and things that have happened, especially here.
10:33I am trying not to move these two points down here, I am imagining that they're
10:38attached to an invisible body. Now let's see how that looks.
10:43And again of course, more hints required because in the extremity of this animation.
10:48So maybe we might want to pull it back in a little bit, and pull the head back just a tad.
10:54Lock that, fix that little piece of neck sticking out and yeah we will have to
11:01put some hints in here, so Ctrl+Shift+H, and I think let's try them down here A
11:06and B two will work. [00:11:1.47] No, put them at the top, and we need to fix these here as well, there we go,
11:24and there is our scene.
11:26We can add details to this, for example, once you know that this is going to be
11:31the range of motion we can do things like squish the eyebrows down and again
11:36this can be corrected out in a minute. Oops! We have gone walkabout.
11:40Let me find my scene, we are in the Library panel, body test reaction.
11:45And in the up shot obviously it would be nice if we could push the eyebrows up,
11:52I need to push the nose up.
11:54In the down position maybe bring the nose down a bit more, and let's see
11:58what that feels like.
12:01You find you can really exaggerate the different elements much further than you
12:05felt you could when you were actually setting up the clock and then the final
12:09touches things that will really add to it.
12:11The eyelids, for example, I would duplicate these and call it--let's say test
12:17reaction--and once again copy these frames, the labels, go into this, and
12:25inside the eyes. I won't go into too many details with this, because this is getting quite heavy.
12:30But we can make sure that our eyes are blinking on the down position, and we'll
12:38do the same thing with the left eye.
12:39Don't make these changes to the original one, so we'll Duplicate that symbol and
12:44call it test reaction.
12:49Make a new layer and paste those frames, and now we set these under Looping to
12:58Play Once on frame 1, and we're on frame 9 here, on this one we set them to
13:08Properties > Play Once, frame 9, and we'll do the same thing with the left eye,
13:18and we want the eyes to be closed on frame 9 on the most down one, so let's go
13:23into those symbols again and make sure that they are.
13:25Yep, I know what the problem was.
13:28On this one just right-click on it, Swap Symbol and make sure it's the test
13:35reaction one, there we go and the same for the other.
13:39There is a slight difference, the blink starts on frame 9 on this one, and it
13:47should match on this one, so let's just move this up by one, there we go.
13:52And again back into or auto clip, and now we have an eye blink in the nice
13:56little reaction scene.
13:58That is in general outline how you would begin to use something like the clock rotation.
14:04To get right, I look at, and I see a very rich animation that's starting to
14:08really break away from the dreaded flat Flash symbol pushing look that I think
14:13people are getting tired off.
14:15It's nice to have the option to be able to do something that's a little more
14:18dimensional and feel a lot more real.
14:20So I recommend you play with this a lot and push the head turns and see what
14:24kind of effects you can get with it. So with that we'll move on to another example.
Collapse this transcript
Moving frames between symbols to make a rotation
00:00In this movie, we'll do a very subtle head turn.
00:03We are going to improve it a little bit by moving frames from one of our rigs
00:08and goes into another which is a very important skill to know how to do.
00:11First, before we go any further, I want to show you a fundamental Flash glitch
00:15that is the kind of thing that crops up from time to time, so not to get freaked
00:19out if you do see it at some point.
00:21If you open the library and look at the body test hd reaction symbol, click on
00:27that, and when you play it, have a look at this, absolutely weird, and I saw
00:35this, and I thought, "Oh no, what's gone wrong?"
00:38Maybe it deleted all of my shape hints or something, but there is actually
00:41symbols are disappearing here, two at the nose, that's just wrong.
00:45So when I click inside the head.
00:48That all looks fine, and then when you click outside the head, let's go back to
00:53the symbol, and now everything is just back to normal.
00:58So, if you see that happening and your character becomes a faceless wonder,
01:02don't panic, simply tunnel into this symbol and back out again, and that will fix the problem.
01:08Now there's a couple of other problems that could arise with this, if you have a
01:11project file that has hundreds of symbols, that's a lot of work to be going back
01:16in, and clicking in one and back out again just to make this bug go away.
01:20This is a CS6 bug that has crept in, in the latest version.
01:23So, one workaround is to save your file as a CS5.5 or a CS5 document, and then
01:31open it in a version of Flash that's CS5.5 or 5, and it will go away.
01:36I've tried this, and it simply does not appear anymore.
01:38It solves the problem.
01:39The problem is you have to have access to CS5.5, it doesn't help you very much
01:43if you only have CS6.
01:46I'm sorry about that, I wish I had more to tell you on that, but that is the situation right now.
01:50If you do have CS6, and you have no backward version, then you're basically
01:54trapped into using this little workaround.
01:56I would also recommend that you check the Adobe website for updates to Flash in
02:00case they do get around to fixing this glitch.
