Character Lips Syncing, Expressions and Acting

1 hour 48 minutes
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Transcript

Hello everyone. Welcome to another character animation tutorial by Aruba media. In the past tutorial, you learned how to draw the lip shapes for fundamental sounds like MAIREOULF. In this tutorial, we are going to actually make the character talk and synchronize the lip shapes with an audio clip, just like they do in real animation projects. Along with this, you will also learn how to create expressions like eye blinks and hand movements to match the dialogue. As in the lip shapes tutorial, we recommend you have a handy mirror around as you use the various lip shapes in the tutorial.

Actually pronounce the sounds and check your own lip shapes in the mirror. He has the end result we are expecting. Hello and welcome to this tutorial by Aroha media Happy learning. To begin with. Let's open the file having the character and the lip shapes. Now we need to import the audio clip.

But before that, create a layer for the audio clip by clicking on the Insert layer button at the bottom of the layer stack. Let's save the changes by creating a new file with a new name. Always remember this rule, never work on the original file. Always create a copy. Now, let's import audio clip with the keyboard shortcut Ctrl plus R. You can also import an audio file by going to the file menu, selecting import tab and clicking on import to stage. Now flash needs to know that this is a sound.

For this, select the keyframe of the new layer and go to the Properties tab and the right side of the tab. You can See the labeled sound with a drop down menu. Click on the down arrow and select the name of the audio clip. When there are many sounds to work with, you will find that all the sound files are listed in this drop down menu. The software now knows that the file you have imported is a sound file, and we'll be able to render the audio. After this, it's time to define the duration of the animation.

For this, go to the 120 fifth frame and selected on both delays. Then, press f5 to insert frames. Press the Enter key on your keyboard to hear the clip. Hello, welcome to this tutorial by Aruba media, happy learning. Here's a pointer for you go to the Properties tab. Look at the sync option there.

Right now. The sound is an event that means you cannot control it now When the lip shapes are synchronized with sound, you have to go word by word, sometimes alphabet by alphabet. This means you must have complete control over the sound, you should be able to stop it or started, rewind it or forward it whenever you want to. For this, you have to choose the stream option. Now, double click the by symbol to enter it. Extend the duration of all the layers till the hundred and 25th frame by pressing f5 since you will be working on this level, you need to have the audio clip here as well.

Insert a new layer by clicking the button below the layer stack. Go to the Properties tab and select the name of the audio clip in the sound option. Check whether the stream option is active in the sink box after this lesson Under the head symbol, double click to enter it and extend the duration of all the head parts till 120 fifth frame with the help of the shortcut f5. Here too, you will need to place the audio clip as part of working convention. Always remember to place the audio on the topmost layer. Let's enter the lips symbol where the lips synchronization will be actually done.

As before, extend its length to 125 frames. Go to the Properties tab and add the audio clip in the sound option and check to see if the stream option is active in the sync menu. Now, let's understand the two main processes that go into lip sync. First, whenever you get the audio clip, listen to it attentively and concentrate on the alphabets. Like m l V, etc. and the walls like a e, i O. edu.

It's always a good practice to keep a small notebook handy, where you can write down these chief alphabets and vowels in sequence. In the lip shapes tutorial, you have created eight shapes. When you list the alphabets and vowels, you will automatically be able to choose the lip shape you want there. We recommend you keep a print of the lip shapes chart with you for a quick reference. Second, after you assign a specific shape to the keyframe, always check the Properties tab to check whether the instance is given single frame treatment. Now, why the single frame treatment in one of the earlier tutorials, you have learned the three options available for a keyframe loop.

Play once and single frame. The single frame option calls just the one lip shape you have selected and plays it just once. In lip synchronization, you need to match one lip shape with one sound. When we animate a dialogue, as the words change, the sound changes do we need just that one lip shape for that one frame. That's why the single frame option is used. Remember, this is a happy face.

In the lips shapes tutorial, you created eight lip shapes for eight different sounds on eight frames in a sequence. As you go ahead, you will need to just write the sequence number of frames to call the lip shape. All right, that was the theory. Now let's see how to actually do it. The character begins to speak from around the third frame. So go to the third frame and press f6 to insert a keyframe.

Here, the word is Hello. Let's see what the frame number of the ellipse shape is. Its frame number two. So, open the Properties tab and check whether the single frame option is active. Now, enter the number two in the box. Observe that the lip shape has changed.

In the same way, for all the words in sounds, you can simply enter the frame numbers from one to eight and get the appropriate happy lip shape in place. He has a pointer in this file, you can see that inside the lips symbol, the happy lips and sad lips are on the same layer. Happy lips are from frame number one to frame number eight and sad lips are from frame number nine to frame number 16 since you are synchronizing the lips for a happy face You will be using the first eight frames only. If you want to synchronize a sad dialogue, use the shapes from frame numbers nine to 16. Okay, you have just synchronize the sound a in Hello. Now, in the same word, there are three other sounds as well.

Immediately after the a sound is the sound. As the character opens its mouth wider. So, go to the fifth frame, and press f6 to insert a keyframe there. In the Properties tab, insert the value three. Next in the word hello are the sounds L and O. Let's synchronize them.

Go to the seventh frame and press f6 to insert a keyframe. Since the L is on the seventh frame, enter the value seven here for the old Sound, go to the ninth frame and press f6 to insert a keyframe there. In the Properties tab, enter the value five. To check the result, drag the timeline seeker observe how the character's mouth shapes are changing. It is clear that the character is now saying hello. Let's see what the next word to be synchronized is.

