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Flash Professional CS5: Character Animation

Rigging a mouth in Flash for dialogue and expressions


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Flash Professional CS5: Character Animation

with Dermot O' Connor

Video: Rigging a mouth in Flash for dialogue and expressions

Okay, so time finally to begin fleshing out the character's mouth and giving him the ability to speak. So let's go into our project file and open character rigged_02. There we go. So, let's just double-click on the head symbol in the library. Zoom in on the mouth. Try to frame it so that you can see the jaw area. That will give us an idea about how, when we begin to create this open mouth shapes, how far we think we can push this. So, let's double click on the mouth layer and be sure that you have View > Preview Modes set to Anti-Alias.
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  1. 3m 25s
    1. Welcome
      1m 9s
    2. Using the exercise files
      39s
    3. Prerequisites
      1m 37s
  2. 34m 58s
    1. Creating Flash-friendly character design
      4m 57s
    2. Animation rendering: SWF or AVI
      2m 24s
    3. Understanding line tool drawbacks when animating
      7m 7s
    4. Using uniform project scales in Flash
      3m 40s
    5. Finding helpful extensions for Flash
      2m 46s
    6. Using commands and keyboard shortcuts
      9m 53s
    7. Setting up your workspaces
      4m 11s
  3. 1h 35m
    1. Understanding character rigging
      2m 0s
    2. Exploring underlying structure in character rigging
      4m 27s
    3. Vectorizing the character body
      6m 22s
    4. Outlining colors in an animated character
      6m 15s
    5. Vectorizing the hands
      6m 43s
    6. Vectorizing the head
      4m 47s
    7. Outlining the head
      8m 20s
    8. Adding finishing touches with hair
      2m 11s
    9. Colorizing the character head
      7m 28s
    10. Colorizing the body
      5m 33s
    11. Applying gradients
      6m 18s
    12. Symbolizing and pivoting the body parts
      10m 47s
    13. Pivoting the head
      4m 42s
    14. Rigging the mouth
      10m 49s
    15. Rigging the eye
      8m 33s
  4. 52m 22s
    1. Tween types: Shape vs. motion
      5m 41s
    2. Combining motion and shape tweening
      4m 31s
    3. Animating an eye blink using shape tweening
      10m 2s
    4. Rigging a mouth in Flash for dialogue and expressions
      5m 30s
    5. Creating a D mouth
      12m 29s
    6. Creating an F mouth
      6m 58s
    7. Getting the polished look
      7m 11s
  5. 1h 2m
    1. Overview of the head turn
      2m 13s
    2. Preparing the rig
      8m 15s
    3. Posing the rig
      7m 17s
    4. Animating the head movement
      11m 5s
    5. Animating the body movement
      12m 9s
    6. Animating the head turn
      11m 28s
    7. Adding finesse to the head turn
      9m 34s
  6. 2h 44m
    1. Introducing the walk
      1m 5s
    2. Creating a profile view
      8m 30s
    3. Creating the head in profile
      10m 10s
    4. Creating the hand
      6m 57s
    5. Creating hand symbols
      8m 32s
    6. Reviewing the walk
      3m 6s
    7. Prepping the walk
      8m 33s
    8. Setting up the contact poses
      6m 45s
    9. Creating secondary contact poses
      9m 38s
    10. Finishing up the contact poses
      6m 48s
    11. Creating the passing poses
      9m 39s
    12. Finishing the passing pose
      5m 56s
    13. Animating the recoil position
      10m 9s
    14. Animating the high point of the walk
      9m 24s
    15. Adding in-betweens
      8m 31s
    16. Rigging the shoes
      8m 27s
    17. Animating the shoes
      11m 58s
    18. Animating the character's head movements
      8m 29s
    19. Fine-tuning the animation
      9m 0s
    20. Nesting the hand symbols
      8m 39s
    21. Repositioning the walk
      4m 11s
  7. 1h 32m
    1. Introducing the walk in place
      1m 30s
    2. Setting up contact poses
      10m 4s
    3. Creating the passing poses
      7m 14s
    4. Creating the recoil positions
      8m 11s
    5. Animating the head's high point
      4m 9s
    6. Tweening the legs
      5m 11s
    7. Tweening the arms
      10m 27s
    8. Setting the placement of the foot
      9m 9s
    9. Animating the shoes
      7m 52s
    10. Animating the hair
      6m 9s
    11. Creating secondary hand actions
      8m 48s
    12. Animating the torso
      6m 27s
    13. Repositioning the walk
      7m 17s
  8. 54m 9s
    1. Understanding dialogue
      49s
    2. Using the A-F system of six set mouth shapes
      4m 23s
    3. Animating dialogue using the mouth rig
      14m 30s
    4. Integrating the dialogue with the head turn
      5m 35s
    5. Animating the jaw
      6m 59s
    6. Creating an angry dialogue mouth
      7m 43s
    7. Finishing the angry dialogue mouth
      6m 38s
    8. Integrating acting techniques
      1m 51s
    9. Tips on facial expressions
      5m 41s
  9. 36s
    1. Goodbye
      36s