02:03But that is a situation that we're in at the moment.
02:05Anyway, that said, let's make another cool little scene.
02:09This one will be a little bit simpler in some respects.
02:12What I want to do is to take our head turnaround, hd 1 turnaround, right-click,
02:15and duplicate that, and I am going to call it test hd turn, space, test hd turn.
02:24We'll call it turn LR from left to right, click OK, and double-click on this.
02:32I'm not sure if we need to embed this or not.
02:35I am going to go from the H direction into the A direction, and then forward
02:41again into the B direction.
02:42That will be the range of motion that we're going to do.
02:45So I suspect this is going to be fairly constrained.
02:50So let's just work inside here inside our test hd turn LR symbol.
02:55Let's get rid of the reference folder, let's clean up a little bit.
03:01There is all kinds of little bits and bobs around the place that can be cleaned
03:05up, but this is always the way of Flash.
03:07Little bit of housekeeping from time to time keeps your files clean.
03:10So, let's get rid of all of the poses that we don't need, and that's C, D, E, F, and G,
03:15and we don't need these two.
03:22So, we are going from H to the A pose to the B pose.
03:28So, what I'm going to do is select these two, and this might break some of our
03:33shape hints, but don't worry, we'll fix them in a moment, and just drag that to here.
03:41Super simple! That's all we're doing.
03:44So, of course we've got some broken business with the ears.
03:47This always happens when you do this kind of thing in Flash, there is hints or
03:51there is extra frames and spot to spot, don't worry about that.
03:55So, let's stretch this out a little bit. It's a bit fast.
03:59There will be two more empty frames, hit F5, one, two.
04:05Next, I want to correct this ear.
04:09So, I click on that to find what level we're on, and we need to put an ear in that level.
04:14So, let's copy this one, Ctrl+C, Ctrl+Shift+V, so now we have two and put a
04:21blank frame after that. So we hand it off. That's taken care of the worst of it.
04:26The right ear seems to pop on a little bit.
04:29So, let's see if we have one beneath. We do right there.
04:34So, Ctrl+C for that, that's on this level, and if I put it up here, however, it
04:39will pop on top of his head.
04:41So, let's copy this ear, Ctrl+C down to here, Ctrl+Shift+V, and you see it just
04:48got a little bit darker, and now we can black that out.
04:51Let's see if that works. That's better! Okay, so that's basically it.
04:57If this was a head turn, I wouldn't want to be moving the neck so much.
05:01It's more like the whole body is rotating. So let's just go with this neck position here.
05:06So, I'm just going to drag that back to there and delete this, Clear Keyframe,
05:10and maybe adjust the neck in a little bit, but this is a better sense of
05:18what's going to happen.
05:19So what I want to do is just pull that neck in a little bit, padlock everything
05:23except the neck, coax it in, do that, let's track through.
05:28That seems to work better for most of them.
05:33If you were animating a head turn, I always stress this isn't going to be the
05:37be-all and end-all animated head turns, let me just fix this little neck.
05:42What I want to do is to show you how you move frames from one comp into another.
05:49So, what I want to do in the middle of this turn right here is for the head to
05:54dip down a little bit.
05:55That will be a much more standard way of doing a head turn, and if we didn't
05:59have this already done earlier, we'd have to go in and move all these
06:03objects down, and there are so many of them, and we've already done this
06:07work in our other rig.
06:08So let's go into that, open the library, go into the hd 3 clock, and if you
06:13remember, our 6 o'clock position already has all of that work done, including
06:17changing the shape of the hair, and we can obviously make this a little more
06:21subtle, but this is the bulk of the work already taken care of for us.
06:25So let's just select all of these, copy those frames, and now go back into your
06:30library and back into the test head turn left, right, and now currently, we have
06:36A, select that stack, right-click, and go Paste Frames and watch what happens to the head.
06:44Flash has inserted a keyframe here that we don't need right after our paste, get
06:49rid of that, right-click, and go Clear Keyframe, and now we have a much nicer
06:55little head turn, of course a lot of these shapes need to be fixed and so let's
07:00see what that's going to entail. Skull will probably be fine.
07:09The left hair will get small and disappear almost.
07:15So we probably have to add some hints in here, so same process again.
07:19Go to the Properties panel, insert a blank label, 5 hints, A, B, C, D, and E.
07:31There we go, click and match them on the second.
07:34Again, remembering to back up your file before you do too many of these, and we
07:40need to fix these here as well. Okay, super!
07:47Now, we just repeat that process, and there may have been a little bit of
07:53slippage here, so pull the hints off.
07:56If I see things like this, it tells me something got moved, sometimes it is
08:00easier to move them all, A, B, C, D, and E, great!
08:11Same, let's not wonder it's flickering.
08:18It's good, okay, and we just keep going, and we need to fix these here as well.
