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Rigging the eye

From: Flash Professional CS5: Character Animation

Video: Rigging the eye

Okay, so now it's time to add some structure to the eyes and takes the very simple symbols that we currently have as placeholders and add some eyelids and all the elements that will enable us to make the character blink in the next chapter. So, let's go on and do that. So we can either double click on the stage or we can double click on the head symbol in the library to tunnel in here and have a look at it. So, ideally if we get this right we'll be able to use the same one for the right as for the left. So let's go right into the eye and be sure you have the entire head area around it so you can see the work that you are doing in place.

Rigging the eye

Okay, so now it's time to add some structure to the eyes and takes the very simple symbols that we currently have as placeholders and add some eyelids and all the elements that will enable us to make the character blink in the next chapter. So, let's go on and do that. So we can either double click on the stage or we can double click on the head symbol in the library to tunnel in here and have a look at it. So, ideally if we get this right we'll be able to use the same one for the right as for the left. So let's go right into the eye and be sure you have the entire head area around it so you can see the work that you are doing in place.

So drop in some layers for the eyelid, the upper eyelid and the eyelashes. We are going to want separate layers for the pupil and the whites of the eye and maybe some lower lids as well. So first of all let's just padlock our lower layer and let's name these so we know what we are doing. So, this will be the upper lashes, the top layer, and then beneath them there will be the lid, which will help to cover the whites of the eyes when the blinks happen, and the lashes lower. You probably won't see them in the normal open state. They won't animate them now but they'll appear later on when the character blinks.

And then we'll have the lid lower and beneath that the mask for the pupil and then the pupil itself and then the white of the area. You could have more details like creases and things but this is a pretty good amount. Using the LayerColor, I'll make the upper levels green. Ctrl+Clicking to select more than one layer. LayerColor for the lower ones to make them blue and the mask I like to-- I will just keep the masks white or some other very eye-catching color. It could be red or white.

The pupil we make them black and the white of the eye I'll just make it normal fleshy color like red and we make the layer a little bit gray. First, of all we'll make the white of the eye, we'll just copy this and make sure it's all white, get rid of the pupil, and then I'll copy the pupil from this and paste that in here. Now, we can can get rid of the preference layer. It's done its job. So we have the while of the eye, the pupil.

Now, the pupil itself, it's very banal looking like just a big black bulb. Let's make it bit more life like. So to do that I'll like to make it a symbol in its own light first, so we call that eye pupil. Keep it centered properly like this. Now, we can double click on that because I want to make a couple of different layers in here. So, I am holding down the Alt key to copy that layer. Let's go into the lower one and make a blue, some bright blue color. Then we'll take the upper one, the black, using the Free Transform tool and holding down the Shift key, for the black of the eye.

Let's hold down the Alt key to copy again and we'll make this one white again using the Free Transform tool it's going a bit tighter, getting one eye line. You can do all that in one layer but the nice thing is you can go in and you can play around with these shapes if you want to make alterations, I love that. So, the next step would be the upper eyelashes and that's going to be a very simple shape and we'll start the up position something like this.

Let's make sure snap a switched off now and then we'll put it back on I want to join these corners properly and then back off again. There is lot of toggling back and forth between snap on and snap off. Check to make sure your lines are still intact. Flash likes to combine lines. We need to not let it do that. So there we go. So let's color that and let's give that a nice color more like this color like the dark color of the ear, drag that with the eyedropper, let's go in here. There we go.

I am going to get rid of that black line and I am going to be able to see this properly and then beneath this eyelid would be the eyelash layer that will be the darkest element. Let's go into this Preview mode and go Full and now we can see the eye in its proper color relative to the skin and the face around it. So the other color I would like for the lid upr will be the same color as the skin of the face. So, let's go into that and select that. Let's go back in here and we will assign that color to this layer.

So what that means is later on and we want to make the character blink or have a different shaped eye. We simply pull the lid layer down to match the lash layer. We now have complete control over the extent of the eye. [00:05:09.90 How opened it is? How closed it is? Let me do all that and Ctrl+Z . So that's the upper eyelid. We'll repeat this process for the lower eyelid in the later class but for now this is ideal.

So the next thing I want to do before we go any further is to make sure that we can copy this to replace the current placeholder for the left eye. So, that's this layer. So let's make a clean layer on top I am going to copy that, paste that on to here, flip it horizontally and let's go in to outline. That's better so we can match this up. Now hit Free Transform or Q, pretty good. Now, the one thing I am noticing is that the pupil is a little squished.

So, first thing let's unsquish it. Now, any change that we make in this symbol will be replicated here and that's not going to work. So, first thing we have to do is duplicate this symbol, give it it's own identity. So, let's duplicate that symbol and we are going to replace the R copy if not the right eye any more. It's going to be its own thing it's eye left now. Let's go into the left eye and look at the highlight and make sure that the highlights are both pointing the same direction. So, this should be Flipped Horizontally and I will stretch it out a bit.

That will lose that squished strange field that is called right now. Let's position that until it feels little closer. It's more natural and then get rid of the reference layer. Put the new eye in this correct layer now and get rid of the temporary layer. Now, there are some small additions you need to make, the Mask layer needs to be activated and that will identical to the white. So copy that, paste in place and activate the Mask.