The word is and here we have three sounds a and n. The D sound is silent. As usual, go to the particular frame, press f6 to insert a keyframe and then enter the values for n. Enter the value seven. Then for a insert to if you feel that the shapes are coming after the actual sounds, you can select and drag the keyframes back just to few frames. The next word is welcome. let's identify the sounds to be synchronized. For W, you can use the V lip shape, that is number eight, he gets the a shape value to L gets the value seven.

For the compart, input the value four and insert the value three and M sound, go for the value one. Remember that when you are working on lip sync, it is very important to review the animation after every change. When you begin with a lip sync, you should simply concentrate on inserting the right lip shapes in the right sequence. After all the lip shapes are in place. You can later make the required changes As the tutorial goes closer to the final animation, you will have to move the keyframes back and forth to fit the dialogue timing perfectly. You might also have to edit or add some new keyframes for a smoother animating effect.

Let's keep checking the result to know where to make the changes. Again, let's hear the audio clip to know the next word. The next word is to aspect our process. First differentiate the sounds. Here you can detect two sounds for the sound D insert a keyframe and give the value for for the sound, enter the value six. Drag the timeline seeker to see if this is sounding okay.

You can see that the keyframe for the t sound is not looking good. So select and deleted. Drag the seeker again to See if just the you lip shape is looking Okay, it is. This brings us to a pointer. Sometimes you need to only place the lip shape for the vowel and skip the alphabet. To know why.

Take your mirror and speak the word to you will find that your mouth does not create any spatial shape 40 It only makes the shape for you. On to the next word. The word is this, insert a keyframe and enter the value for create another keyframe to call lips shape number to play the animation. The lip movements are not matching. Let's select the entire word on the timeline and drag it backwards to suit the audio timing. pronounce the next word tutorial.

While looking in the mirror, you will find that the first movement is for the use sound. Create a keyframe and enter the value six tutorial. It's the all sound so called the lip shape number five tutorial. The next part has two sounds, l and E. So, insert new keyframes and add the values seven and three, one after the other. Keep previewing to cross check the lip sync. The very next word is by on 68 frame.

So here we pronounce two letters first is B, where the characters should close his mouth. So add shape number one, and for y, which nouns is like a. So open its mouth on that like a inserting shape number three. And to finish it with why sound effect add one more keyframe with value of shape to moving ahead, the next word is aro her in which first letter pronounces r, so it will mount a little more bigger at that moment. Add shape number three for our next comes row, in which two letters are pronounced our n o. So add shape number seven and five in the sequence the world finishes with ha giving the art sound.

So, one more keyframe for this which shape number three. As you keep repeating this, you will get used to the sequence number of the mouth shapes placed inside the symbolic. It just takes a little practice anytime. You can list out this small set of mouth shapes on a notepad nearby you for your reference. This will even speed up your lip sync animation. Scrub the timeframe and update each frame used for the proper sing.

This helps in giving the best output Again, insert a new keyframe for m from media. Close the mouth that is shaped number one suits for m necks for IE, insert shape number two. For D, insert shape number four, and at last to again open the mouth for media. we'll insert two shapes. First, shape number two, and next to it shape number three. Here we finished with media sound.

Lip Sync also includes the gaps between the words where mouth should be either closed or less open. For here, we'll keep it on shape number two. This is a normal screen face. Next word starts here that is happy, so far have opened the mouth a little more. Insert shape number three for that. Next word p plays shape number one, it will close the mouth for p ain't of the happy sounds like he, so it will take shape number two.

And here we start with the last word learning. first letter of that l for this tongue will be twisted. So, insert shape number seven for L, then four, that is EA these two vowels, insert two keyframes with shape number three and then shape number two. Again, we need to add shape number seven for Rn We'll be the visible letter. Keep the mirror in front of you to cross check this word. It ends with shape number four to represent IMG, that is in and insert one more keyframe for shape number two, to bring back the mouth to normal mode.

Play and keep editing the frame numbers for perfect timing. while practicing lip sync, keep in mind that whatever we have done here is not a fixed formula to get an output. As said earlier, you can create your own graphic symbol for the mouth shapes and place it exactly as per the sound pronunciations. It's not necessary to place the lips shapes according to the word spelling, but it depends on the actual pronunciation of the word used. Even some of the mouth shapes can be avoided for silent letters. Suitable shape has to be placed on the required frame.

The important thing is That the animation of the lips should be convincing. The best way is to scrub the entire timeline manually to get the exact precision of the sound and use the correct mouth shape. preview your file as you go along to see if the mouth looks right. Exit the main scene and keep playing the animation for preview. Hello and welcome to this tutorial by Aroha media happy learning. Now our lip sync part has come out well.

Next, we are moving ahead on to the body movements. You can say we are going to make the character act according to the dialogue. Step inside the main voice in ball and let's go through the dialogue once again. Inside this boy symbol, we'll work on the animation from all the layers select the fifth frame altogether and press f6 to add new keyframes, select the in between frames, right click and apply motion tween to them. You can even apply motion tween via tween options drop down menu in Properties panel. Now observe carefully.

On the fifth frame, we grab all the body parts except the head and squeeze it slightly downward. Grab the head portion individually and move it downwards. It seems like bending forward and that's what we need. Similarly, insert new keyframes on frame number 11. Grab the body and rotate it using free transform tool. Select the head upwards and rotate it in the same body line.