08:29So, let's just click off this.
08:31So now let's unhide everything, and it's looking a lot less scary now.
08:36When I looked at it first, I thought, "Oh no! I think this is going to be a nightmare!"
08:41But we fixed a few hints here and there and suddenly things are
08:43looking really polite again.
08:45So, from here to here looks pretty good, maybe there's a slight issue with the
08:49ear at this side, it needs somewhere to go to, and that means we need to adjust
08:54for a layer again, and that's the blue ear here.
08:59So, let's see, from this point on, that ear should be on the bottom level,
09:03meaning that you go from here to--let's see, would it be here?
09:08Actually, it should disappear from this level, so let's put a blank frame in
09:11there, and let's fix the neck.
09:15I am going to put a keyframe in there, and just pull that neck in, and that's it!
09:26So, this is a great help when there is a little bit of business going on, on the
09:30top of the hair that needs to be fixed, but I think you get the idea from this,
09:35and if you had a lot of very detailed characters, actually they are the ones
09:38that really pay off on this, if the character was super simple, and you could
09:42probably make up all of these little positions as you go along.
09:45But with this guy, he has got so many levels, I don't won't to be messing around
09:49with these every time I need to do a head turn.
09:52This way, I can create the different angles for the head.
09:55The system that I used during this course is my own system, you might find it's
09:59not even complex enough, you might need more positions or less.
10:02But this is the general methodology that I use for years now to pre-create all
10:05of these little poses and directions that give a level of subtlety that is just
10:09time-consuming to have to add if you have to do it for every single keyframe and
10:13to do animation that goes beyond the usual flat Flash symbol pushing style.
10:17So in the next movie, we're going to do some facial acting and make the
10:20character really show some emotions.
Collapse this transcript
Using the rig with audio
00:00Now we are going to finally bring speech to our character.
00:03So what I have done is created a couple of very short lines. They are in the
00:07Library in a new folder called audio in your 06_03 exercise files.
00:13So we have a happy line dialog.
00:15(character speaking: I'm happy!) And an angry one.
00:18(character speaking: But now I'm mad!)
00:20Okay, so it's not exactly Shakespeare, but it will work.
00:23So let's make a new symbol to house the animation that we are going to do.
00:28We are going to base this on the dialog first.
00:31So let's go into the mt A folder, or symbol, right-click on that, click
00:37Duplicate, and we will call this mt A dialog.
00:41And always duplicate your symbols. Never, ever alter these unless you are
00:46changing the rig itself.
00:47If you are going to create a new animation, always make a duplicate and then do
00:51all your experimental work in here.
00:52So that's it, let's just work inside the mouth symbol to do the dialog line.
00:56Double-click on that and here we have the familiar set.
00:59Of course it's a dupe, so always double- check, triple-check, and we need to drop
01:04the audio track into here.
01:06So right at the top of the timeline I'll make a new layer, and let's go to the
01:10Library and find the audio folder and drop the happy.wav file onto the stage.
01:16It doesn't matter where, and there we see our wav file.
01:18We will make another blank keyframe here.
01:20Hit F7, back to the Library, drop the mad sound and put that onto the stage now,
01:27and let's hide all of our symbols, and we will just move through.
01:31(character speaking: I'm happy! But now I'm mad!) Super!
01:34So the first thing we want to do is to create the happy line of dialog, and guess what?
01:39We are going to use the happy mouth shapes, and when we are done with that,
01:43we will do the mad line of dialog using the mad side of mouth shapes.
01:47So let's make some room on the timeline.
01:49So I am going to just click from the emotions to the--and actually this
01:53reference layer, I think we can delete. Let's get rid of that.
01:56So select from the emotions layer through to the lip layer and just drag and
02:00remove them all, roughly to about here to give us a bit of room, essentially so
02:04we can just see our standard mouth shapes here so we have easy room to access
02:08them and drop them down in the area that we are working on.
02:11So let's scrub through again. (character speaking: I'm happy!)
02:15Now when I'm playing a dialog--and again, remember that we have these six
02:18basic shapes, and I am going to padlock everything so we don't accidentally change anything.
02:23The critical shapes are the phonetic sounds to nail with great accuracy are the
02:28closed mouth shapes, and that will be the A mouth, and again these labels, a, b,
02:32c, d, e, f, don't apply to the actual sound we are hearing.
02:36They're simply quick ways to remember the different shapes of the mouth themselves.
02:40So the F mouth, for example, creates the ooh sound and the A will be a buh, muh,
02:44puh sound and so forth.
02:46So let's start with the A mouth, and I'm going to select this column here, hold
02:51down Alt/Option and drag, and now we begin with the closed mouth.
02:58So the next thing I'm looking for are all the instances where we hear another closed mouth.
03:02(character speaking: I'm happy!) I'm, so we'll have one about here.