What this means is you will be able to of course move the pupil outside of its area without having a bleed into the skin. So we are all set up ready for that and do the same thing here. Copy the eye, Ctrl+Shift+V, paste it in place, activate the Mask. Let's look at it again and that will move that pupil over just a little bit and may be stretch it just slightly. I think we've left some lines in there so let's erase them, Erase Lines and make sure everything is active.

Paint the whole area and repeat of course with the other eye. We are ready to proceed. So that's the character done. He is all set, he is ready to go, and in the next chapter we'll proceed to animate a full head turn and that will incorporate mouth movements, head movements, eye blinks. The eyebrows will move. Basically, the entire body will move standing in place. But he will little pivot and turn left, turn right and we'll begin the same thing. So, I'll hope you like that and hope to see you in the next chapter.

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This video is part of

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

83 video lessons · 21127 viewers

Dermot O' Connor
Author

 
Expand all | Collapse all
  1. 3m 25s
    1. Welcome
      1m 9s
    2. Using the exercise files
      39s
    3. Prerequisites
      1m 37s
  2. 34m 58s
    1. Creating Flash-friendly character design
      4m 57s
    2. Animation rendering: SWF or AVI
      2m 24s
    3. Understanding line tool drawbacks when animating
      7m 7s
    4. Using uniform project scales in Flash
      3m 40s
    5. Finding helpful extensions for Flash
      2m 46s
    6. Using commands and keyboard shortcuts
      9m 53s
    7. Setting up your workspaces
      4m 11s
  3. 1h 35m
    1. Understanding character rigging
      2m 0s
    2. Exploring underlying structure in character rigging
      4m 27s
    3. Vectorizing the character body
      6m 22s
    4. Outlining colors in an animated character
      6m 15s
    5. Vectorizing the hands
      6m 43s
    6. Vectorizing the head
      4m 47s
    7. Outlining the head
      8m 20s
    8. Adding finishing touches with hair
      2m 11s
    9. Colorizing the character head
      7m 28s
    10. Colorizing the body
      5m 33s
    11. Applying gradients
      6m 18s
    12. Symbolizing and pivoting the body parts
      10m 47s
    13. Pivoting the head
      4m 42s
    14. Rigging the mouth
      10m 49s
    15. Rigging the eye
      8m 33s
  4. 52m 22s
    1. Tween types: Shape vs. motion
      5m 41s
    2. Combining motion and shape tweening
      4m 31s
    3. Animating an eye blink using shape tweening
      10m 2s
    4. Rigging a mouth in Flash for dialogue and expressions
      5m 30s
    5. Creating a D mouth
      12m 29s
    6. Creating an F mouth
      6m 58s
    7. Getting the polished look
      7m 11s
  5. 1h 2m
    1. Overview of the head turn
      2m 13s
    2. Preparing the rig
      8m 15s
    3. Posing the rig
      7m 17s
    4. Animating the head movement
      11m 5s
    5. Animating the body movement
      12m 9s
    6. Animating the head turn
      11m 28s
    7. Adding finesse to the head turn
      9m 34s
  6. 2h 44m
    1. Introducing the walk
      1m 5s
    2. Creating a profile view
      8m 30s
    3. Creating the head in profile
      10m 10s
    4. Creating the hand
      6m 57s
    5. Creating hand symbols
      8m 32s
    6. Reviewing the walk
      3m 6s
    7. Prepping the walk
      8m 33s
    8. Setting up the contact poses
      6m 45s
    9. Creating secondary contact poses
      9m 38s
    10. Finishing up the contact poses
      6m 48s
    11. Creating the passing poses
      9m 39s
    12. Finishing the passing pose
      5m 56s
    13. Animating the recoil position
      10m 9s
    14. Animating the high point of the walk
      9m 24s
    15. Adding in-betweens
      8m 31s
    16. Rigging the shoes
      8m 27s
    17. Animating the shoes
      11m 58s
    18. Animating the character's head movements
      8m 29s
    19. Fine-tuning the animation
      9m 0s
    20. Nesting the hand symbols
      8m 39s
    21. Repositioning the walk
      4m 11s
  7. 1h 32m
    1. Introducing the walk in place
      1m 30s
    2. Setting up contact poses
      10m 4s
    3. Creating the passing poses
      7m 14s
    4. Creating the recoil positions
      8m 11s
    5. Animating the head's high point
      4m 9s
    6. Tweening the legs
      5m 11s
    7. Tweening the arms
      10m 27s
    8. Setting the placement of the foot
      9m 9s
    9. Animating the shoes
      7m 52s
    10. Animating the hair
      6m 9s
    11. Creating secondary hand actions
      8m 48s
    12. Animating the torso
      6m 27s
    13. Repositioning the walk
      7m 17s
  8. 54m 9s
    1. Understanding dialogue
      49s
    2. Using the A-F system of six set mouth shapes
      4m 23s
    3. Animating dialogue using the mouth rig
      14m 30s
    4. Integrating the dialogue with the head turn
      5m 35s
    5. Animating the jaw
      6m 59s
    6. Creating an angry dialogue mouth
      7m 43s
    7. Finishing the angry dialogue mouth
      6m 38s
    8. Integrating acting techniques
      1m 51s
    9. Tips on facial expressions
      5m 41s
  9. 36s
    1. Goodbye
      36s

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