Again select the in between frames and assign motion twin for the smooth movement. At the same time, let the character perform with some hand movements. On the fifth frame, move both the hands slightly of the body. Take care, that shoulder point should be adjusted while rotating. Right now, you will notice that just a single symbol of the full hand, which helps us in easy rotation, but inside the hand symbol, you will find three different symbols, biceps, forearm, and hand. Later on, we'll add some movements for those two.

We repeat here that there is no particular rule to work out any animation, you can defer the actions according to your requirements. The method of creating the movement or an animation piece depends on the animators style and imagination. The acting in every animation depends on the animator and how he decides to make his character act. This tutorial will introduce you the basics of How we can make a character act when he says a dialogue on the 11th frame scale of the character head by just one person to make it look a little closer to the screen. Similarly, scale up the whole body by 1% on the same 11th frame. Enter the boy head symbol, and then enter the AI symbol inside both the AI symbols, grab all eyeblink frames and shift them to start frames.

In this way, the eye blink will also match up to the sound. Exit back to the head symbol. Here, insert keyframes on the same timings as inserted in the main symbol that is on Fifth 11 frames select all in between frames and give motion to into them. At the same time, give those frames ease out value of hundred from the Properties panel. This is our value makes the movement fast too slow for that animation section. We have already seen how to use the ease in and ease out function in earlier tutorials.

Outside this symbolic, we have moved the face downwards on the fifth frame. So to make the anticipation of the character stronger, here in the head symbol, select both eyes, nose, eyebrows and lips on the fifth frame and move slightly down. These select the lips and shift the rest of the selection a little further down as seen in the video on the same frame, rotate both the eyebrows you will notice that Action looks better. Select both the ears and move them slightly up even the hair part to here, we are trying to give a 3d effect to the character movements. such simple movements add more life to the character. You'll notice this especially in the complete animation in the same boy head symbol on the 11th frame, select the eyes, nose and lips and move them upwards.

Select the eyebrows to and shift them higher than the original position. In the boy symbol. You can make out the effective output by simple changes. Dragon check the animation frame by frame. This helps in improving the frame timings as well. Eye blinks are the best example of that.

Working with good timing gives you better results working out these details takes a lot of time, but the more you experiment, the faster you will get at it. We have completed the Hello part of the dialogue. Let's move ahead. Before the next word, we need to settle the character into a normal pose for that in the boys in ball on the 15th frame, create new keyframes and also apply motion tween to them. Keep reviewing the animation just to make sure everything is going the way you have planned. On frame 11.

Let's rotate the right hand to take it upwards. Its pivot point is already adjusted. So by default, the hand will rotate from its shoulder. Copy the same keyframe of the right hand on frame number 15. As we have seen earlier, it's time to edit inside the hand symbol Get inside the right hand symbol, where you will notice three different layers of three parts of the hand that are bicep, forearm, and hand. So firstly, extend all the frames of these three layers up to 125, which is the total length of our animation.

Add the keyframes at the same frame numbers as per the main boy animation, even add motion tween between those keyframes exist the symbol to examine the exact keyframes we need to work on. Inside the right hand symbol, select the forearm and hand on frame number five to rotate those parts placing the pivot point at elbow joint corner company the these key frames of forearm and hand on frame number 11 Remember to remove the unwanted when. Now, if we exit and play the animation, the inside hand action is not visible. The answer for this lies in the property panel, open the property panel and change the single frame to play once option for the right hand symbol. Now it enables to view the inside forearm gesture animation here as well. We need to do some more changes in there.

So, step inside the hand and then inside the forearm symbol. Extend the frames to the animation length. It's a forearm group. So bracket by control plus b, we are preparing for shaped weaning. For that we need to get each part on a different layer. So we distribute the forearm part in three different layers.

We need to keep the timing of the frames similar so Insert the key frames in the same order. Now, before every modification, keep reviewing the main animation actions in the hand symbol on the fifth frame, squeeze the forum. Rotate and set the hand according to that, as seen in the video. During all this, you have to match if any of the cuts are visible. Once done with this, we need to modify the forum portion inside it symbol. Double click to get inside the forum symbol where we have already kept each part on a different layer.

On the fifth frame, we need to reshape the forum as per the movement. Every part on a different layer makes editing easy and smooth. Once the reshaping is done, apply shaped when in between first and fifth frames also apply hundred ease out value. Exit and check out the sleeves shape is reforming with a smooth motion. Similarly, we have to reform the sleeves portion for the biceps on the fifth frame. So, inside it symbol first divide the color patch and outline on different layers.

Then, apply the same timings in the keyframes for both delays. We need to work on the fifth frame Use the Zoom tool to make sure there is no error anywhere. When you are done, that's the time to apply shape twin as well as ease out. Hundred ease out is already applied value on Main animation. So, we have to maintain that in all inner animation. That should continue on the 11th frame as well.

You can cross check this movement by acting it out yourself. Remove the 11th framed keyframe from both D shaped wind animation. This way, the fifth frame drawing will continue in all symbols Now on the 11th frame, the drawing part is perfect. Still, we need to refine it as per the body structure in the main symbol on the 11th frame, shift the right hand up, adjust neatly at the shoulder point. To fix the guts reach inside the biceps in ball. Insert the keyframes on the 11th frame and reshape the bicep growing to match up with the body.