03:08Happy, so I am just eyeballing it, and when we hear it...
03:14I think about here is good.
03:16And then watch again and make a mental note of where you see this, and when you
03:20hear the closed mouth shape, the I'm happy.
03:22(character speaking: I'm happy!) That looks pretty good to me.
03:26So let's just copy some more A mouths, and if you ever accidentally find that
03:33you move instead of copy which I've done quite a few times, always be sure to
03:37repair your area over here, because you don't want to lose them.
03:43(character speaking: I'm happy!)
03:44Okay, so that when he says happy, that will be our end mouth, and that will be
03:48like the B shape where his mouth is pinched into this little crescent shape.
03:51So let's select these, hold down Alt/Option on the Mac and drag to here.
03:59Okay, and I think then it'll be pretty safe to leave that there.
04:02(character speaking: I'm happy!)
04:04Now the next thing we want to do is the open shapes for the mouth, and if you
04:09listen again to how loud they are, that's a good guide for how large of a shape
04:13we want to assign here. (character speaking: I'm happy!)
04:15So I'm happy, the A sound on happy seems to me a little bit louder, think about here.
04:23So when I find that point, I just hit F7 to put a little placeholder, and let's
04:28pick the d for the wide-open mouth.
04:30And conversely, let's use a medium- sized mouth for the I'm.
04:38(character speaking: I'm happy!) Looking pretty close already.
04:41(character speaking: I'm happy!)
04:41Now we could just grab a C for the happy period, but let's pick a different one,
04:48so we can--actually the beauty of this system is we can actually create
04:51in-between shapes here that are slightly different sizes.
04:54And they should be pretty stable.
04:56We shouldn't see any shape flickering if we've done right.
04:59So I am just going to make one there and drag it over.
05:02(character speaking: I'm happy!) Looks good.
05:04The other thing that we can do to finesse this a little bit. In general, when you
05:08go from a closed mouth to an open to a closed, it's nice if you open faster and
05:14then you have a few extra frames to go back into the closed, and we might try to
05:19push this happy a little bit. But the other thing that we can do, for example,
05:23by moving a back one, that will make it pop more.
05:25(character speaking: I'm happy! I'm happy!)
05:29And the other thing that we can do is hold the closed mouth for two frames,
05:33let's do that and see what that looks like, and that's because sometimes the A
05:37mouth can disappear. If it closes only for one frame and one-thirtieth of a
05:41second, it can almost be invisible to the eye.
05:44So let's just hold the A mouth for a little bit longer, see what that looks like.
05:48(character speaking: I'm happy! I'm happy!) That's pretty snappy.
05:54(character speaking: I'm happy!) Good, done.
05:57So as you can see, that's the general process, and we just proceed now.
06:01We're going to repeat that identical procedure for the mad or sad section.
06:06So I am going to clear the happy placeholder keyframes, and let's just move
06:11forward just a little bit.
06:12So now we have our angry wav shape here, and let's see what he says.
06:18(character speaking: But now I'm mad!)
06:20Okay, so he starts right from the beginning with that bah, and that's going to
06:23be our closed mouth or the A mouth, and again we have our sad angry mouth here.
06:28Let's drag that to there.
06:29Oops! And if you go to the wrong level just pull it in a little bit, and I am
06:35going to also copy our mad/sad label, so that we can more easily follow.
06:38So when we look through the timeline, we can see the changes of general
06:42emotional state, so we can see this is now beginning a different set of A-F
06:45mouth shapes, okay, and I am going to widen this a little bit so that I can
06:51see more of the timeline.
06:54Often when I do this I'll make the timeline really long so that here's the
06:58entire area and then a bit of extra on each side, move that up to here so we can
07:03see it, and let's hit this and hit F5 just to give us a little more room, okay.
07:13(character speaking: But now I'm--) But now I'm.
07:17So we have an M sound, and that's another closed mouth. That could be about there.
07:20(character speaking: But now I'm mad!) And mad, I'm seeing that around here.
07:24And I think I am hitting that a bit late, so I'll move that back one.
07:30(character speaking: But now I'm mad!)
07:30That's about right I think, so let's grab these, Alt/Option and drag, and
07:37this time I am just going to hold them for two frames since you know that system works.
07:43(character speaking: But now--) And buh should also probably be held for two.
07:47(character speaking: But now I'm mad!) Great!
07:50The next thing to do is here we have a but now I'm, but now, the oo sound on now
07:57is interesting, so let's... (character speaking: But now I'm--)
07:59Let's put that in, and I think that's around here, putting in a blank keyframe.
08:04(character speaking: But now I'm--) Let's say that's about right.
08:06So let's hit the F, Alt/Option and drag to there.
08:12(character speaking: But now I'm mad!) Mad is one big long movement of the mouth,
08:17so let's make some space to drop those shapes in, and I think the B sound will
08:23be the nice one to end there. Mad, it's a really, really long one.
