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CHARACTER ANIMATION 0203 Vectorizing the character body 0204 Outlining colors in an animated character 0205 Vectorizing the

hands 0206 Vectorizing the head 0207 Outlining the head 0208 Adding finishing touches with hair 0209 Colorizing the character head 0210 Colorizing the body 0211 Applying gradients 0212 Symbolizing and pivoting the body parts 0213 Pivoting the head 0214 Rigging the mouth 0215 Rigging the eye 0203 Vectorizing the character body INTRUCTIONS: 1) Import the Character Pencil Drawing to the Library Panel (File, Import, Import to Library)

0204 Outlining colors in an animated character 4. Add 10 new layers and rename them as shown to the right: 5. Convert the drawing in REF LAYER into SYMBOL by pressing F8, name it symbol1. 6. Adjust the brightness of the drawing to 50% in PROPERTIES PANEL>COLOR>BRIGHTNESS, then padlock the REF LAYER. 7. LETS START OUTLINING the CHARACTER. Well be using the LINE, RECTANGLE AND SELECTION TOOLS for this purpose. Hold the ALT key to add points. Start from following LAYERS: 1) TORSO UPR layer2) TORSO NECK 3)TORSO LWR 4) LEG R 5) LEG L 6) ARM R 7) LEG R FOOT 8) LEG L FOOT 9) ARM R HAND 10) ARM L HAND

2) Convert the drawing into symbol (right-click the drawing, name it BD, type is movie clip). In the Library panel create the folder CHARACTER, then drag the character drawing and BD movie clip in character folder to keep things organize. Delete the drawing on the stage. 3) We will be using the 2nd and 3rd POSES. Start working with the quarter view or pose. Double click the BD movie clip in the library. Remove the other poses we dont need by right-clicking the drawing then select BREAK-APART. Select the 4 poses dont need then press delete key. Name the LAYER 1 as REF.

8. INTRUCTION: In the HD LAYER, draw a plus (+)sign in the right face of character, select it and convert into movie symbol, name it as HD. Then double click it to get inside the HD (head) SYMBOL.
HD
Note: HD layer has + drawing to be converted in symbol called HEAD after outlining the body parts

TORSO NCK

TORSO UPR ARM R

Drag the HD symbol in the CHARACTER FOLDER in the LIBRARY PANEL.

ARM L ARM R HAND TORSO LWR

ARM L HAND

LEG R

LEG L

LEG R FOOT

LEG L FOOT

9. Add the following LAYERS as shown below. Start the outlining/vectorizing with the following LAYERS in order: 1. HAIR UPR 2. Ear R 3. Hair R Lwr 4. HAIR R 5. HAIR L 6. EYE BROW R (use the rectangle tool) 7. Eye R (use the circle tool) 8. Nose 9. Eye brow L 10. Eye L (use the circle tool) 11. mouth 12. Jaw 13. Skull 14. Hair L Lwr
SKULL HAIR R HAIR UPR

10. COLORIZING THE BODY USING A COLOR MODEL 1. Click the BD symbol in the library panel. Padlock the HD (head) layer and unlock all the body layers. 2. Create new layer above REF layer named COLORMODEL then import the color model in the library, then drag the color model in the COLORMODEL LAYER as showed below.

HAIR L HAIR L LWR HAIR R LWR EYE BROW R EYE R EAR R MOUTH MOUTH JAW EYE BROW L EYE L NOSE

3. Use the EYE DROPPER TOOL to copy the model. 4. Fix the layering or arrangement of the layers by dragging up or down. 5. Apply the coloring also in the HD symbol, double click it the color the model.

11. ADDITIONAL DETAILS: IN THE NOSE (in HD movie clip symbol) ,

12. ERASING THE CHARACTER LINES 1. Zoom out to see the whole character. Select the ERASER and change its mode to ERASE LINES 2. Drag the ERASER over the character to erase its lines.

13. APPLYING GRADIENTS TO UPPER TORSO a) Select the UPPER TORSE, in the COLOR MIXER PANEL, select RADIAL under type. b) Double click the left slider and pick the correct color, c) Double click the right slider and pick the white color. d) Using the fill bucket, the click the UPPER TORSE to apply gradients. add the line to shadow effect and apply a color as showed above. Select and erase the lines in the nose. IN THE HAND (in BD movie clip symbol)

add the line to shadow effect and apply a color as showed above. Select and erase the lines in the hands.

