There are a multitude of behaviors available to apply to puppets in Adobe Character Animator. Where can you find these behaviors? How do you apply these behaviors to your character? In this video, author Ian Robinson demonstrates how to apply a behavior to a character to smooth out the transition between multiple positions of the character.
- In this video we're going to apply a behavior that we can use to smooth out the transition between multiple positions of our character. We're starting this video in the Rig workspace, so if you're not already there, click on the Rig workspace and double-click on the Roger_Rig puppet in the Project panel to load him into the Rig workspace. We're going to apply two different behaviors to this puppet. The first one we'll apply is the breathe behavior, because I want his chest and belly to puff in and out and make it look like he's breathing.
Also, we'll add a handle fixer behavior which is going to help restrict the movement of his feet when we look at him in the right profile and left profile sections. So let's start by applying the breathe behavior. I want to apply the breathe behavior to his body in the frontal group, so in the Character options, make sure you're in the Frontal layer group, and then click here under the Body layer group. With the body selected, we need to add a handle so the breathe behavior knows where it's breathing around, or where it's going to add the distortion.
So I'm going to go down to the toolbar and click once on that handle tool, and I'll click right between this main body handle and his little chin hairs there. Right about there, and click once. Now the handle tool adds a handle but it doesn't have any tags applied to that handle yet, so we need to go to the Properties panel, and in here at the bottom there is a Breathe tag we can apply in the Miscellaneous section. So click once on that and now you should see the word Breathe appear next to the handle.
Now just so we don't accidentally add more handles, let's go down back to the toolbar and click once on the selection tool. Now, in order to add the behavior, we need to go back and click on the Body layer group. Once we've clicked on that layer group again the Properties panel will update and we can scroll to the bottom of the Properties panel, and there's where we can add behaviors. Go ahead and click on the plus button next to the word Behaviors, and add the Breathe behavior.
With that applied, we can scroll back down to the bottom to look at its options. First thing you notice, Breathe Handles, there has been one registered which is good, and then under breaths per minute, we want to have 40 breaths per minute, that's fine, but for maximum scale, he's not a puffer fish, so we don't want his scale to be 400% larger. Let's make it something like 115% larger. Now, in order to see how this looks, let's go to the Record workspace.
I'm going to click on the word Record, and hop over into the workspace, and wait a second, and now you can see he's actually puffing up and down, and breathing, so this is good. But if I look at my camera and microphone I see I need to set my rest pose here, and I can see that because I'm getting this dialog. So let me look at the camera and set my rest pose. Okay now he's standing up a little more straight and his eyebrows are going up and down, which is good. If I rotate my head to the right, notice his feet aren't stuck to the ground.
Notice if I rotate the other way I have the same issue. So let's go ahead and add a handle fixer. I'm going to go to the Rig workspace. This time we'll disable the visibility for the Frontal layer group, and I'll collapse that just so it's a little easier to see what's going on. Let's enable visibility for the Right Profile. And we will open up the disclosure triangle here, and I'll just collapse each of these different layer groups, and I'll click once on his body, because this is where I want to add the handle fixer.
We can add that down here with the pin tool. If I click on the pin tool, this will restrict movement. So when I just click once on his foot, notice it's applied, and it already has the fixed tag applied. So that's what's letting the behavior know that it's going to stay in place as a handle fixer. So let's repeat the same process for the Left Profile. I'll collapse my Right Profile here, turn its visibility off. Turn the Left Profile on, open its Options.
Click on the Body, and you guessed it, since I have the pin tool already selected, click once on his foot. So now I can go ahead and grab my selection tool and jump back to the Record workspace. Now you can see he's breathing, and when I turn my head, his feet are stuck to the ground, on both different profiles. Now once you've applied behaviors you can see those behaviors listed over here in the Properties panel, and if you're not seeing all the behaviors you applied, you might want to click once on the property or the puppet here in the timeline, and that'll refresh your list of properties.
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