08:28This is for having this blending system for a dialog really comes in handy,
08:32because if you only had six or seven or eight static mouth shapes, getting these
08:37to work and to really look smooth will be almost impossible.
08:41So let's--mad, I think they're a little too slow, so let's move the D in a little bit, so
08:47it's moving now to frame 61, and that's have the B sound a little sooner.
08:53(character speaking: --mad!) Better.
08:58So let's go back in now and just drop in the rest.
09:01But, but, so the but will have another B sound around here.
09:09May be a little sooner, Alt/Option and drag to where you think that should go,
09:19And I'll drag the C mouth from here.
09:21So the C mouth is now on frame 34, the B mouth is on frame 37, let's see how that.
09:26(character speaking: But now I'm--)
09:27Now you see a weak transition from the B to the F. You almost don't see it.
09:35So let's make that just open up a little bit, and I don't want to use the C
09:39mouth, it should be subtle.
09:41So what I'll do is make a secondary keyframe somewhere in here. Let's pick this
09:45one, hit F6 and drag those over to here. (character speaking: But now I'm--)
09:50Now you really notice it because you go from the ee to a little more widely
09:56open, before you go into the F.
09:58And what that does is it creates that chewing action.
10:01And the same thing applies here, but now I'm, so we go from the F, and we
10:11want something very similar to this, maybe a C will work for that. Let's copy that to here.
10:17(character speaking: --now I'm mad!) Great! But now I'm.
10:25I think we can keep the A mouth here all throughout this.
10:28So I am going to clear that and clear that, and let's keep the mouth closed
10:34from here through here. (character speaking: --now I'm mad! But now I'm mad!)
10:40Great, so that will really read from there to there, and I think we can switch off the
10:47tweens here and our dialog scene will end around there, I am going to
10:53double-click to select all those frames, right-click and go Remove Frames, just
10:58housekeeping, keeping the timeline nice and clean.
11:01(character speaking: I'm happy! But now I'm mad!) Fantastic!
11:04Now there is a couple of little fine tunes we can do.
11:07If you remember we had these three basic-- I can get rid of the rest of the mouth
11:13and the sides at the moment.
11:15When I will do this in a production setting, I would always keep all of the
11:20different standard mouth shapes here, because it's nice to have them if I want
11:23to change something later on.
11:25But for the purpose of this tutorial because the timeline is getting really
11:28long, I am going to just delete these, and now we want to see how we can relate
11:33the custom mouth shapes to the rest of the scene, and I think we can integrate a
11:37couple of these with the dialog line to really punch it up a little bit, and
11:41let's see where we can add them. (character speaking: I'm happy!)
11:44So he says I'm happy. So the really big shape on here is this one.
11:49What if we were able to use this jubilant mouth which is even wider? Let's try that.
11:55I'll hold that down, Alt/Option and drag, and copy it to here.
12:02(character speaking: I'm happy!) See, so that's how that will go.
12:05And you really feel that. You feel it more than see it.
12:08(character speaking: I'm happy!)
12:10You might think it's a little over the top, in which case you can tone it down a little bit.
12:15But that's pretty good I think. (character speaking: I'm happy! But now I'm mad!) [00:12:18.79ll] Okay, so maybe we can do the same thing at the end here.
12:22So that's the angry B mouth, but we also have a really nice furious mouth here
12:27which is really more extreme.
12:28So let's copy that, Alt/Option and drag to here, and now I am just going to
12:34switch off the tweens just so that we end it at the right point.
12:37(character speaking: --happy! But now I'm mad!) That's great.
12:41So we end on a frame that really shows us that we have more inner arsenal than
12:45just six standard shapes and different emotions, and we can create all kinds of
12:50custom notes, as you proceed, and you start to animate more and more and more,
12:54as long as you follow the same pattern of structuring your images, you can have
12:59an enormous library--not just the one, two, three of these, but you could
13:04conceivably have 20, 30, 40 different custom mouths and be able to blend most
13:07of them with our regular dialog and go back and forth that will really give you incredible power.
13:12One last thing that we need to do here, and that's slow in or ease in, and that
13:18will add a lot more subtlety.
13:19So let's select these just the shape tweens, go to Properties and under Ease, set that to 80.
13:27So we are easing out to 80, and what that's going to do is it's going to ease in
13:32to there, and you'll see the difference now on the top level compared to the
13:36lower ones that don't have it yet. It's a much smoother motion.
13:39We'll do the same thing for the classic tweens, and we'll do the same thing for the
13:44bottom layers, too, and now let's go back to the beginning.
13:51(character speaking: I'm happy!)
13:53And I think we should do the same thing here so that we end on happy, we slow in there.
14:06(character speaking: I'm happy! But now I'm mad!) Great, and there we have it.
