In this video, learn how to add in-betweens to the movements of your head to smooth the motion.
- One of the best ways to add value to your animations is to create various angles of the head. And you can still make it even better, by adding Inbetweens to smooth out the transitions between the head positions. (lively music) Character Animator offers turning to seven different head positions. Let's take a look at those real quick. Let's go to Rig; we'll open up our tags panel. And here you can see: Left Profile, Left Quarter, Frontal, Right Quarter, Right Profile, Downward and Upward.
So you will create in your Photoshop, or Illustrator File, a group for each one of those. And you can create all the different eye shapes and eyebrows and mouth positions for each one of these. So it can be a bit of work if you use all seven. But, it really does make your animation smooth. But to really make everything look great, what you're going to want to do, is add Inbetweens between each of these key positions. So, here's what I mean by Inbetweens. So, let's say this one on the right, this is our frontal.
And this key over here, would be my quarter. One of my quarter views. Well, the Inbetweens, are images that go in between them to smooth out the motion. So every time I rotate my head, or use the key trigger, I'm going to see all four of these, rather than just jumping from one to the next, which is obviously a big jump. Now, the Inbetweens, you don't want to do all the different eyebrows and eyes and all the mouth positions because that adds a lot of strain to your system. And it goes by very, very quickly.
So, just make these flat images and then you can have all your mouth positions on your keys. Now one thing that can potentially save you a lot of time is actually reversing your images. So once you create your Inbetweens and your key to one side, well, duplicate and reverse the image so you can get the other angle as well; saves half of your work. So when you create your Inbetweens, let's take a look at an example. Looking at the Right Quarter view of my green guy puppet here, I could jump right from my Frontal to him.
That's a big jump. So the Inbetweens will be this one and this one. See how they're kind of evenly spaced? And they don't have to be perfectly even. Like any animator, you want to ease in and ease out of a position; into and out of positions. So I'm going to have these set up. However, in order to have them work I need to add a cycle layer to it. So, once I select my group I'm going to come over to Behaviors, I'm going to click on the plus and I'm going to add cycle layers. This will tell the software to cycle between these every time the motion is dictated.
So I want to do forward and reverse, so that as I'm going to and from that position, we're going to see them. And I want to hold on the last layer. So, we'll to go to record. So now you'll see it's really smooth when I turn to this direction and then back. See? We've got all the Inbetweens so that's a really great, nice, smooth move. So now, let's add one more thing, let's go ahead and add a trigger to it. So we'll go back to Rig. So in here I want to add to Left Quarter. Add a plus, create Trigger; let's just make that one.
And for Right Quarter, let's add a quick Trigger and make that two. Go back to Record, and when I press one: See I don't have to move my head. And two. Now, when I release it, the head goes back. So let's go back to Rig, do one more little thing. And I'm going to click on Latch for Right Quarter, select Left Quarter, click on Latch. Now watch what happens: When I click and release, it holds.
Click again, it goes back. Click and release it holds. Click and release it goes back. And all my other automated motions as well. Everything is looking really great. All the way over to the side. One other thing to remember is that your order of groups is also very important. So here's what can happen if your groups are out of order. So I'm going to take Left Quarter and move it up and Right Quarter and move it up. Notice when I go from Profile back to Quarter, it bounces around.
Because the order right now doesn't tell it when it needs to do the animation. So this looks terrible, right? So make sure that your order goes: Downward and Upward above Frontal. And then you go Left Profile, Left Quarter, Right profile, Right quarter. Keep them in that order and all your motions will be nice and smooth. So setting up your Layers and Groups in the proper order is key to save yourself hours of hardship. And when it's done right, smooth heads turn will give your animation a rich look.
- Creating a list of production needs
- How the varied styles of animation impact production
- Creating usable digital puppets
- Working with drawn characters, objects, and CG characters
- Adding value to the look of your production
- Exploring various audio recording options
- Organizing files for production, backup, and transport
- Using animation cycles
- Building and editing a scene
- Troubleshooting issues
- Tricks for enhancing your production
- Post-production and delivery