14. SYMBOLIZING AND PIVOTING THE BODY PARTS a) Make a graphic symbol of each part in the layer of the BD (body). Start with the ARM R layer, double click the ARM R on the stage and convert into GRAPHIC symbol and name it as ARM R. Make use THE PIVOT POINT is set in the middle. Click OK. Drag the corner of the arm to the + (plus) or zero point as shown on the left picture.

b) Pivot point is in the middle of the ARM R. Let move the pivot point by double clicking it or the ARM R on the stage

b) Do the same procedure to all parts of the body. The name of each symbol is the same with the name of the each layer. C) Make a new folder in the library named BD PARTS and drag the all graphic symbols included in the folder to keep all the parts organized.

Double click the Pivot point

15. SYMBOLIZING AND PIVOTING THE HEAD PARTS a) the following part in the head are symbolized as graphic symbols and pivoted as shown below except the eye brows, jaw and skull.

c) start drawing the lashes upr, lid upr, lashes lwr and lid lwr in their corresponding layers as shown.

Lashes upr Lid upr

16. RIGGING THE EYE a) double click the HD symbol (head) then double the EYER R graphic symbol to get inside of it. b) Add the ffg. Layers

d) the lasher uprand upr and lashes lwr are darker in color than lid upr and lid lwr. Lid upr and lid lwr are the same color as skin color. e) overlap lashes upr to lid upr and Lid upr lashes lwr to lid lwr as shown below

Lashes upr

Lid lwr Lashes lwr

16. ANIMATING AN EYE BLINK USING SHAPE TWEEN A) Select 9th frame of all layers as shown and press F6 to insert keyframes. This will be the opening position of the eye.

Lid upr

B) Select 5th frame of all layers and press F6 to insert keyframes. This will be the closing position of the eye. Opening position at frame 5

Lashes upr

Lashes upr

Lid lwr

closing position at frame 9

c) Draw and follow the position of the lashes upr, lid upr, lashes lwr and lid lwr to their corresponding positions as shown. d) Insert SHAPES in-between 1 and 5 and 5 9 frames to make the eye blinking. e) Copy the eye r to have eye L. resize the eye L to make it proportion with the character.

15. RIGGING THE MOUTH PARTS


A) Double click the MOUTH GRAPHICS SYSMBOL in the head movie clip symbol to get inside of it. B) Add the following layers in the mouth graphics symbol. mask

tongue

C) Vectorize the following parts in the corresponding layers as shown below. Lip upr

D) Convert the following parts into Graphics symbol and move the Pivot Point as shown below. Teeth upr

tongue mask

Mouth INR crease Lip lwr crease

Teeth lwr Teeth upr mask

Teeth lwr

E) MASKING A) Right click the mask layer and click mask. The teeth upr will be masked, to include the teeth lwr and tongue layers, drag their layers right below the teeth upr overlapping a little bit.

b) Insert new layer above the crease layer and name it as shapes. Shapes layer will be used to labeling the six mouth shapes.

shapes

c. Insert blank keyframes in frames 4, 7, 10, 13,16 and 19 d. Label the blank keyframe in FRAME 1, click frame 1 then go to properties panel. Type a in frame text box

16. Creating the D Mouth Six Mouth Shapes

a) Open by the mouth graphic symbol by double click the HD symbol, then double mouth graphic symbol to get inside of it. You should see the following layers

e. Label all blank keyframes as follow in shapes layers Blank keyrame 1 label is A Blank keyrame 4 label is b Blank keyrame 71 label is c Blank keyrame 10 label is d Blank keyrame 13 label is e Blank keyrame 16 label is f Blank keyrame 19 label is A

f) Insert keyframes as shown below. Highlight Frame 19 from crease down to lip shadow layer and press F6 to insert keyframes. I) Adjust the MOUTH INR as shown OUTLINE VIEW

g) Insert keyframes as shown below. Highlight Frame 10 from crease down to lip shadow layer and press F6 to insert keyframes.

NORMAL VIEW

H) STARTING TO CREATE THE D MOUTH. Hide all the layers except the LIP UPR AND LIP LWR. Start adjusting the LIP UPR in FRAME 10 and LIP LWR in FRAME 10 to their layers as shown. Apply shape tween to these layers.

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