14:11So I am just going to delete the custom shapes from the end.
14:14Again, were this a project that I was working on at home, I would keep the
14:19entire stack of standard shapes on here like I said, because it's handy, if I
14:23change my mind later on, or I want to add something extra to have them right
14:27there in the timeline.
14:28But if you'll delete them, it's not a big deal, you can copy them back in from
14:32the original rig file.
14:33So and one last piece of work, just call that sound and right-click on that, make
14:40the Outline Color for sound white as well, because it doesn't have any graphical
14:44elements or anything, and there we go.
14:46So we have made our first dialog scene, and that's pretty great.
14:49So in the next movie what I'm going to do is take this dialog scene and
14:53integrate it with the face and make the face and the dialog work together, and
14:57that's going to be really, really impressive.
Collapse this transcript
Adding expressions to the animation
00:00In the previous movie, we took a simple short line of dialog, and we arranged
00:05the mouth shapes so that we brought this thing to life and made it speak.
00:09(character speaking: I'm happy! But now I'm mad!) Great!
00:12So now the next step, obviously, is to place that inside the face.
00:16So let's go into our Library panel and see how we do that.
00:19And the best way will be to pick our facial acting rig, right-click, Duplicate
00:26this, and we'll call it facial acting dialog, and that will match our mt A
00:34dialog symbol that we've made our dialog in. So click OK to that, and there it appears.
00:39Let's double-click on that in the Timeline, in the Library I am in, and now
00:44let's make a few little fixes here to line these up.
00:48What we need to have happen is to have the timeline of the face perfectly match
00:53the timeline of the mouth.
00:55So let's double-click on the mouth now that we see it next to the face, and
01:00that's the wrong mouth, so let's go back out again.
01:03I am going to go back into the Library. Happens a lot this, so bear with me.
01:07So now we have our hd 2 face symbol.
01:10I am going to move the timeline back a little bit, so we can see the name of that.
01:15We don't want to get lost, so here we go!
01:18And the mouth right now is the wrong mouth symbol.
01:20So let's right-click on that, and we'll swap the symbol for the mt A dialog, and
01:27that's the one that has our great mouth dialog in, so there we go, and let's
01:31test that again, click on the mouth. That's it!
01:36Next step, select the sound, emotions, and shapes, so click this, hold down
01:41Shift and click on shapes, or Ctrl-click, click, click, right-click on that, copy
01:47those frames, go back into our hd 2 facial acting dialog scene, or click here,
01:53and then on the three new layers on the top--we'll make 1, 2, 3--I am going to
02:00paste those layers in here, and let's get rid of this little reference folder,
02:06we don't need that anymore.
02:07We created that when we were rigging the thing, but obviously we're done with that now.
02:13Okay, so now we have if we play through. (character speaking: I'm happy! But now I'm mad!)
02:18That's great, and then we have at the end of this, and I am going to just move
02:22these to the back just to clear the Timeline.
02:24So now we have our Timeline and our custom faces.
02:30So the problem will become how do we integrate these custom faces with the dialog?
02:35So usually it's easy to get a little bit flustered and quit before you even
02:39begin with this, so let's start with basic principles, and we'll work forward.
02:42(character speaking: I'm happy! But now I'm mad!)
02:45Okay, so for the first chunk of this, he will start out in the happy face which
02:50we can see from our labels here.
02:52And actually, these happy labels are kind of confusing because they came with
02:56the rig, so I am going to delete these, make this easier to follow, and let's
03:00pull this forward by 1, right- click and clear that keyframe.
03:06So the only labels that we have now at the top are the ones that tell us where
03:09our different emotions should go here.
03:12So I like the first one of course, it's nice to start in the A pose, and we'll
03:16start from here, and stay happy until about this frame.
03:21So let's put a keyframe in here.
03:25And also one little thing to be sure of for whatever reason, make sure that your
03:29mouth symbol on the first frame in the Properties panel under Looping is set to
03:33Play Once and is set to frame 1 from the start.
03:36That way, all of your future frames will line up and play perfectly.
03:40So at this point here, we're going to go to mad and sad, so let's make a little
03:44F7, a blank keyframe just to make a note of that, and I want to go to the end
03:49and pick the angry face, that could be about this one.
03:54So let's select that stack, hold down Alt/Option and drag and move it to
04:03there and see what that looks like, and it's probably made a bunch of keys
04:08for the mouth that we don't need, so let's delete them, put the mouth level as
04:12one continuous line.
04:13(character speaking: I'm happy! But now I'm mad!) Great!
04:18So you're getting the rough idea as to how this will work by now.
04:21So let's pick a big bright happy face for the D mouth.
04:26If you remember the custom happy mouth that we used for the previous movie
04:31right here, that's where he is at his absolute happiest, so I am going to make a little note there.
