WEBVTT 1 00:00:00.490 --> 00:00:03.908 Masks are super useful in many adobe apps and 2 00:00:03.908 --> 00:00:07.828 can fix a number of issues in character animator. Okay? 3 00:00:07.828 --> 00:00:10.538 So one of the most common issues with a puppet 4 00:00:10.538 --> 00:00:14.394 in character animator has to do with pupils and eyeballs. 5 00:00:14.394 --> 00:00:16.068 So if we look at Rob here, you can 6 00:00:16.068 --> 00:00:19.170 see that his eyes actually stay pretty well inside. 7 00:00:19.170 --> 00:00:21.994 I would point out that with the eye gaze 8 00:00:21.994 --> 00:00:25.522 movement, if you just launch a sort of default 9 00:00:25.522 --> 00:00:29.132 character, it's going to be on camera input, and 10 00:00:29.132 --> 00:00:31.410 that can be a little bit unpredictable. 11 00:00:31.410 --> 00:00:33.618 So I typically switch it off of camera 12 00:00:33.618 --> 00:00:36.812 input to keyboard input, and that will allow 13 00:00:36.812 --> 00:00:39.728 you to do the arrows to move the 14 00:00:39.728 --> 00:00:44.886 pupils, which is great, however oftentimes a puppet. 15 00:00:44.886 --> 00:00:46.272 If I switch to roberta here. 16 00:00:46.272 --> 00:00:48.720 So let's turn the visibility on for her. 17 00:00:48.720 --> 00:00:50.726 Turn the visibility off for Rob. 18 00:00:50.726 --> 00:00:53.184 I've also got her armed for record. 19 00:00:53.184 --> 00:00:56.212 If I don't have that, she's not going to move. Okay. 20 00:00:56.212 --> 00:00:56.948 So I've got to have both. 21 00:00:56.948 --> 00:00:58.996 I got to be able to see her and 22 00:00:58.996 --> 00:01:02.132 have her sort of ready to be recorded. 23 00:01:02.132 --> 00:01:06.632 Okay, so with her eye gaze, if I'm on 24 00:01:06.632 --> 00:01:10.500 keyboard input, and if it's at, let's say, 100 25 00:01:11.270 --> 00:01:15.352 or so, notice that the eyes don't quite stay 26 00:01:15.352 --> 00:01:18.580 within the eyeball, which is a problem. 27 00:01:19.610 --> 00:01:21.666 To the rescue comes masks. 28 00:01:21.666 --> 00:01:24.162 And this is just one popular use for masks. 29 00:01:24.162 --> 00:01:27.628 There's a lot of other great use cases, but let's go 30 00:01:27.628 --> 00:01:32.528 ahead and hop into the source file for roberta and see 31 00:01:32.528 --> 00:01:35.340 how we might use masks to solve that problem. 32 00:01:36.110 --> 00:01:37.664 All right, so if we do a little bit 33 00:01:37.664 --> 00:01:41.158 eyeball anatomy, I have a blank object and that's 34 00:01:41.158 --> 00:01:43.146 made up of a lash and a lid. 35 00:01:43.146 --> 00:01:44.714 And it's got to have a lid 36 00:01:44.714 --> 00:01:48.050 just so that it covers the tuple. Okay. 37 00:01:48.050 --> 00:01:50.452 And there is a lash that goes on top. 38 00:01:50.452 --> 00:01:55.332 If I turn off that blank object, I've got the 39 00:01:55.332 --> 00:01:58.310 lash that's sort of always there when her eyes open. 40 00:01:58.310 --> 00:01:59.890 And then I've got the eyeball. 41 00:02:00.470 --> 00:02:03.928 Now what I'd like to be able to do is sort 42 00:02:03.928 --> 00:02:08.027 of constrain all of this content, including the pupil inside of 43 00:02:08.027 --> 00:02:11.852 this same object, and that's what a mask will do. 44 00:02:11.852 --> 00:02:18.090 So all I need to do is go to the eyeball and copy it. 45 00:02:18.090 --> 00:02:19.484 Okay, that's the start. 46 00:02:19.484 --> 00:02:20.880 So I'm going to take command C. 47 00:02:20.880 --> 00:02:26.860 Command B, as in boy to paste behind. Okay. 48 00:02:27.550 --> 00:02:28.854 If you're on a PC, that's 49 00:02:28.854 --> 00:02:31.680 going to be controlc, control B. 50 00:02:32.530 --> 00:02:35.530 Now that I've got a copy, here's the trick. 51 00:02:35.530 --> 00:02:40.080 I need this not to be inside of this group, 52 00:02:40.850 --> 00:02:43.860 and I need it to actually be right below it. 53 00:02:43.860 --> 00:02:45.864 And the layer hierarchy here is a 54 00:02:45.864 --> 00:02:47.016 little bit tricky to work with. 55 00:02:47.016 --> 00:02:48.744 So this is going to look funny, but 56 00:02:48.744 --> 00:02:50.500 I'm going to drag this up here. 57 00:02:51.510 --> 00:02:52.376 All right. 58 00:02:52.376 --> 00:02:54.050 I'm going to call it Mask. 59 00:02:55.450 --> 00:02:58.002 And what I need to do is collapse 60 00:02:58.002 --> 00:03:03.724 this group and stick my mask right underneath. Okay. 61 00:03:03.724 --> 00:03:05.634 So in other words, the mask 62 00:03:05.634 --> 00:03:07.356 cannot be inside of the group. 