Character Run Cycle Animation(Side Angle)

40 minutes
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Transcript

Hello again to a new tutorial from Roja media. In this tutorial, we learn how to make a character side Run Cycle in Flash. Run Cycle is an animation which keeps repeating as it's being played in continuous loop. Once it's done, we can repeat it as many times as we need will not be manipulating each key, but using motion to win. This will make our animation slightly easier. First thing we are going to do is start with a simple character in a new Flash file.

Save that file and name it character Run Cycle side angle. scale down the character on the stage as seen in the video. Enter inside the main symbol and see that we broke down each piece of the body into different symbols and every symbol is on a different layer to Now, we have started creating the very first pose of the Run Cycle on the very first key we might have to edit some of the symbols from inside. That is the drawings of some parts of the character according to the pose requirements. Currently, we are editing the leg on top. We need to edit the leg under the symbol to using the sub selection and editing the nodes is one of the easy ways to change the drawing.

Every symbol of the body has to properly be matched, keeping the run pose in mind. Put all the layers temporarily on outline mode. It will help you in selecting all the required parts. Before you tilt it, place its pivot point to the center of the West line till the upper half body slightly towards the right, as seen in the video. Now, move the hands Not only the right hand, but also move the left hand. Switch on the outline mode to pick the hidden left hand behind the body.

Notice that every time before moving any multiple parts together, we are adjusting the pivot points as per the direction they are going to be rotated in. The hand placements are done Now, select the left leg and move it. Please follow the video to work out these steps right we need a ground plane for the running character. So add a new layer, name it ground level and draw a simple straight line as seen in the video. This will also keep the food placement always correct and will not go off the ground and the weight of the character will also rely on this ground level. Coming back We again edit the first pose.

Normally, while running, we close the fists of both the hands. So, we need to draw the fist inside the handsome balls. Use the pencil tool and keep it in the smooth mode while drawing Okay, here we are ready with outline drawing of the right fist. Now, pick the same skin color and fill it in the new drawing. We don't need the previous hand position anymore. So deleted.

Similarly, a left fist drawing for the left hand. Let's write using the same Pencil tool. Feel the same skin color to it and delete the previous left hand part from there. Coming back, we still have to finish the first pose of the run, check and edit each part using the sub selection tool. Now we are finished with all the changes. This is our final first pose.

Now, move to the timeline before starting with the second pose of the run, decided to extend the frame For the full animation, which used to extend up to frame 17, so select all the 17th frames of all the layers and press f6. This will directly create new key frames on the 17th frames, and these are supposed to be the last key frames of the animation. So, the same first pose will be placed on the last keyframe. Select and insert the keyframes on the ninth frames of all the layers. First and last keyframe pose is same. So the poses on keyframe one and keyframe 17 will be the same.

So on the ninth frames will create the second pose of the Run Cycle. Select all three pieces of the right hand and rotate them in front. To select the left hand parts, put all the layers in outline mode. It will help us selecting the hidden parts. Move the pivot point to the shoulder point and rotate it backwards as seen in the video. Keep playing the animation and edit the movement as required.

Match the joints properly, move down and modify the leg positions. Second pose will be almost a mirror of the first position. Outline mode and audience kin will be most needed options to arrange the position according to the previous pose. So for now, our first and second poses are completely ready with us. Now we need some passing key positions for the Run Cycle animation so On the fifth frame, insert keyframes on all the layers. Lock the ground level so that we don't accidentally edit them.

Grab the whole character and shift it down. And we are now starting with the new middle pose at frame number five. Legs are the only bit tricky parts. On this frame, one of the characters feed will be touching the ground level. Playing the animation between the editing will help you understand exactly which pose we are creating. Switch on the outline mode while matching the hiding parts.

This is the pose where the whole body is putting its weight on the ground relative to that will move the head portion a little downwards. Then again, select the full upper body along with the head and shifted slightly down. Edit and arrange the individual parts as per the pose. Keep playing to find out what changes are required. Both the hands need some changes here. Don't forget to place the pivot point of the hands to the shoulder joint.