04:39And actually that wasn't an A mouth, that's a D mouth, so I am going to fix
04:43that in the Properties.
04:44This will be a custom mouth, so let's call it WIDE, and it's nice to use these
04:50labels to make little notes and reminders for yourselves, because it's very easy
04:53to get lost with these huge timelines.
04:56So again, let's go forward and get the jubilant face and hold Alt/Option and
05:03drag that back to here. (character speaking: I'm happy! But now--)
05:10Okay, now there is some weirdness happening because this symbol for the mouth
05:13got pulled in, and it's the wrong one, so let's right-click on that and go clear that keyframe.
05:17(character speaking: I'm happy! But now I'm mad!)
05:21Okay, so there is a lot of stuff going on that needs to be fixed with these tweens.
05:26So what I am going to do is to hold the neutral start frame until this point
05:30here, and then I am going to start activating tweens.
05:35So it's just a method of right- clicking on each layer, and it allows you to
05:40Create a Shape Tween, you Create a Shape Tween, and if it doesn't, then you
05:44make a Classic Tween.
05:45So here, for example, we can only do Classic Tween because it's a symbol, on
05:49these layers as a shape, so we apply Shape Tweening, and we go forth.
05:53Let's see what that looks like. (character speaking: I'm happy!)
05:58Now, I think the face is moving a little fast with this.
06:01I think we should get him into that happy a little sooner.
06:04So I am going to drag that to here, see what that's like.
06:10So really it's just that wide open flash of happy, so I am going to move these
06:15forward just a little bit. (character speaking: I'm happy!)
06:19I am not worrying too much about the mouth right now, but if it does get to
06:23annoy you that it's on the wrong frame, then select those new keys and just get rid of them.
06:28(character speaking: I'm happy! But now I'm--) Okay, looking good!
06:30So then we want the transition from the end pose, the regular happy pose, into
06:35the mad or sad pose.
06:36So let's keyframe that, and we'll just start making tweens again.
06:44(character speaking: I'm happy! But now I'm mad!)
06:47Looking better, so you get the general idea about where we're heading now.
06:51So let's fix some little things that are flashing, the creases around the mouth,
06:55and I think that's because when we dragged the lines back, there were some
07:00layers that got left out. So I can correct that.
07:03So that's on this layer here.
07:07So the uppercase layers, and this is where it's nice to have uppercase for the
07:11custom layers that we use for this symbol that need to be added.
07:14So I am going to hold down the Alt/Option key and drag them to where they will
07:20fade in and fade out, and we obviously don't need them here, so let's
07:26right-click and remove those Tweens.
07:29And here, adding the creases means that we would have to make them move with the mouth.
07:35And frankly, for the purposes of this tutorial, it's too much work, but it would
07:41be a matter of your personal preference whether or not you wanted to have these
07:44creases added for all of the rest of the dialog.
07:46But what I am going to do for the moment is just take them out.
07:51So on these layers that are marked uppercase, let's just delete them, and we don't
07:58need them here either, so we'll delete them there too.
08:01And by here, of course, they are invisible anyway, so I will put a blank keyframe in there.
08:08Now, we only see them for this gesture. (character speaking: But now I'm mad!)
08:12Now, as you can see, he is tweening here at the end, and we probably don't need
08:18him to tween, so let's select these and go Remove Tween.
08:24(character speaking: I'm happy! But now I'm mad!)
08:27Now, he goes into that really fast, so let's see
08:30if we can punch that a little bit. (character speaking: But now I'm--)
08:33So maybe we can add an extra expression because we have this puzzled
08:39expression as well.
08:40And don't worry about these lines here, we're just going to work with--and the
08:43mouth is very distracting, let's switch that off.
08:46It would be nice if we could work this shape in.
08:48So let's select these instead, grab these with the puzzled stack, hold down
08:53Alt/Option, let's drag them in here.
08:55Maybe we can go to puzzled first and then take him into angry, that will be a nice transition.
09:00So I'm going to put puzzled to here, select angry, and just let's replace
09:06them one to the other.
09:08I think I accidentally dragged one to the wrong layer, so let's undo that.
09:14You have to be very careful when doing this so you don't accidentally move like
09:17one down, or you will cause a problem.
09:22So I will have him in the furious here, and we'll begin with puzzled, and once
09:29more, let's get rid of the creases on the face, and we've also probably
09:35generated a bunch of mouth shapes that are in the wrong state, so let's
09:38right-click them and clear those keyframes. So now we're looking better.
09:47(character speaking: But now I'm mad!)
09:49And let's slow this down a bit. So I am going to pull the
09:53angry face forward just a little bit, so he gets there a little bit slower.
09:58Now you can see some weirdness happening with the mouth because it's not
10:01tracking the motion of the nose. So let's correct that.