After editing apply shaped when as well as hundred ease out value. We should keep checking the animation in the main by symbol here on the 15th frame also, the hand drawings look okay. What will change is the hand position so copied the 11th frame on the 15th frame to adjust the hand placement. There are some changes to be done in the boy shirt symbol to in the main boy symbol plays the timeframe on the fifth frame and double click on the shirt symbol to step inside. By this, we get to view the fifth frame main boy positions as a reference or guide inside any symbol. This makes it easier to edit the drawing at that frame to the mark.

Similarly, if you need to make any changes on the 11th frame of any symbol, keep the timeframe on the same 11th frame in the main animation before entering that particular body parts in ball. Coming back, we are inside the boy shirts in ball. By the time we distribute the shirts fill color outline and overlapping lines in front different layers. Insert keyframes on Fifth frame. And let's adjust the shoulder drawing with reference to the right hand position on the fifth frame. Apply the shaped win and hundred ease out value.

Now, you can notice the required slight smooth movement near the shoulder is working well. Similarly, let's edit on the 11th frame as well. Inside the shirts in ball, press f6 on me frames to create keyframes. At this point, we have to again match the shoulder drawing with reference to right hand position. Apply shaped when and ease out values. while observing you will feel that all this is very time consuming, but once you're familiar with the process you get used to quickly now we are in the main boy symbol, check the movement.

On the 11th frame, the left hand seems a little stiff, so rotated slightly as seen in the video. Step inside the same left hand symbol. Insert keyframes on the same time frame and rotate the forearm with hand slightly inwards on the 11th frame aside The motion twin and ease out value. You can see the short movement here, as well as in main symbol. Check the animation. Go inside the right hand symbol.

While rotating on the fifth frame, the hand will be a little closer to the screen. act it out yourself so you'll find it easier. We are rotating the hands in the same plane in Flash, but we are trying to give it a 3d feel. So on the fifth frame, squeeze the forearm slightly and then scale it up by one to 2%. Similarly, scale up the hand on the same frame number. while adjusting we need to extend the drawing for the hand.

We'll do it inside the hand symbol. We are editing It on the same keyframe available as done in other symbols. Right now, we are not adding any extra drawings in this hand symbol. First, check the frames outside and observe. On the seventh frame, we need the changes to the hand drawing. So let's do it.

Insert a new keyframe on frame seven in the hand symbol. According to sound Hello, you will also feel like adding another pose for the hand. This will create a slight snap in the movement, but it's required. To create that pose. first draw a proper reference drawing for it. For those who do not have an art education background, they need to work a little bit on their drawing skills.

You need to grasp these basic drawing skills from time to time so that you will be comfortable in drawing key pose. For your character animation here in real time, the hand should change after the fifth frame and will continue till the 11th frame. But if the bones change is drawn on direct keyframes like fifth or 11th, then we'll see a jerk in the animation. To avoid that, we choose the in between frame number in the hand symbol that is frame number seven. On frame number seven, there is ease out value applied in the main animation, which is fast to slow movement. Even the hand action will be in process.

In that case, the change of drawing will not show a jerk when the hand is already in motion. We'll change the pose on the seventh frame until the 11th frame, this pose will be well settled. These are some smart tricks and techniques in Flash to work out jerky movements. We are almost ready with the hand drawing. We're already providing the best material for your reference. When you get to work on actual production, such hand libraries are already available with you.

In that case, animation speeds up a lot. But right now, we don't have a library to draw it. And we are done. Remove the reference rough drawing and previous hand action on that frame. Fill the same skin color to the new pose and exit that symbol and check the animation. We can see a jerk right now.

To avoided again, enter the handsome ball. Adjust the rotation of the hand and scale it up to match its proportion with the previous hand size. Now check it in our animal frame rate, this change of pose will not be even noticed. Let's edit the hand on the 10th frame as well, where the thumb will move out the hand adea we need the reference drawing first. As I said before, you can use the similar hand from reference material provided from our side. Now we have started with the final drawing in a new group Use the same fill color and stroke line color, adjust its proportion to now check the animation.

You can't even make out any jerk or snap during the play. Now you can understand how changes are worked out. There are some techniques for making our animation smooth, which we'll check out later on. Even a minute cut should be hidden. So inside the right hand forearm symbol, and just the cuts and sleeves portion on the 11th frame apply shape to in between the frames and hundred ease out value. Let's take this morphing along with the hand action.

Yes, this is done. On 15th frame, the left hand joint near the elbow is not matched. So match it up inside that symbol just the hand position at the shoulder point on the 11th frame and copy the same on the 15th frame. Then, on the 15th frame, rotate the right hand slightly according to the right hand changed position. Let's make some changes in the shirts in ball. Here on the 11th frame, modify the cut areas that are visible.

Inside the head symbol slightly, we move the hair and ear positions on the 11th frame. Check the animation done till now we feel satisfied. So let's move ahead, we have to complete the animation using the same techniques. Let's go through the sound once again. Hello and and is the second word and starts on the 20th frame. So, press f6 and insert new keyframes in there.

As we know, we have some animated keyframes in hand. Those previous keyframes can be reused smartly for the next animation. We have to reuse them in such a style that no one can make out this similarity. So let's copy the fifth frame, which is the antique pose and paste it on frame number 24. Remove the unwanted motion to win and apply it to the previous in between frames. Here you will notice At this frame, some body parts are disturbed and not matching up with each other.

