WEBVTT 1 00:00:00.250 --> 00:00:03.172 Now that you understand Rigging, time to bring 2 00:00:03.172 --> 00:00:06.292 in a character from adobe illustrator and get 3 00:00:06.292 --> 00:00:09.764 it ready for action in the project bin. Right. 4 00:00:09.764 --> 00:00:12.388 And I've just got magnus, and normally I would start a 5 00:00:12.388 --> 00:00:15.098 new project if I wanted to bring in a new puppet, 6 00:00:15.098 --> 00:00:19.226 but I do want to compare the new puppet to magnus. 7 00:00:19.226 --> 00:00:22.164 So I'm actually going to keep this same project going. 8 00:00:22.164 --> 00:00:26.748 So I'm going to go to file and import and 9 00:00:26.748 --> 00:00:32.738 in the project files, I'm going to import rawsource AI. 10 00:00:32.738 --> 00:00:36.150 So it's not a puppet file, it's an illustrator file. 11 00:00:37.130 --> 00:00:40.342 So this is the raw sort of illustrator vector 12 00:00:40.342 --> 00:00:44.374 graphics brought into character animator, and immediately it's turned 13 00:00:44.374 --> 00:00:47.024 it into a puppet, but I don't see it. 14 00:00:47.024 --> 00:00:51.078 So again, I'm going to drag it on down to the timeline. 15 00:00:51.078 --> 00:00:52.608 And you can see I actually have two 16 00:00:52.608 --> 00:00:55.764 puppets here, so I really don't want that. 17 00:00:55.764 --> 00:00:58.346 So I'm going to go ahead and delete magnus. 18 00:00:58.346 --> 00:00:59.588 That doesn't delete it from the 19 00:00:59.588 --> 00:01:01.290 project, just from the timeline. 20 00:01:01.290 --> 00:01:03.510 magnus is still with us. 21 00:01:03.510 --> 00:01:07.208 Okay, now right now, Rob is doing nothing. 22 00:01:07.208 --> 00:01:10.040 He's not moving because of two things. 23 00:01:10.040 --> 00:01:13.048 Number one, I need to turn the camera on. 24 00:01:13.048 --> 00:01:16.754 Number two, I need to arm Rob for recording. 25 00:01:16.754 --> 00:01:18.338 So if I click on Rob, notice 26 00:01:18.338 --> 00:01:20.588 that the little red dot comes on. 27 00:01:20.588 --> 00:01:23.800 And now I'm getting some motion tracking. Okay? 28 00:01:24.730 --> 00:01:28.108 So immediately, hopefully, you see that Rob is 29 00:01:28.108 --> 00:01:30.992 sort of floating in space, and that's not 30 00:01:30.992 --> 00:01:32.830 really what I'm looking to do. 31 00:01:32.830 --> 00:01:35.728 So let's talk about locking him down and 32 00:01:35.728 --> 00:01:38.758 why he floats and why magnus doesn't. 33 00:01:38.758 --> 00:01:41.408 I'm going to get a magnus here, double click on 34 00:01:41.408 --> 00:01:44.170 him, and that's going to bring up the rig panel. 35 00:01:44.170 --> 00:01:46.868 And notice that magnus has a 36 00:01:46.868 --> 00:01:50.372 head that's independent from its body. 37 00:01:50.372 --> 00:01:52.228 That is, when I select head, I get a 38 00:01:52.228 --> 00:01:55.928 big yellow circle around his sort of head, and 39 00:01:55.928 --> 00:01:58.286 then the body is actually just the feet. 40 00:01:58.286 --> 00:02:00.936 Now, if we compare this if we go back 41 00:02:00.936 --> 00:02:04.690 to our project panel, we compare this to Rob. 42 00:02:05.750 --> 00:02:08.268 Notice that when I click on rob's head, 43 00:02:08.268 --> 00:02:12.236 everything is one big yellow selection around it. 44 00:02:12.236 --> 00:02:13.602 Nothing is independent. 45 00:02:13.602 --> 00:02:15.228 That is, the head has not 46 00:02:15.228 --> 00:02:17.370 been made independent from the body. 47 00:02:17.370 --> 00:02:21.488 Okay, now, this is actually probably a good thing. 48 00:02:21.488 --> 00:02:22.736 And here's why. 49 00:02:22.736 --> 00:02:24.048 If I go in here and I make the 50 00:02:24.048 --> 00:02:26.928 head independent in this case, this is kind of 51 00:02:26.928 --> 00:02:30.992 a personal preference thing, but notice that now his 52 00:02:30.992 --> 00:02:33.498 head does rotate and his body does stay locked 53 00:02:33.498 --> 00:02:36.746 down, but frankly, I think that looks weird. 54 00:02:36.746 --> 00:02:40.036 So let's go ahead and undo that. 55 00:02:40.036 --> 00:02:45.576 So I go to my history and undo that, and 56 00:02:45.576 --> 00:02:48.088 let's actually just lock this part down and make him 57 00:02:48.088 --> 00:02:50.930 move a little bit more naturally and organically. 58 00:02:51.590 --> 00:02:54.718 To do that, I'm going to go back and double 59 00:02:54.718 --> 00:02:56.888 click on Rob, which is going to launch Rigging here. 60 00:02:56.888 --> 00:02:59.692 I could just click rig Two, though, and 61 00:02:59.692 --> 00:03:02.226 instead of making his head sort of float 62 00:03:02.226 --> 00:03:05.010 and his body sort of artificially stick. 