10:04Now, we can put in keyframes for the mouth where they are needed.
10:10So I am just hitting F6 to do that, right-click on these and Create a Classic
10:15Tween, and if you think that mouth is a little high or even too big, you can
10:21use Free Transform to apply Motion Tweens and make smaller adjustments or even
10:26rotate these, hence the beauty of nesting all of your animation inside other symbols.
10:32And by here, let's move that mouth down because that looks mighty strange with
10:37that nose there, so let's see what this looks like.
10:39(character speaking: I'm happy! But now I'm mad!) That's much better.
10:44So just for the sake of cleanliness and making this timeline easier to follow
10:48for the tutorial, I will remove these frames. (character speaking: I'm happy! But now I'm mad!)
10:56Imagine how long this scene would have taken me to animate if I didn't have
11:00access to that beautiful library of pre- constructed expressions. It would have taken hours.
11:07I would have been here all day, and instead I've been able to put this little
11:11scene together really in 20 minutes. It's astonishing when you see actually in
11:16practice and in real-time how little effort it takes to do this.
11:20You do have to practice with the rig and get used to it and maybe build your
11:24own, and you will be really intimately familiar as you create your own
11:28characters and develop your own methods and systems.
11:32But let's look at this fellow one more time.
11:34One last thing I would like to change is, again, adding a slow in here, very
11:38important, and I like easing in--or easing out rather--80% usually gives a really nice feeling.
11:44(character speaking: --now I'm mad!) Oops! Let's go back and fix that.
11:48So what I am going to do is simply go through all of these, add 80 out, and
11:55that gets rid of the mechanical feel where everything is moving at the same consistent speed.
11:59Let's see what that feels like. (character speaking: I'm happy! But now I'm mad!)
12:05Great, and I feel like the mouth at the end gains a little bit of volume from
12:13here to there, and there is a beautifully easy fix for that.
12:18I'll make a keyframe under the D, make a keyframe under the A, and you can make
12:28it as small as you think you need, or even rotate it, and if you want to do
12:34something like rotate the nose, for example, then again, make a keyframe in
12:37the same place, Create Classic Tween, Create Classic Tween and maybe do an Ease
12:44Out again and then Ease Out here, now we can move the nose just very slightly, very slightly.
12:52And again, nothing stopping you from adding little custom movements here.
12:59If you wanted to bring the eyebrows down, for example, simply add more keyframes.
13:06Use Free Transform, hopefully the shapes will continue to behave.
13:13Let's squish them a little bit.
13:16(character speaking: I'm happy! But now I'm mad!) There we go!
13:19So that's the method, and as you can see, we break it down into two
13:23steps, first pass, we do the dialog, on the second pass I match the head to the mouth.
13:28You could of course do the other way around. You could animate the head
13:31animating first and then add the mouth in.
13:33It really comes down to what workflow is going to work best for you.
13:37I like to begin with the mouth and workout, you might want to animate the entire
13:41body, then animate the head, then animate the mouth.
13:43I am not trying to encourage you to do one or the other, but I find this is a
13:48good approach for me, as you can see, it's a very nice squishy plastic feeling,
13:52and other things can be added, for example, if you could articulate the jaw
13:55here on this like really wide open motion there.
13:59There is really no end to this, you could keep going, adding more and more
14:06subtlety and more and more animation to it.
14:08So, as you can see, it's possible to use this system to animate rich lifelike
14:13characters very, very quickly.
14:15Imagine how long it would have taken me to animate this scene from scratch.
14:19It would have required hours, and instead, I was able to put it together in just minutes.
14:23So this is the payoff for all the really hard work that we did at the
14:27beginning of the course.
14:28This is a very flexible powerful way to animate, and I think it's pretty amazing.
Collapse this transcript
Conclusion
Goodbye
00:00So we're done! I hope you enjoyed following along with me.
00:03If you need more resources here in the lynda.com online training library, I
00:08have two other courses that also deal with animating in Flash, Flash Professional CS5:
00:14Character Animation, and Animation Tips and Tricks with Flash Professional.
00:19In addition, I found these books to be very helpful:
00:22Animated Performance by Nancy Beiman, which focuses on performances and
00:25personalities of cartoon characters, Character Animation Crash Course!
00:30by Eric Goldberg which is an excellent general overview of animation,
00:34The Animator's Survival Kit by Richard Williams, which is probably the greatest
00:38single resource of the mechanics of walk and run cycles, but which also has
00:42excellent material dealing with dialog and facial animation.
00:46I think that this course was hard work but really rewarding.
00:48A lot of this material took me a number of years to develop.
00:52But now that you've seen what's possible with Flash, take some time and play
00:56with these techniques with your own characters and see what works for you.
Collapse this transcript


Suggested courses to watch next:

2D Character Animation (5h 50m)
George Maestri



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