Let's solve this out. For now. Just follow our steps. Enter inside the right hand symbol and insert the keyframes at same timings that is 20th and 24th. Apply motion to into them. From there, go inside the bicep symbol and insert the keyframes at same interval.

For the 20 foot frame, copy the same fifth keyframe as done outside. Apply shape to in between the frames. repeat the same procedure inside the forearm symbol Similarly, inside the boy shirt symbol, create keyframes at the 20th frame and copy the fifth frame on the 24th frame position. Remove the unwanted twin and apply shaped when between 20 and 24. That seems to be quite clear now we applied the motion twin to all the in between open frames and remove the twin from there at the very next movement. This actually helps in synchronizing the symbols with their inner keyframe chain.

We have actually reused the earlier keyframes here. So according to the dialogue, we need to modify them on that frame. Go inside the right hand symbol and rotate the forearm along with the hand Match the bicep symbol with the forearm on the same 24th frame. Check the motion we need to edit the forum on that same frame number 24 and match it to the other drawings. The bicep looks very small, so let's stretch it a bit done. Insert keyframes on the 38 frames.

Assign motion twin as well as hundred ease out value. Now, value actions on the 30th frame. Insert the key frames inside the right hand symbols as well. On the 30th frame, rotate the forearm portion like this justed size and match it to the bicep portion. Similarly, move the hand and apply motion twin as well as hundred ease out value. While playing the animation, you will notice a cutout area in the motion twin.

So, let's sort this out now. In the main body symbol, replace the 38 frames with division First keyframes as seen in the video, you can see we are reusing them on the 30th frames. Remove the extra twins. Drag and check the animation frame by frame. Manually match up the parts to other drawings. You'll notice that reusing of the key frames is speeding up our work duration.

For the 24th position, we are reusing the frames on the fifth position. Similarly, reuse first position keyframes for the 30th frames. Just right click to remove the unwanted twin and apply the motion twin in between the 20th and 24th keyframes. At the same time, don't forget to add ease out value. Now, inside both the eye symbols company eyeblink frames and plays them on its 20th frame for the eyeblink as well. We are maintaining the same time duration.

You can just copy the selected key frames by holding the Alt key on your keyboard and dragging the frames to where you want them copied. Here, you will notice some jumbling with the eye blink timing. So let's cross check inside. Instead of the 20th frame, the eye blink was dropped on the 21st frame. So bring it back to the 20th frame. Now, both the eye blinks are working well.

We are creating some variation in the reused keys. Rotate eyebrows to add different expressions on this word. Even select the face features. Those are eyes, eyebrows, nose and lips and move them slightly up. These variations will reduce the mono tuners effect. Even if we are reusing the keyframes on the 30th frame, we are scaling down the head by 2%.

Check the animation. There are some unnecessary jerk in the left hand at the end of the animation. So just enter inside that symbol and extend the frames to maximum. Now that jerk won't be visible. Again, select all the face features together and shift a little more up on the 30th frame. Checking the animation key by key is time consuming, but ends up with a very effective result.

You can spot any glitches and get them fixed that way. Instead of having mechanical talk, these facial feature movements keep the character expressive scale up the Character head by 1% grabbed the whole body and shifted slightly upwards on 30th frame. Rotate the left hand on the 24 keyframe, we are just adding some movement to that hand to modify its stiff look. Enter the same symbol and create new keyframes on the same frame numbers here to reuse the earlier keyframes and apply motion tween as well as hundred ease out. These small modifications give the overall animation a lively effect. For the time being, we are done with all the adjustments except the right forearm and hand.

Step inside. It's simple. And let's sort out this one to rotate both the forearm and the hand and match them to the bicep portion. We are doing all these modifications on the 38% After every change, you have to keep checking the animation. cross check if the ease out value is properly applied between the twins or not. This has to be taken care of while animating itself or later it can create major time difference between the frame animations For both motion and shaped when this ease in ease out value can be applied.

So it's better to check and learn all these small things initially. Here we find the forearm shaped when were ease out was not assigned. Similarly, inside the biceps shaped when we need to apply ease out value here everywhere we have to keep the same hundred value for all twins. You can make out the difference in main animation now. On 30th frame, let's rotate the head on its right and also slightly rotate hand on 30th frame. Again, start by checking of the joints match the joints, wherever visible Some of the drawings can be edited inside this involves.

So here on the 24th key, let's modify the forearm shape. When played, we notice that for the 30th frame, we need to reuse the earlier frame drawing for the forum. Also check the shape to in ease out value is hundred in the hand symbol to remove the cutout movements, we need to add keyframes in between the twin. Like here on the 27th frame, we got a new keyframe for forearm and squeezed it. If you're not getting it, you can act and study the forearm movement maintain the ease out value as 27 is the in between frame distribute the hundred is out value. That means, apply 5050 is out on either side of the 27th frame to uphold the speed.

Similarly, on the 27th frame, we need to adjust the hand see that this movement is definitely better. than the earlier jerky movement, it's clearly noticeable that on the 30th frame, the hand pose is not at all suitable. Therefore, keep the timeframe on the 30th frame and double click on the right hand symbol to enter the hands involved. The faded body bowls can be our guideline, add a keyframe on the 28th position. And let's create a new appropriate hand drawing. perform the action to get the exact hand pose at that frame.

