If you plan to move your files, they need to be organized in a specific way in order to organize your Character Animator file for a better production. See how in this video.
- When you start a Character Animator project, you should organize your folders and files for the ease of use in production, for backup and transporting the project to a client or to another computer. (uptempo music) Every element of each production should be contained in one master folder. So, let's take a quick look at one way to organize your production files. So, I set up a folder here called Production Folder. So, what we would want to do is whatever your production title is, everything would go into one folder.
So, let's open that up. And here, you'll see I've got a number of other folders in here. Now, you may organize yours differently, but let's go through it to give you an idea of how we set it up to help you with how you want to set yours up. Let's just go in order. So, Sound Effects. If you are editing final audio into your project, whether it's in post-production or if you are doing realtime sound effects, like we talked about in one of our videos here, you could put them together. You can see, we're at this point. We just have two MP3 or it could be WAV files, or whatever kind of audio file you have.
But at least, they're kept separate so it's easier to find. You don't have to search through a huge list of different files. Now, voices I tend to record a very specific way, whether it's a scratch track or a final track. We record our lines of dialog, one line at a time, and then, we number them, 01 through 99, or however many we have. This way as we're going through each one, it's easy to figure out which one to pull in because they are literally in order.
I started doing this a lot in animation, production, and in building our animatics. Now, if you are editing all of these together, you might still want to organize them this way, then bring them into whatever editing program you want to put your files to, and then, create a much longer piece. I like to keep music separate. Again, makes it easier for me to find. And then, your backgrounds. You backgrounds in Character Animator need to be PSD files, or AI files.
A JPEG or PNG will not come in, because your backgrounds need to be treated just like a puppet. Now if you're going to be using your backgrounds in After Effects and compositing that way, then it can be in any format that After Effects will use. I have called the project that we are doing in here, Chapter_05_Production_Sample_Folders. So, this is actually the folder that was created by Character Animator. So when you open that up, you'll see the ch project, P-R-O-J.
This is the actual executable file for Character Animator. If we stretch this open, you'll be able to see, Character Animator Project. And then, it builds these folders automatically. And in case you're ever looking for the puppet folder, when you create a project, it copies whatever puppets you were using and it puts them into this Gathered Media Folder. And here, you could see. Here is the 2D puppet, that I was using that you saw in the open of this video. And then, Flame. This is actually a cycle that I didn't run in this, but it's a cycle that was attached to the puppet.
So, it brings in all of the media. Then, the finished puppets I'm going to use. Now, I tend to like to have my original Photoshop artwork, although it comes in with your puppets, your puppet files are .puppet. What's great about having this in here is that whatever you set up for your rigging and for your controls are all saved in the puppet file. So when you drag this into a new scene, it keeps it. And, this is actually the artwork that I originally sketched as I was developing.
So again, I like to keep all the elements together in one place. References, so in references, any reference material, images, just anything else that I might need. So for instance, a script, or here, I got my list of assets that I need to build. This is a storyboard page. So, this could be the storyboards that you're going to be using for your project. And then, I like to have separate folders for my RAW videos and my final videos. So, what I mean by this is if I'm exporting scene-by-scene or shot-by-shot in Character Animator, and then, I'm going to compile all those together into a finished animated short, well, I'll put all the RAW videos in one folder.
I usually put -raw or _raw at the end of each video so I'll always know when looking at it what it is. And then, my final videos I'll put into another folder. So for instance, I might have chapter five finished video version 01. Finished video version 02. By organizing your files this way, it'll be quick and efficient to save all the elements of a project together. And if you need to move the production to a client's location, this is really important.
And if you need to pull a project out of storage, all the elements will be in one place, and your project files will know where to look for everything. (uptempo music)
- 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