Turn in projects to the Triggers&Behaviors folder.
Download the blankTriggers&Behaviors folder and drag it to the desktop. Open the Character Animator project file. Double-click the Puppet 1- Basic Triggers to open it in Rig Mode.
In the rig panel, turn off visibility of Yellow Light. Drag and drop the layer into the Triggers panel. Type 1 in the box to the left.
Do the same thing for the Blue Light layer (but type 2 in the box). This time check the latch checkbox at bottom.
Note that latched triggers are filled in.
To have one trigger effect three layers, first turn off the visibility of the green layer and drag it into triggers, and type 3 into the trigger field. R-click > rename to rename the layer 3 Lights. Now grab the OrangeLight + Red Light individually and drop them onto the Green Light layer (note you don’t have to turn off visibility for these, only the first Green light.) Turn on Latch.
To make a new swap set, drag the entire Hand folder into the trigger panel. You’ll get an option: Create single trigger or Create swap set.
Whichever layer has the filled-in finger icon will be the default.
Enter separate keyboard triggers for the different layers. Default doesn’t need one; it’s triggered when the others end.
Double-click the Puppet 2- Triggering Behaviors to open it in Rig Mode. Select the Explosion layer and scroll down to Behaviors panel in lower-left. Click the + button to add Cycles behavior.
Start: when triggered
Layer order: top to bottom
Cycle: once
Now, we still need to add a Trigger for the Behavior. Drag the Explosion folder into Triggers, and type 1 in the box next to it.
Fireball: Same except:
Cycle: continuous (looping)
Layer order: bottom to top
Green light: Behavior = fader. Note this doesn’t need frames, it’s like an effect that Ch can apply.
Latch
Chicken: This is animation physics.
Tags: physics > Collide, Dynamic and Modifiers > draggable
Behaviors: physics
Bounce off scene sides checked
Flower growth: Another cycle layers, but this time:
Certain layers are tagged “cycle pause,” and need to be triggered again to continue
Bottom to top
Forward & Reverse checked
Arm rise:
Hold on last layer
Forward and reverse
Latch the trigger
No tag: this combo means it plays through once, holds, and waits to be triggered again