We can actually see back of the hand here. So let's start with the rough sketch of back of the hand Make sure that every time the snap tool should be on whenever you are drawing or matching up the cut parts. It helps in connecting the joints easily without leaving any gap. We have discussed this in an earlier tutorial. We are ready with our hand. Delete the rough sketch along with previous hand pose on that keyframe, feel the same skin color and now line color to the new drawing.

Now play and see the movement of the changed hand. The hand is properly changing it suppose on the 28th frame and settling down on 30th. a snap of the change pose will not be prominently visible in the animation flow. It will only be noticed on the 30th keyframe where the character takes a pause, scale up that hand slightly to match up with the proportion equally on the 30th frame, according to the hand drawing. Let's modify the sleeves shape Observe the changes while playing. For the 24th frame, we need one more hand changed pose to remove the visible jerk.

So, inside the hand symbol start with the new key drawing on the 24th frame. The hand is actually snapping from front facing to direct back facing. So, this pose will be an in between pose also called as IB of the hand in traditional animation IVs are always created to reduce the jerks and smoothen the movement. Feel the same color delete the earlier drawing. Now you'll notice that the jerk has almost vanished by creating just one IB. You can add as many eyeballs as you want, as per your animation level.

Drag the timeframe to check the key movement. During checking, you can find some changes to be done. On the 24th frame, the bicep shape should be modified and according to that, adjust the forearm and hand positions to We are removing all the visible cutout areas in the photons symbol on the 27th frame and the key frame and modify the shape shaped wind gives you the best result in the sense of smooth flow. Keep checking the animation for places where you need to modify the angles and shapes for the hand action for bicep weaning To modify some curves on the new 30th frame. Zooming helps in matching the fill color to its outline as both are on separate layer. When done, simply apply the shape to in between the frames and assign ease out value as well.

Let's see if the morphing is working out well or not. It looks like it's working well now. On the 30th frame, we need to alter the forearm drawing according to its position done some modifications can be examined near the shoulder point. The hand position is just right. So, let's add a new keyframe at 30 inside the shirts in ball and match the shoulder area. Right click and apply the shape to him.

Also assign the hundred ease out value to that when times To review the animation, the movement is going absolutely fine. Just correct some small noticeable changes. Before moving ahead, once again cross check the ease out value between every twin the action looks right Flo is correct. smoothness is satisfying, but still some cuts are visible in the main animations involved. At this point, these changes can be worked out manually once the time is frozen between the actions in this main symbol where you see the guts there in between the motion twin, we need to add keyframes and carry out the changes key by key. So for the forearm action, press f6 and create keyframes between two poses on each keyframe, move and adjust the right hand to match it with the shoulder joint as seen in the video.

Similarly, we have to add the keyframes between the 20th and 24th frames inside the right hand symbol as well. On each key, we have to match the Joined manually as seen in the video. Keep adding the keyframes wherever we need to just the hand too with each key. We are trying to get the best result in simple ways. You can treat the keys according to your actions and motions. You can use your own treatment to the keys as long as all the cuts and jerks are removed and don't appear in the animation.

Finally, Once you feel like through with the changes, rebuild the animation and the result is up to the mark. This might feel time consuming, but you can see the improved results in the end. We have added well time expressions, body movements and hand actions. You will take time when you're still learning, but things will change once you have experimented with these technique. The next part of the dialogue is Welcome to this tutorial. Press f6 to add key frames on the 58 and 63rd frames.

We can also pick up some of keys that can be reused. So we get some of them here. Grab and hold Alt key on keyboard to copy the 24th frames and place them on the 63rd frames and hold the Alt key after placing the copied frames on your desired location. Remove the unnecessary twins by right clicking and apply the motion tween between the keyframes on 58 and 63rd frames shift the keys on 63rd frame to 62nd place even apply hundred ease out value. This value is applied between every tween in the file. We are referring the earlier case for reuse.

So grab the keys on the 20th frame and paste them on the 68 frame please them using the same steps. Remove Unwanted twins and assign motion tween to earlier frames. Hundred ease out should be applied here too. You can notice some cut areas on these keys. We will adjust them step by step as we did before. Step inside the head symbol and insert the keyframes on the same intervals.

We are using the same method as we did in the main symbol animation. reuse the earlier keyframes for current additional keys. Keep the timing exact to match the movements. Now you'll notice that we have sped up with the animation work also maintain hundred ease out value Repeat the procedure inside the hand symbol as well. Add and reuse the keyframe of the particular numbers. Step inside the forum symbol and add keyframes with the same method.

Ease out value applies for the shape tween also Similarly, inside the biceps in ball ad and reuse the particular keys at New frames apply shape to in and ease out value. Adding the key frames inside each symbol to resulted in much smoother animation. Still some finishing touch remains. For the right hand 68 frame, copy the previous 62nd frame and rotate it to match it up with the shoulder joint. Till now you must have memorized which exact keys we are reusing for which position copy the keys on the 68 frames do the same inside The photons involved so that the sleeves morphing will match with the movement. We will vary some movements here.

So, on the 68 frame, stretch the forum and we will replace the hand drawing on the same key. Who side by side you're acting the same action to understand which action and pose we are up to. Let's move towards facial features. Inside the eye cymbals, copy the complete eyeblink frames and duplicate them on new keyframes positions. Do the same inside the shirts in ball as well. Add and reuse keyframes on the same positions that is 58 and 62nd.