Switch on the outline mode and edit the left hand correctly. Hands up pretty easier in comparison with the legs. We are done with the final pose on all the fifth frames. Now it's time to create the middle pose between the ninth and 17 frames, which will be on the 13th frame, like the ninth frame pose is a mirror of the first and last pose. Similarly, the pose on the 13th frame will be a major Have the polls on the fifth frame. Keeping this in mind, copy all the similar and reference post positions from fifth to the 13th frame.

Select the frames to be copied and hold down the Alt key on the keyboard while moving the copy of the frames to frame 13. And we are reusing the complete upper body part on the 13th frame inside the keyframes by pressing f6 on the frames where we have Not reuse the poses. Grab the complete lower body part. Note that the full upper body part was reused. We only need the changes in the lower part. That is legs movement.

Hide and edit the pose layers one by one. Left leg is arranged. Now select the right leg. Don't forget the small part of the zipper of the pants. We are almost ready with all the poses. Press Enter to play and check the animation.

Okay, on the 13th frame, we noticed that the fold created here is more than needed. So we'll have to added that inside the symbolic go inside that symbol and extend the frame still 17 that's our full animation length. Insert a keyframe on frame 13 where we need to remove the extra fold. Edit the drawing, step outside. Right click on that layer and click on synchronize symbols. Now it will follow the frame sequence inside that symbol.

See the change. Look at frame number 17. We need some drawing changes here as well. Step inside the same symbol and copy the first keyframe on the 17th frame. Now it looks perfect. Even outside, we have used the same first case for the 17th frames.

No more changes in the poses. It's time to apply Motion to end. Select all the frames of all the layers except the ground layer and assign motion tween from the Properties panel. Play the running movement. During the motion you will notice some unwanted unmatched cuts are created. We have to fix them.

Let's start with the characters left leg on frame five switch on the outline mode and you see the calf portion is not matched properly. So move the portion and fix it as seen in the video. Add some more keyframes between the motion tween to match the parts Right leg to be fixed now. Zoom in to mark every cut, play and check each and every unwanted cut. We shifted the key inside the right calf symbol along with the leg modifications, rearrange the shoe placements to Keep playing the animation to see our progress so far. Some gods are still pending, insert keyframes and match them.

Exit to the main stage area and extend all the frames of 200 Go back and finish the editing part. Some cuts are visible in the hands section to insert the keyframes wherever needed. Zoom in to the highest to match the parts accurately, as seen in the video. play the animation, no more unwanted cuts in the right hand. We check the zip part now. We have to check and edit each and every frame, even for the smallest detail part of the animation.

Play and check the run animation on the main stage area. We notice some wrist guards here. Enter the main animation symbol and zoom on the right shoe area. On some frames shoes should be touching the ground level. So, we need to add some drawing part in the shoe symbol. Step inside the shoe symbol and extend the frames till frame 17.

Insert the keyframes at six and seven where you need to change the drawing. Now, start the changes on six on this one frame the shoe will touch the ground. So we are modifying it that way. Switch on Odeon skin to maintain the shoe design and volume while drawing. When done exit pinball, and Firstly, select the whole layer of that shoe. Right click and click synchronize symbols to follow the frame numbers same as inside.

Now, on the same frame number, we need to edit the lower part of the character's pants. According to the shoe portion, please follow the video carefully to make these changes skew and match the calf area. When you play the animation, you will notice that on the 14th frame, the left shoe should also be touching the ground. So time to change the drawing in that shoe symbol to extend the frames up to frame 17 and then insert the keyframes on 14th and 15th frames. Change of the drawing will be on the 14th frame. We are Modifying to show a bent shoe.

When done exit ends synchronize symbols for that shoe layer to exit to the main stage area, character and cycle looks successful. The only stuff that should not be steady and stiff while running is hair. Keep double clicking to the head to reach the hair symbol. Before that extend all the frames still frame 17 in head symbol. This is a hair group. Break it as shaped when works directly on the drawing.