63 00:03:05.010 --> 00:03:09.292 What you can do is you can select at the top 64 00:03:09.292 --> 00:03:15.264 level here, the Rob puppet, and use some of the great 65 00:03:15.264 --> 00:03:19.952 rigging tools down here to lock or fix certain things down. 66 00:03:19.952 --> 00:03:23.878 Now, you could use the pin tool, and that would pin 67 00:03:23.878 --> 00:03:27.434 a bunch of little spots here and change the mesh. 68 00:03:27.434 --> 00:03:29.908 Okay, so let's see what that see what that is? 69 00:03:29.908 --> 00:03:32.404 If I show the mesh right now, you can see there's a 70 00:03:32.404 --> 00:03:36.036 lot of tight mesh here and a lot of big space here. 71 00:03:36.036 --> 00:03:37.582 And we actually kind of want the opposite. 72 00:03:37.582 --> 00:03:39.406 We want all of this to get locked. 73 00:03:39.406 --> 00:03:41.544 Now, if I use the pins, you can see that the 74 00:03:41.544 --> 00:03:45.320 mesh gets tighter here, and that will lock it down. 75 00:03:45.320 --> 00:03:47.788 But I might need a lot of these, 76 00:03:47.788 --> 00:03:50.188 and it can get kind of busy looking. 77 00:03:50.188 --> 00:03:54.732 So a better way to do it I'll hit Command Z 78 00:03:54.732 --> 00:03:59.150 there a couple of times, is to use the stick tool. 79 00:03:59.150 --> 00:04:01.630 And what's nice about the Stick tool 80 00:04:01.630 --> 00:04:04.048 is that you can actually label the 81 00:04:04.048 --> 00:04:09.390 stick as one big fixed modified object. 82 00:04:09.390 --> 00:04:12.464 To do that, if I go over to modifiers here, 83 00:04:12.464 --> 00:04:15.652 you can see I could say, hey, let's make that 84 00:04:15.652 --> 00:04:18.769 fixed, and I'll get the little fixed tag. 85 00:04:18.769 --> 00:04:21.363 Okay, so let's go back and test drive. 86 00:04:21.363 --> 00:04:27.118 I go back to record and notice that he's 87 00:04:27.118 --> 00:04:29.336 moving a lot better, and I'm getting a little 88 00:04:29.336 --> 00:04:32.550 bit of that sort of nice little shoulder action. 89 00:04:32.550 --> 00:04:34.872 Okay, now, a couple of other 90 00:04:34.872 --> 00:04:36.648 little things I'd want to change. 91 00:04:36.648 --> 00:04:39.244 Right now, I'm seeing some weirdness here, so I 92 00:04:39.244 --> 00:04:41.532 need to move him down, and I'd really like 93 00:04:41.532 --> 00:04:44.600 his head not to scale quite so much. 94 00:04:45.130 --> 00:04:47.548 So another kind of classic thing you're going 95 00:04:47.548 --> 00:04:49.708 to need to do is play with some 96 00:04:49.708 --> 00:04:51.800 of the puppet behaviors over here. 97 00:04:52.410 --> 00:04:54.848 So I'm going to go to Face, and you 98 00:04:54.848 --> 00:04:57.408 can see there's a lot of options for Face. 99 00:04:57.408 --> 00:04:59.232 The big one right now that I'm seeing 100 00:04:59.232 --> 00:05:01.732 as I go back and forth is that 101 00:05:01.732 --> 00:05:04.650 the head looks really weird and disproportional. 102 00:05:04.650 --> 00:05:09.242 You can hit set, rest, pose, and the proportions 103 00:05:09.242 --> 00:05:12.138 are going to be better, but I just don't 104 00:05:12.138 --> 00:05:15.670 want it to ever sort of naturally scale. 105 00:05:15.670 --> 00:05:20.296 So under the face behavior, you can see I've got 106 00:05:20.296 --> 00:05:23.432 head scale strength, and if I crank it up or 107 00:05:23.432 --> 00:05:29.362 down, it's going to much more dramatically affect the scaling. 108 00:05:29.362 --> 00:05:32.892 I typically put this really low. Okay. 109 00:05:32.892 --> 00:05:35.240 So I'm putting it at 3%. 110 00:05:36.170 --> 00:05:37.244 All right. 111 00:05:37.244 --> 00:05:39.372 The next thing I'd probably want to do 112 00:05:39.372 --> 00:05:41.522 is move the whole character down, because he's 113 00:05:41.522 --> 00:05:44.338 actually touching the top of the frame. 114 00:05:44.338 --> 00:05:47.260 To do that, I need to just slide on down 115 00:05:47.260 --> 00:05:49.724 in the properties panel, and you can see that you 116 00:05:49.724 --> 00:05:51.680 can actually she just moved the puppet down. 117 00:05:52.450 --> 00:05:55.466 All right, so Rob is now sort of ready to roll. 118 00:05:55.466 --> 00:05:56.800 He's anchored down. 119 00:05:57.490 --> 00:06:00.160 Yeah, he's got a much more natural look to him, 120 00:06:00.690 --> 00:06:03.770 and he's in a good spot to start animating.