Remove Unwanted twin and apply shape to in between the keys with hundred ease out view the motions. The left hand seems to be very stiff. So let's try to fix that by slightly rotating it inwards. We will hit points of the hands are already adjusted. Match the right hand joints. Check the animation on the last keyframe there are some changes to be done inside the right hand symbol.

So step in Side biceps in ball and on the 68 frame, we need to modify the drawing according to the action. direction of the bicep curl will change, apply shaped when and hundred is out value. Similarly, modify some overlapping lines inside forearms in ball. Take care that you should be doing this on the 68 frame. forearm and bicep movements are looking fine now. So let's move ahead with the hand drawing change on the last key instead of creating a new drawing We can try using the IB created for earlier action.

Copy that keyframe and place it on the required frame. And yes, the hand is perfectly suitable for this. just adjust the positions according to the sleeves and action. Even the snap between the hands drawing change is not visible. Play and preview this animated part. We are happy with this.

We did this faster than the earlier section. Let's move ahead with the next section. insert new keyframes on the 73rd frames. slightly rotate the right hand up apply motion tween to connecting keys along with ease out value. Some steps are to be followed Inside each symbol inside the right hand symbol, slightly rotate the forearm with the hand from the elbow joint. This is going to be the subtle pose for that dialogue section.

Apply motion to win and hundred is out. Outside the bar symbol copied 68 frame for 73rd frame on the right hand layer. On the 73rd frame, we need a different hand drawing. So enter the hand symbol to avoid the dyadic jerk and a keyframe on the 78 instead of the 73rd frame. At first, add a rough hand drawing using brush tool As I said earlier, you can even use the hand from hand libraries provided to us. That would definitely save your production time.

Create the fair drawing with the line tool in a new group. Keep the snap tool on. Snap tool helps to join the drawing parts very finely. You can make out the angle difference between the earlier and current hand drawing. Fill color to the new hand. At the same time, delete the rough drawing created by using the brush tool and also the previous hand on the 78 frame.

Fill the same skin color to the new hand. See if you notice that jerk. Yes we can. So to remove that, go inside the hand symbol and simply shift the 78 frame to the The 64th frame. Now, there is no joke scene in the animation. Outside the hand symbol, we copied the 68th frame on 73rd frame for the forearm, and just the hand position to it.

And done. preview the animation. There are some frames where we need to adjust the placing manually inside the right hand symbol. Adjust the position, adding the keyframes just match the joints according to the action. Even small cuts can be adjusted by this method. Zoom in to the maximum to make up these small cuts to also grab the hand key while adjusting forearm We converted more motion tween frames into keys here.

Such adjustments are easier when done manually or say key by key. It's not necessary that for each find you will face the same problems. let's preview this one more time. In the first few frames itself, you will notice some shoulder joint cuts visible. Let's fix that step inside the shirts involved and check these out values. Those are perfectly fine.

So outside itself, we create keyframes between the fifth and the 11th frames of the right hand layer. Now, on each key, we need to adjust the hand to shoulder position manually. Yes, this worked out very well. The only part left is the last part of the sound file. Let's hear it once again. Hello and welcome to this tutorial by arrow media happy learning.

Last part includes happy learning. Press f6 to insert keyframes on the 96th frame. Review if any of the keys can be reused Grab all keys on the 62nd frames and hold Alt key on keyboard. Dragon plays the copied keys on the hundred and first frames, leave the Alt key once the frames are placed on proper location. The other option for this is to right click on the selected frames, copy and place them on the preferred location. Remove the unwanted twin keys are shifted 200 frames and apply motion tween between the keys.

Some more keys we are searching for which can also be used smartly. These tricks or techniques give you the same result with minimum use of time. So here we copy 17 frames and paste them on hundred and 60 frames. also applying motion to in between the keys. Let's start with some modification of these keys. Root Right hand on the hundredth frame.

For last sound clip we are planning to show a waving hand. According to that, we need to modify and match the drawings of reused keys as we did for earlier part. A lot hundred is out to current motion to him. On hundred frame we need to modify so in the main symbol, keep the timeframe on the hundred frame and then double click to enter right hand symbol. In here, create new keyframes at the same intervals. As said we are going to show a waving hand.

So rotate the forearm with the hand in up direction. Stretch the forearm part to maintain its volume applying motion to win between the keys Along with hundred ease out value for wave hand we need a different hand drawing. So step inside the Hanson ball and we have already a hand drawing available in previous keys which can be used. Copy that key and place it on the 98 frame 98 is the in between frame number of the actual motion to in keyframes. Drawing change between the motions avoids the notice able snap you can view hand action looks very correct when in the motion. Insert keys at hundred and 60 frame of right hand symbol here, the right hand goes behind the head.

So inside its symbol, copy the 10th frames of hundred and 60 frames. This creates a proper hand wave action still some film is to be done inside the forearm symbol, create and reuse the keys which same method. Do the same for the bicep symbol. We have almost reuse the keys. So it's reducing our workload. Even shaped when should be applied hundred ease out value.

You can notice the difference after that almost all cuts are gone. So repeat the procedure inside the shirt symbol as well. Copy and place the keys that the exact positions apply shaped when For additional movement, grab the complete upper body and rotate it slightly to one side. Before rotating its pivot point was placed on the bottom center of this election. Rotate and adjust the left hand also for some extra movements. Such changes give a different look to the keys even if they are reused.