63 00:03:07.356 --> 00:03:10.688 It has to be just below and outside 64 00:03:10.688 --> 00:03:12.990 the group that I'm trying to mask. 65 00:03:12.990 --> 00:03:16.502 All right, I'm going to do it again for the left eye. 66 00:03:16.502 --> 00:03:20.720 So I'm going to hit command C, command B, 67 00:03:21.330 --> 00:03:24.000 and I'm going to drag it up here. 68 00:03:24.690 --> 00:03:29.322 I'll call this one Mask, and then I'll collapse 69 00:03:29.322 --> 00:03:32.630 that group and I'll stick that mask under there. 70 00:03:32.630 --> 00:03:35.592 Okay, so I've got two masks for both eyes. 71 00:03:35.592 --> 00:03:41.246 And now I can go to File and Save back at the ranch. 72 00:03:41.246 --> 00:03:46.072 In character animator, nothing really has changed because 73 00:03:46.072 --> 00:03:48.470 I haven't told it to mask yet. 74 00:03:48.470 --> 00:03:50.770 And I do that in the rigging panel. 75 00:03:50.770 --> 00:03:53.932 So if I go to the rigging panel and 76 00:03:53.932 --> 00:03:55.996 here we've got roberta, and there's your head. 77 00:03:55.996 --> 00:03:57.724 And we can see I've got mask one and 78 00:03:57.724 --> 00:03:59.552 it's a named it Mask Tube just because it 79 00:03:59.552 --> 00:04:02.288 saw that there was one layer already called that. 80 00:04:02.288 --> 00:04:05.050 And here's how we do it in character animator. 81 00:04:06.270 --> 00:04:09.328 If I select the ride eye, I want it to 82 00:04:09.328 --> 00:04:15.250 basically only be constrained to the path of this mask. 83 00:04:15.250 --> 00:04:16.708 And to do that, I go up to 84 00:04:16.708 --> 00:04:21.236 Puppet and I go to create clipping Mask. Okay. 85 00:04:21.236 --> 00:04:23.636 And I get a nice little arrow that says, hey, only 86 00:04:23.636 --> 00:04:29.510 this stuff or all this stuff only fits into this shape. 87 00:04:29.510 --> 00:04:30.072 All right? 88 00:04:30.072 --> 00:04:32.142 And I'll do the same thing to the left eye. 89 00:04:32.142 --> 00:04:36.094 I'm going to puff it, create clipping Mask, and that's 90 00:04:36.094 --> 00:04:39.140 going to project or sort of mask inside this area. 91 00:04:39.670 --> 00:04:41.646 All right, very exciting. 92 00:04:41.646 --> 00:04:44.508 So now that when I go to record, if I hit 93 00:04:44.508 --> 00:04:49.174 the left and right button, notice how her eyes are constrained 94 00:04:49.174 --> 00:04:55.470 inside that mask area, which is exactly what I want. 95 00:04:55.470 --> 00:04:57.408 Now, there's a lot of other use cases for 96 00:04:57.408 --> 00:05:00.270 masks and some of these can get pretty complicated. 97 00:05:00.270 --> 00:05:03.188 If you go to the welcome screen, which you can also get 98 00:05:03.188 --> 00:05:08.130 to by going to Window and welcome, there is a puppet that 99 00:05:08.130 --> 00:05:11.600 you might check out just as an extreme use case. 100 00:05:12.130 --> 00:05:17.256 So this puppet that I designed for adobe Footy has 101 00:05:17.256 --> 00:05:21.048 some really complex masking behaviors going on, but it's the 102 00:05:21.048 --> 00:05:24.392 reason that his head looks sort of 3d. 103 00:05:24.392 --> 00:05:27.510 If I go in and I check out Footy, 104 00:05:28.410 --> 00:05:30.722 you can see if I could edit original. 105 00:05:30.722 --> 00:05:32.360 It looks super crazy. 106 00:05:33.130 --> 00:05:36.188 Yeah, but the reason that his head is able 107 00:05:36.188 --> 00:05:39.248 to look like it's 3d is because most of 108 00:05:39.248 --> 00:05:42.822 his head has been stuck inside this mask. 109 00:05:42.822 --> 00:05:45.462 So this pattern is allowed to float 110 00:05:45.462 --> 00:05:48.992 around with a property called parallax, but 111 00:05:48.992 --> 00:05:50.742 it's exactly the same workflow. 112 00:05:50.742 --> 00:05:53.260 All of this has been masked inside here. 113 00:05:53.810 --> 00:05:55.956 If you're curious about the whole nose thing, 114 00:05:55.956 --> 00:05:58.468 the nose is the object closest to you. 115 00:05:58.468 --> 00:05:59.812 So it's the one that's allowed to 116 00:05:59.812 --> 00:06:03.194 move the most when we're applying parallax. 117 00:06:03.194 --> 00:06:04.644 More on this later. 118 00:06:04.644 --> 00:06:07.460 But here's an extreme example that you might play with. 119 00:06:07.460 --> 00:06:10.788 And yes, it's a vulnerable zeala that you 120 00:06:10.788 --> 00:06:13.594 can make play back in character animator. 121 00:06:13.594 --> 00:06:15.380 All right, now we have to do it right yeah. 122 00:06:15.380 --> 00:06:17.400 So you can see here's all my 123 00:06:18.250 --> 00:06:26.540 triggers, including if I hit t. 124 00:06:27.470 --> 00:06:29.200 There you go. All right. 125 00:06:29.200 --> 00:06:31.072 So a little bit on the 126 00:06:31.072 --> 00:06:33.190 power of masks in character, animator.