WEBVTT 1 00:00:00.890 --> 00:00:03.082 Alright, rigging is the secret 2 00:00:03.082 --> 00:00:05.914 superpower behind character animator. 3 00:00:05.914 --> 00:00:09.636 So let's jump back into that magnus project 4 00:00:09.636 --> 00:00:15.170 and talk about rigging, hierarchy, tags and behaviors. 5 00:00:15.170 --> 00:00:17.946 alright, so when a character animator puppet 6 00:00:17.946 --> 00:00:20.436 works well or doesn't work at all, 7 00:00:20.436 --> 00:00:22.730 it's usually because of Rigging. 8 00:00:22.730 --> 00:00:25.460 So let's talk about it. 9 00:00:25.460 --> 00:00:28.748 If I cruise over to the project panel and I 10 00:00:28.748 --> 00:00:32.028 select magnus, I'm going to go ahead and launch the 11 00:00:32.028 --> 00:00:35.052 editor original button here and that is going to open 12 00:00:35.052 --> 00:00:40.510 up illustrator and reveal the layer structure for magnus here. 13 00:00:40.510 --> 00:00:43.632 If you don't see a Layers panel, just cruise 14 00:00:43.632 --> 00:00:46.810 line up to window and go to Layers. 15 00:00:47.710 --> 00:00:50.614 Okay, so a little bit of anatomy. 16 00:00:50.614 --> 00:00:55.012 magnus here is made up of a head and body. 17 00:00:55.012 --> 00:00:57.348 So this is considered the parent object 18 00:00:57.348 --> 00:01:00.850 and these are children of that parent. 19 00:01:00.850 --> 00:01:03.576 Inside of the head, I have other 20 00:01:03.576 --> 00:01:06.310 child objects of this parent object. 21 00:01:06.310 --> 00:01:09.090 All of that is called hierarchy. 22 00:01:09.910 --> 00:01:11.624 Each of these layers within the 23 00:01:11.624 --> 00:01:14.770 hierarchy is tagged or named. 24 00:01:15.290 --> 00:01:17.730 Yeah, different body parts. 25 00:01:17.730 --> 00:01:20.252 And the idea with character animator is 26 00:01:20.252 --> 00:01:23.612 to label these body parts correctly so 27 00:01:23.612 --> 00:01:27.720 that animator knows how to animate them. 28 00:01:28.350 --> 00:01:33.070 There are some like head and body that are required. 29 00:01:33.070 --> 00:01:36.694 Those are a bare minimum for character animator 30 00:01:36.694 --> 00:01:38.912 and there are some that have very specific 31 00:01:38.912 --> 00:01:43.236 behaviors or effects that are associated with them. 32 00:01:43.236 --> 00:01:49.738 So things like eyes or maybe a mouth or maybe eyebrows, 33 00:01:49.738 --> 00:01:52.548 you don't have to use all of the body parts that 34 00:01:52.548 --> 00:01:56.462 are possible, but you do have to have those bare minimum. 35 00:01:56.462 --> 00:01:59.912 The other thing to note about tagging is 36 00:01:59.912 --> 00:02:02.056 that you can actually add a little plus 37 00:02:02.056 --> 00:02:05.464 sign in illustrator or in photoshop when you're 38 00:02:05.464 --> 00:02:08.395 building up your characters and that's going to 39 00:02:08.395 --> 00:02:12.914 actually create an independent object in character animator. 40 00:02:12.914 --> 00:02:14.684 So what does that mean? 41 00:02:14.684 --> 00:02:18.284 Let me hop on over and take a look. 42 00:02:18.284 --> 00:02:20.550 So we're back in character animator. 43 00:02:20.550 --> 00:02:22.090 I'm going to go to rig. 44 00:02:23.310 --> 00:02:26.512 Okay, so now that we understand how these all got 45 00:02:26.512 --> 00:02:30.614 their names and sort of the general basic layer structure, 46 00:02:30.614 --> 00:02:33.012 notice how everything that used to have a plus sign 47 00:02:33.012 --> 00:02:35.810 next to it now has a crown. 48 00:02:35.810 --> 00:02:39.050 A crowned object basically means it's independent. 49 00:02:39.050 --> 00:02:41.268 This doesn't mean it's floating freely about. 50 00:02:41.268 --> 00:02:44.948 It's still going to be attached to the parent object, but might 51 00:02:44.948 --> 00:02:47.928 be allowed to move, let's say up and down in case of 52 00:02:47.928 --> 00:02:50.990 an eyebrow or left and right if it's an eyeball. 53 00:02:50.990 --> 00:02:54.536 So still attached to the parent object, but has 54 00:02:54.536 --> 00:02:58.650 some freedom of animation within the parent object. 55 00:02:58.650 --> 00:03:01.868 Okay, when we're talking about tagging, it is good to 56 00:03:01.868 --> 00:03:05.628 know that there is a sort of fallback option and 57 00:03:05.628 --> 00:03:08.310 that is over here in the Tags panel. 58 00:03:09.050 --> 00:03:12.454 So in the event that you accidentally misspelled 59 00:03:12.454 --> 00:03:14.688 the left eye, it's probably better to go 60 00:03:14.688 --> 00:03:16.912 back and just change the name. 61 00:03:16.912 --> 00:03:18.752 But you could also cruise over 62 00:03:18.752 --> 00:03:20.528 here and actually tag it. 63 00:03:20.528 --> 00:03:24.276 So if you tag something the wrong way or 64 00:03:24.276 --> 00:03:28.068 wanted to maybe have a combination of tags, you 65 00:03:28.068 --> 00:03:30.670 can actually do that in the tags panel. 66 00:03:31.890 --> 00:03:36.030 All right, now that we understand layer hierarchy 67 00:03:36.030 --> 00:03:40.062 and parent objects and child objects and layer 68 00:03:40.062 --> 00:03:44.072 tags and independent tags, it's time to talk 69 00:03:44.072 --> 00:03:46.248 about behaviors for just a little bit. 70 00:03:46.248 --> 00:03:48.498 So, for example, if I click the head layer 71 00:03:48.498 --> 00:03:51.452 here, notice that if I cruise over to its 72 00:03:51.452 --> 00:03:55.516 tag, it actually says that eye, gaze, and face 73 00:03:55.516 --> 00:03:59.950 are associated behaviors with that object. 74 00:03:59.950 --> 00:04:02.848 So it's pre built into that. 75 00:04:02.848 --> 00:04:06.896 Things like eyebrows will also have certain 76 00:04:06.896 --> 00:04:10.592 behaviors or animation effects linked to that. 77 00:04:10.592 --> 00:04:13.364 So it's doing a lot of the heavy lifting for you. 78 00:04:13.364 --> 00:04:17.482 In addition to these behaviors that are automatically associated 79 00:04:17.482 --> 00:04:21.577 with specific tags, it's important to note that character 80 00:04:21.577 --> 00:04:25.354 animator also comes with a range of advanced behaviors 81 00:04:25.354 --> 00:04:27.310 that you can add to your puppet. 82 00:04:29.170 --> 00:04:32.282 Okay, so now that you understand the basics 83 00:04:32.282 --> 00:04:40.338 of rigging, including hierarchy, tags, and behaviors, it's 84 00:04:40.338 --> 00:04:42.732 time to work with a customizable character that 85 00:04:42.732 --> 00:04:43.940 you can make all your own.