Modify the hands angle slightly on hundred. Now, add new keyframes at 111 on this key shift complete upper body a bit down Applying motion to win and hundred ease out between these keys slightly tilt the head let's add some more hand wave action. So, inside the right hand symbol, add keyframes on the same spot that is hundred and 11 also create keys at 116 for an additional hand wave on hundred and 11th frame, pick the forearm and hand place its pivot point to the elbow joint and rotate slightly inverts give hundred ease out and check out this slide and Nice hand wave created. Let's check the full animation in the main scene. We're almost done with 80% of the complete animation. create additional and last keyframes on Hundred and 16 grab the upper body on this key and slightly tilted keeping the pivot point at the bottom center.

Apply motion twin and unchanged ease out value of hundred. We have maintained this ease out value throughout the file. Add slight rotation to head on the last key and slide rotation to forum inside it's symbolic. preview the animation full file to find out small mismatches, if any. Here you notice that the full character is animated nicely, but the zipper portion seems to stiff. These are some of the minor modifications we need Doo doo Hello and welcome to this tutorial by Aruba media happy learning.

Even for the last few keys, character expressions are to be added. So, inside the head symbol, insert keyframes at the same intervals. At the same time, apply motion tween as well as ease out value. Now, on the middle key, pick all facial features and shift them a little down. Now we get up down movement here. Similarly, for the last section, we have not added a blink inside both di symbols.

Copy the blink frames and place them on the exact last section frames. We are copying the blink frames with the same method of drag and drop holding the Alt key exit to scene and hit enter to preview the animation. Now the facial expressions don't look that static in the last section. Let's move ahead, step inside the right hand symbol. Lock rest of the layers and add a new layer below the boy underscore hand layer and draw a rectangle on this new layer. Fill it With the same shirt color into it and the same stock color line change the fill color to a little darker check that snap tool is on.

Now this rectangle will be placed in such a way that it will play the role of the inner side of the sleeves. This takes away the cutout feel of the sleeves. Now, according to the hand action, this part will be managed. So convert this into the graphic symbol first. And now keep adding the keyframes on this layer at same intervals and match it to the sleeve portion manually on each key We will also apply motion tween between the keys along with hundred ease out value. Keep adding the keyframes modified on each key using free transform tool.

This part is not that complex so we can complete it fast at some keys that part is not matching up with the motion twin for that we can adjust it key by key between the motion tween but that will do it later. First we have added all the basic keyframes and edges, this part All the main keys are inserted for forearm we added some keyframes in between motion tween to adjust its position slightly with the bicep. Similarly Some keyframes on hand layer to match hand with the moved forum. Now we need to match the new layer drawing key by key. So before that rename its layer as inner side. Now, add the keyframes between the motion.

Accept this new layer, lock the rest and key by key max that inner sleeve with the forearm sleeves. Zoom in to the maximum to match it right at the same time. Correct the site changes as well, which are clearly visible here. biceps shape is not matched properly on one of the keys. So, match the fill color to outline neatly. It looks perfect Now, again let's start with the inner sleeves part.

Done. I know now we have to check every single key to solve even a small group Problem zipa position is still not adjusted, place it as per the action on main keys done now if you remember earlier we moved the right hand layer about the shirt layer by For some actions, we need that to go behind this short layer. So to do that, let's see what we did. Watch it carefully, as it's a very important part of the animation. We selected the whole layer of that hand, right clicked on the frames, and selected copy frames. Then we got here, a new Flash file, and paste it that copied layer in here in the library, modified all symbolic names.

Here, instead of changing whole name, you can just vary the names by adding one single alphabet. Again, cut all the frames by right clicking and in our animation file, paste those frames on new layer above boy underscore neck layer. Now, look all the layers except that new layer. some modifications are to be done inside this new layer. renaming of the symbols help Not to replace earlier symbols available in this file. So, modifications done here won't affect the animation done.

Step inside the new right hand symbol. We don't want this inner side portion to be visible in the animation. So simply right click on that layer and put it on guide. Even guide the bicep layer and forearm there to guide the bicep layer from original right hand symbol. preview the animation on very first key Purim cart is seen. Step inside the original right hand layer and delete the forearm.

Hand And innosight drawing from the first key now exit the scene and enter inside duplicate right hand symbol. Here, add three new layers, copy the first frames of the forearm, hand an inner part and paste them on new layers, we will keep only the first key which was deleted from the original symbol. So, press f7 on the second frame of newly added three layers and also remove the guide from them. This will keep the forearm hand and inner parts first drawing visible from the duplicate right hand symbol. This might feel complicated for the first time, but if you go through the section once again or practice it, then you will understand this process and help you get good effective output. You will see the difference here earlier by suppose overlapping this shirt and shoulder area but not now.

Preview the complete file in the main scene. One more thing we notice here that we have to change inside the original right hand layer. In last animation section, we need to adjust the hand remove some of the keys and press f6 to create new key at the same place. Just a hand with the sleeves on that key. Let's go through preview once again. Oh, welcome to this tutorial by aroma media happy learning.

So this is our final output. You can go through this as many times as you want. So finally we are done with the character lip sync, character expressions and character action. According to the sound clip. You can choose any of your favorite character and sound clips to work on. You can include couple of your own tricks and techniques to get the best output.

Hope this tutorial helped you. Thank you for watching this tutorial presented by Aruba media. Keep practicing and be ready for the next lesson.

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