We will not use it for Vicky’s tongue but let’s see how it looks if we do. It’s very useful when you want to animate a single movement and then return to the default position of the puppet. But for this particular case with Vicky’s tongue, we will choose Once.įorward and Reverse, when selected will play the animation and then reverse it. Again, it depends on what effect you are trying to create. I usually use Advance Every 1 frame, because it looks the best, but it depends on the effect you want to create. Let’s stick with Top to Bottom.įrom Advances Every, you can choose how fast the animation will go. You can choose what order your animation will go in. The other option, Immediately, is useful for other types of animation, like creating a continuous motion effect etc. I will choose the Cycle Layers behavior and let’s check out the different settings it offers.įrom Start you can choose when the animation will start. In this menu you can see all of the behaviors you can add to the selected element. Now let’s go below to Behaviorsand click the big + to add a new behavior to this element. Let’s choose key 3, and don’t forget to click the Hide Others in Group option. We don’t need Vicky constantly sticking her tongue out so we will use a trigger key to only show it when we want to. Let’s Savethese frames and go back to Character Animator. I put all of the frames in one group and numbered them in order of appearance. I drew 5 frames of animation of Vicky’s tongue going out of her mouth and then inside again. I want to animate Vicky’s tongue coming out so I need to draw the different frames in Illustrator. Let’s do a short animation and see how it works. You can change the movement and the effect Cycle Layers creates by changing the different setting. When added to a group, it cycles through all of its layers showing them one by one. The Keyboard Triggers behavior gives a lot of opportunities for creativity! Gestures, accessories, color change, different mouth shapes! But to really make it look good, we should use the Cycle Layers behavior.Ĭycle Layers behavior enables you to create frame by frame animation. Ok, now let’s see what happens in Record mode, when we click 1. We need to use it anytime we want to substitute one element with another. When selected, it will hide the other elements that are in the same group, in this case the normal hand. For now, I don’t need Vicky, our puppet, to hold her finger pointed for a long time so I will leave Latch unselected.īelow Latch, there’s Hide Others in Group. If Latch is not selected you will need to hold the trigger key for the point hand to be visible. If you select Latch, when recording, you will need to press the trigger key only once and the new element (the point hand) will stay visible until you press the key again. I chose the 1 key, but you can choose any letter or number.īelow Key, there’s Latch. This is the keyboard key that when clicked will show the point hand. There are Layer, Layer Mesh, Tags and Trigger.įirst you have Key. Click on the point layer and in the Properties panel all its settings will open. Here’s where the Keyboard Triggers come into play. Let’s click Save and see how the changes are incorporated in Character Animator.Īs you can see, the new group with the two hands appears in Character Animator. Leave the pointing hand invisible, so we can see only the normal hand. Now in the group +arm2 we have the arm – from the shoulder to the wrist and a Hand group containing the normal hand and the pointing one. Let’s draw a hand pointing its index finger and group it with the normal hand. Now you have a separate hand and arm (from the shoulder to the wrist). Select the original +arm2 and this time delete only the hand. Put it inside the +arm2 group, or if you are using Photoshop, group it with the +arm2 layer. Rename the remaining group (layer in Photoshop) to “normal”. Using the Eraser tool, delete everything else but the hand. Open the Illustrator (or Photoshop file) and duplicate the arm. First we have to draw a pointing hand and rearrange the whole arm a bit. Let’s say we want our Vicky puppet to point. It’s very useful for changing hand gestures, putting objects in the hand of the puppet, adding other mouth shapes and a lot more. What this behavior does is to add a new element or substitute an element with a new one, through a keyboard shortcut. These are the Keyboard Triggers and the Cycle Layers. Last time we opened the topic of Behaviors, today we will continue with two very interesting and commonly used behaviors. Welcome to Part 6 of our Adobe Character Animator Tutorial series.
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