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

Viewers: in countries Watching now:

In Flash Professional CS5: Character Animation, Dermot O' Connor explains the process of character animation in Flash, using nested symbols and motion and shape tweening to create believable characters. The course covers the process from start to finish, from rigging a character to creating a walk cycle animation. Along the way, Dermot demonstrates techniques such as animating eye blinks, head turns, and mouth movements during dialogue. Exercise files accompany the course.

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

Rigging a mouth in Flash for dialogue and expressions

Okay, so time finally to begin fleshing out the character's mouth and giving him the ability to speak. So let's go into our project file and open character rigged_02. There we go. So, let's just double-click on the head symbol in the library. Zoom in on the mouth. Try to frame it so that you can see the jaw area. That will give us an idea about how, when we begin to create this open mouth shapes, how far we think we can push this. So, let's double click on the mouth layer and be sure that you have View > Preview Modes set to Anti-Alias.

That way you'll shade out the background, so that you clearly see where you symbols begin in the background layer. So, what we have is a rigged close mouth and this is what it looks like in outline mode. It's bit of a handful or mouthful. So, let's go through this again frame by frame. This layer 1, this was our original working layer, our reference. Let's get rid of that. We don't need him any more. So, we have our underline lip shadow. On the top layer, the lip upper and the lip lower, with a crease at the corner, separated by a mask. We have the inner mouth shape and when the character speaks that's going to move around a lot.

We have the character's tongue, the lower and the upper teeth. These things need a little more detail, right, before we can actually begin to create the animation. So I am just going to flesh this out a little bit. Let's go into the teeth upper layer and let's hit F8 to symbolize this. Call it teeth upper. I am going to correct this pivot position. So I am going to hold down Shift and use a numeric arrow to move this to the right. 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, one way and 12 back.

What I'm doing is lining up the corner with this crosshair here and I am going to push it over back one more click and one more click that way and then the opposite back again. Now, we have symbolized tooth layer which we can pivot at some point. And we can to squash it and move it around and motion tweening. Do the same thing with the lower teeth level, call it teeth lower. You can probably eyeball this if you are not too worried the position, if it's not totally critical. You can do that too.

Just long as you are comfortable sliding it around and pushing it back again. The other thing you might want to do since the teeth are already blanking one another out here, we can a shadow line or we can make the lower level maybe a little bit darker, a slightly different color. It comes down to your preference and style and maybe even both. So let's have a look at this. We are going to Outline. Let's put Snap on, so we can close these sharply. Now, we can Snap off again.

So let's pick a slightly darker gray for that and now it will be very easy to see where the teeth overlap. So, I'll just double-click in that line and Ctrl+X to delete it. Again, you've created these two symbols in the library. Track them into the head parts folder, which is looking nice and clean. Same thing with the tongue. So the tongue will be pivoting around this point here, so let's symbolize that. I am just going to again do the internal double-click on the tongue. The other thing you could do if you want help with lining up is go View > Rulers.

Maybe create a temporary pair of lines showing you where the pivot should be. Let's move the tongue over to here, go back to the outer symbol, and note that they are hidden. Excuse me. We try to reposition the tongue to about here. So, let's we can eyeball that. It sounds a bit right. Let's get rid of those rulers. So, let's look, here we go. So, now these are all symbolized, they can all be motion tweened, and we are going to keep the mouth inner.

That's going to be a shape tweened, so that's going to stay as a live from. That's not going to be turned into a symbol in the library. The lower lip shadow, I think we can keep that without being symbolized because that's going to be changing shape as the mouth moves up and down quite dramatically. The mask will also be a duplicate of the mouth inner layer. We'll just copy and paste from here to here to match. You'll see it more purely as we begin to create these shapes. A lip lower, that's going to be shape tweening, so we don't symbolize that. lip upper will shape tween. The crease will probably not change shape so I am going to create a symbol out of this. Call it mouth crease.

I like that center of the crease to be closer to the crosshair. So, let's move this over and then move it back again by the same number of clicks and now we are ready. So, how you have padlock the mask you can see the structure a little better. So, we are going to start playing around with it quite dramatically. So, let's save this project. We will call it character_rigged_03.

Okay, so we have this and in the next phase we'll now begin pushing these shapes around to create dialogue.

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