Even here, extend the frames Other than frame 17 only the front wavy portion of the hair will get animated. So accordingly divide the parts of hair into different layers. Remove the unwanted line and lock that layer. Put another layer on outline mode and lock it to add a new layer above it. Draw identical half portion of the wavy hair on that layer. Delete the unwanted line.

Feel the same hair color. add one more layer. No, draw remaining half portion of the hair on it. Keep the previous layer on outline mode as well feel the same color and remove the unwanted line. So, in short, we have divided that wavy hair part into more layers, press f8 and make symbols of both the parts individually named the first part here 01 And the second part as hair 02. Now, individually, we animate those parts inside their symbols.

Enter the hair 01 symbol, and here as well divide the outline and color patch in different layers. So, select the outline, cut and place in place on the new layer. Now, we can start animating. Insert the keyframes on frame five and start the Editing by holding and moving the patch node. Do the same for the outline node on another layer. Via using the sub selection tool for editing match the outline shape to the color patch.

For better effect, let's change the shape even on the first key. Match the outline shapes and color batch properly as seen in the video. To keep the hair flow maintained, we are copying the same keys. Copy the first keys and place them on the ninth frame. Copy the Fifth frame keys and paste them on the 13th frame. And at last, copy the first key frames or the ninth key frames and paste on the 17th frames apply shaped when to all the in between frames.

Some wide gaps are visible when we see the animation playing. Let's take the hair movement in the main symbol. also select the head symbol layer and right click to synchronize symbol as we have added some animation inside this involved. Now, inside the head symbol, delete that unwanted layer and to remove the wide gaps start adding shape hints as seen in the video. For shaping, press Control plus shift plus edge we have added ABC hints on the outline layer and placed them exactly on it. three nodes.

Now, on the next key plays the ABC hints.on their relative positions. Again, add ABC hints on Fifth frame, place them and arrange the respective hints on the ninth frames. Similarly, place new ABC hints on the ninth frame and place the respective hints on frame 13. Again, press Ctrl plus shift plus h three times on 13th frame arrange them to the nodes and arrange the respective hints on the 17th frame. Now, all the hints work is done for the outline layer. Now hide that layer And repeat the same procedure for the color patch layer keys as seen in the video.

Add three ABC shape pins on each key for the color patch and on the succeeding key match those shape pins on their relative positions. When you play the animation, you will see now that the shape tweening is working properly without any gaps. Lock the outline layer while working on the color layer. Green champions indicate that the hints are properly matched to the position So all the hints are added to this hair portion. Keep both delays in normal mode and check the animation. Do the same for hair zero to simple step inside that symbol.

Extend the frame still frame 17 and divide the outline and color patch in different layers. Insert keyframes on the fifth frame and edit that drawing for the hair flow. Match the outline to the change color patch shape. Please follow the video to get the steps right. We are swapping the keys on first and fifth frames with each other. No, I did the drawing on Fifth frame as seen in the video.

Apply the shape to in between the keys. Again, copy the first key frames on the ninth and 17th frames and copy the keys on frame five to the 13th frames. Apply shape to in between all the keys when you play the animation. Similarly, you will have to add the shape ins on each key and match their positions on the next keys as we have done earlier. Here too, we'll need three hints A B and C for every key. The shortcut for adding the hints is Ctrl plus shift plus edge hints are turning to green.

That means they are matching to the proper nodes of the shape. The color layer in animation looks good now. Similarly, work out the same for the outline layer. Lock the color layer and stuff Adding the hints on outline layer. If any of the hints don't match to the point it will remain red. Then time you will have to zoom in and match it to the exact point needed.

You can add as many hints as you want, as per your animation Finally, all the hints are added and well positioned. Check the hair movement in every symbol while exiting to the main run symbol. Keep playing and check the hair movement, even in scene one that is on Main Stage area. Note that working on small details gives us a better and bigger impact in the animation. Here you go. We are ready with a pretty good character side Run Cycle.

It's really not that hard. What's nice about this is once you have the Run Cycle animation, you can use this as a foundation for other character in so many different projects. So hope you enjoyed watching this tutorial. From our media. We'll be back with you soon with another animation tutorial. Thank you

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