In this video, learn that you are not limited to single actions. You can create actions that build off other actions.
- You're never limited in the actions you can perform in character animator. I often build one action which then allows me to build it into another action. (hiphop music) One simple multi-part action has one action just covers over another. So let's take a look at Bob here. So Bob has a zit problem. Has an acne problem. So when I click the Z, we see this big zit pop up. Now, I actually want that to animate up.
And I have all the animation pieces but they pop up all at once, so let's just quickly step through this. We go to the rig panel, and I have zit grow. It's seven different bits. I'll open it up so you can see them. But it's not running as a cycle yet. So I'm going to go through and I'm going to add a behavior. Once this is selected, I'll add cycle layers. We want to go from top to bottom, so it starts at zit one goes through zit seven. And instead of one, let's do, I want it to grow slower. Every two frames.
I want it to cycle once. I want to go forward and reverse so I can have it disappear as well. I also want it to hold on the last layer once it gets there so it just doesn't disappear. And only when it's triggered. So go back to record real quick. I'll hit the Z key, which is a trigger that I created before, and there, you see it build, up and down. So the multi-part is then I want the zit to explode. Yup, that's what I said. Explode. So this is just another cycle animation that goes overtop.
If I click the X, which is what causes the explosion, if I click it again, you see the other zit is still there. So the explosion just covers it over. So it's pretty simple. It's just two different triggers. When I hover over the zit grow, you see the trigger is Z, and then the zit pop, which is 10 different layers, including the zero. I hover over that, X is the zit pop. I can also see it over here on the left. If I click on zit grow, it shows you down underneath what happens.
I also want to make sure latch is selected. And then zit pop is another one. So they're two completely different triggers. Z for the grow, and X for the pop. So that's the easiest type. Now there's another thing we can do which is based on the last video that I showed. I've got a multi-part animation already set up for this character. One is when I hit the R trigger, his hand reaches out and I can drag it around. The second trigger is V, so the hand that's this hand out here switches off when I click the V to a version of the hand holding the bottle.
At the same time, the bottle over here simply disappears and is replaced with a blank frame. So that's a two-parter. But I added another part as well. If I click the F key, a cycle of fire comes out the top of the bottle and you see I've got this flickering light that shows up. It's a three-layer animation that cycles on the face. To show you real quick what I'm talking about here.
So there are three triggers. One is the reaching arm, and it's the trigger R that you can see here on the right-hand side on puppet. Or over here, under triggers, you can see R and it tells me what it's doing. And then I've got the other hand, so when I hit V, the hand switches out with the hand with the bottle. At the same time, I've got up here no bottle, where it disappears, also V.
Again, I can click on the trigger over here and we can see these two actions happen. And then the final one is the flame cycle, which I have attached to the hand so it tracks with the hand. And if I hover over you see F for the flame opening up on there. The glow on the face I call fire glow, is attached to the head, and if we open it up, you'll see it's just three layers that flicker and again, if we hover over the trigger, you see F to set the cycle going.
If I scroll down and I click on F cycle, you see the two things here. The hand holding the flame and the fire glow. So it's simply replacements. R replaces the hanging hand with one that can reach around. V replaces the hand with the hand holding the bottle and replacement of the bottle with nothing. And F is an additional that starts the flame along with the glow on the face. So this is three steps. You're virtually unlimited on how you can have one thing add to another.
So it's up to you. See how far you can take the different cycles that build on top of one another. And you're virtually limitless on what you can do in this software.
- 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