In this video, learn to let your character move with an unlimited number of pre-animated actions.
- You are never limited to the motions you can create and enhance using character animator. You can create and use pre-animate motions at any time. (upbeat music) You can trigger pre drawn animations, which can be anything from simple arm movements to full body motions. So let's take a look at some examples here on how to actually make this work. So we're using the wonder boy puppet here, which is another one of the free puppet downloads that you get from Adobe.
And I have actually taken out the trigger and the cycle from one of the motions called tada. So here we can see the tada and let me step you through it. So in tada his arms starts going up and they go out, and there's the full Broadway pose of tadahhhhhh. And right there's no way to trigger this. In fact there's no animation that's actually happening, but this whole sequence of the body, this is a pre-drawn animation that was done most likely in Photoshop.
Although, these lines look like they might have done in illustrator and they're brought in as separate layers, all within a folder. So what we're going to do is we're going to select that folder and we're going to add this as a cycle animation. So I'm going to go to behaviors, cycle layers, and now we have some things that we want to setup. So I want to start it when it's triggered, not immediately. So when it's triggered. The layer order I want from top to bottom. So I want it to go one, two, three.
If it's animated the other way, I want it to go three, two, one. I would do bottom to the top. Let's keep it top to bottom. Let's advance it every one frame. We can adjust the timing, if we want to. I only want this cycle once, not continuously. Forward and reverse, I'm going to select that. Forward and reverse means that his hands will return in the same smooth motion they went out to the tada. We do want that. And then I'm going to select hold on last layer as well.
Hold on last layer means that when I push the trigger that we're going to setup, his hands will stay in that position until I press it again and then it will reverse. So now we need to add a trigger, so that we know when it will happen. So, under assigned triggers, I'm going to come down and I'm going to click on this little plus sign and click create trigger. That adds the trigger over here to our triggers window. If I click on the left I'm going to type in T for trigger.
So now whenever I click T, I should be able to see the animation. Let's go to record. Alright, the animation is tracking with me. I'm going to click the letter T. It works, but it's not staying when I let go it just goes right back. Well there's a reason for that. We also have a problem with the body, which is staying on there. The original posed body it needs to go away. So let's go back to rig. This is something that you'll do a lot. Is going back and fourth to figure out what's going on.
The first thing that we are going to do is we're going to select Latch. Watch what happens when I go back to record. I hit T and notice his hands stop and I'm going to hit T again and they go back. So latch allows it to stay on the last drawing. However, that body is still on there. So, let's go back to rig and see what was going on. Well, when you look at the other cycles notice that they are all under body, except for the tada, which is under a different level. It's back one, that seems to be a problem.
So I'm going to select tada, hit delete. So, how else can we get that in there? Well I'm going to grab the group tada cycle and I'm a drag it over here and lay it right on top of body. Watch what happens, now it's lined up with everything else. Really quickly I'm going to put the T back in. I'm a select Latch. Let's go back to record. Okay we're live, now when I hit the T that other bodys gone. Everything's layered right.
It will automatically remove and make invisible the other layers. That's nice and quick. So, let's go ahead and create a visual control for that, as we don't see one down here. I'm going to click on this refresh layout. Here it is. So let's take a look at one other really nice animation. So the walk cycle. The walk cycle is eight drawings of a character walking towards you.
Now the walk cycle that can be automated inside character animator is only for profile walks, left and right. Not for coming at you or walking away from you. So this is a custom animation that was drawn full body replacement, it's a new drawing for every frame. It already has a trigger here, it's W, for walk cycle. Let's go to record and then select the W and he's walking, nice little quick walk. Kind of stationary, but what we can do is if I move my head that gives him a lot more life.
So you can really customize this. Now I personally think that that's a little too fast. Let's go back to rig, I'm a select walk cycle, so that cycle comes up. That was every two frames, let's make it every four frames. Go back to record, so that should slow it down by half. Okay, so now when I press the W, the timing is much better for this walk. You can create unlimited animation motions and trigger them at any time and when you add your own head movements, you can customize those animations live.
- 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