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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.
So we have our walk and I am in the in place with the four main key poses, contact, recoil, passing and high point, and it's time to smooth it out and add some tweens to the arms and legs. So in the Exercise Files folder, we have got our rig_walk_05 file. And let's see, have a look at this again. And as you can see, we have deliberately pushed the range of motion this time, and he has had a very good day. So let's click on say one of these symbols.
Go and quick and dirty and just say right, let's shape tween you. Play it through rough and the shape tweening is really steady. It's not wiggling or doing anything funny. Now let's go into the other one. Usually when I do this, let's see, compare this to that. So I am going to shape tween all of these, the whole timeline, shape tween the whole thing. Now let's watch the feet. Ooh, it's a little bit of a jittering there at some point. Let's go into this.
Yeah, I am right in here. So this is how we do our shape hints. And don't forget when this happens before you apply shape hints, save your project. That's a cool way of controlling the shape tweening. But it can crash your program. You can lose a lot of work. It will ruin your day, so don't go there. So I am just going to use the shortcuts to add two or three more shape hints. And you will see with each successive hint, the shape should become more stable. That's nice.
And if you are in the rough phase, may be you only want the enough hints just to get these things stable so that you can see what it's doing. If you're being super picky and working on a much finer scale, then you might want to, oops! Adding that fourth hint, direct it. Just move the fourth one up there. Okay. Let's add two more. There is no rhyme or reason to the method to the correct their placement I find. They can be almost random sometimes. I like as a form to keep them in one direction, but there is no guarantee that that's going to work.
And I have been playing with this for years. So okay, here we go. And that's nice. That's all steady. There is one more, so let's go in and fix that. Actually that leg position, either we should change the foot or change the leg to match it. I like the foot walk so let's go in and change that leg. So that means we are going to have to add a keyframe in here, and that's probably going to ruin all of our of shape tweens. So let's put one in anyway, see what happens. Now we find a little bend in there.
So we have all those hints. I am going to remove that extra one and let's just realign all of these. Okay, we need to add them on this end as well. Just make six of them and just drop them over the others. This is the set going forward,; the ones that we're covering are going backwards, so these are hinting in this direction. They always hint forward so it's good to make a mental note. F, E, D, so it's going A,B, C, D, E, F. So let's match that or you could cause problems. Okay, and still more problems here.
So let's just keep adding these hints. This is why so many people give up on shape tweening. They just go, "Well, it is not worth it." But they don't know that the hint feature exists. They never found it, which is really sad. The payoff's well worth it. Let's see. This is a little annoying widget. It can be very hard to find these sometimes. Okay and then one more on this batch too. It's really nice if we can keep the same letters over the same general points. Of course, this one is misbehaving for some reason.
Let's scrub through, make sure that everything is still working. Great! Now let's see how it looks in context. That's great! So that the legs are done, so I am going to do the arms in a separate clip, because this is getting on a bit. That's still pretty nice looking. We will save this and in the next one we will do the same process with the arms and let's hope they are just as well behaved.
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