Vector Art | Corporate Identity | Advanced Animation
Advanced vector & keyframe animation often allows cleaner, smoother animation because images are displayed and resized using mathematical values instead of stored pixel values. This is true for more traditional looking animation, or for content that is labelled motion-graphics
You have the option to A) further explore Animate (formerly Flash) and look at character emotion/face libraries for complex looking animation or B) to explore the field of Motion Graphics which uses vector objects combined with keyframed video effects to give a modern look-feel to most moving content.
I'm using SouthPark as a way of introducing complex animation to you because of the rudimentary nature of its animation. Originally SouthPark was done using construction paper, but after a couple of seasons due to the time constraints in production it migrated to the computer, but always retained its rough feel
Special thanks to S. Hughes
TASK 1 - CREATE YOUR CHARACTER
TASK 2 - CREATE THE PROPER FRAMES IN THE HEAD SYMBOL
TASK 3 - SPEAK OH GREAT MOUTH OVERLORD
Your task will be an easy intro to 2D characters as you will be tracing some of the simplest characters out there ... South Park! Simply follow the steps listed below. Please READ ALL STEPS BEFORE BEGINNING. See the South Park version of Mr. McIntyre below:
Final Version - After Tracing in Flash seen at left
Visit the site listed below and try to create a South Park version of yourself.
Please don't spend all class trying to get the character perfect. The goal is the use of the tools and not how close you can make the character resemble yourself. Make your character clean and easy to re-draw
Website
(alternatively this link instead if that site is slow: https://react-sp-studio-lz165mw5m.vercel.app/#)
Start a blank new flash file
Make sure your Animate workspace is set to window>workspaces>Animator view.
Once you have created your character, save the image created in the southpark creator. In Animate you will:
Save your file as firstname_lastname_spCharacter.fla.
File>Import>ToLIbrary the image you just saved from the southpark creator.
From the library (bottom right area, you'll see a list of assets in your animation - which atm will only be that one picture), drag the image to the stage. We're about to start to tracing our avatar now. Double click the layer_1 name and rename it to ORIGINAL
1 - rename layer with picture to original and lock it
2- Create body and head layers
3- You can control fill and stroke colours here
Your picture needs to be on a layer entitled "Original". LOCK THIS LAYER (#1). Create 2 more layers (#2)
BODY (everything other than the head)
HEAD (the head incl. the hair, any hat/earrings) - DON'T DRAW EYES OR MOUTH
As we're about to start drawing, remember that every shape has a FILL and a STROKE, to change the color of each you simply go to the toolbar you'll see the stroke and fill icons (they look like a solid square and an empty square respectively - like in many other Adobe products). #3
Don't worry about re-drawing the mouth, it will be made later as we frame mouth positions for the different sounds.
As you trace the body you use a combination of line tools and pen tools. We will take advantage of their vector nature to bend the vectors so that they 'fit' the character. Make sure you're drawing the body on the body layer, and the head on the head layer
Using the subselect tool (A) you can adjust the shape of any object by grabbing the Bezier points along the path of the shape. Finally, if every shape you draw in Animate has it's own grouping, to change things within the group you either need to double click it as in the typography assignment), or break it apart (CTRL-B), then begin editing it.
Once you have vector (line) contours, you simply use the paint bucket tool to fill spaces. If a space won't fill you can go to the modifier at the end of the toolbar and choose 'close large gaps', and it will generally fill properly now.
You can see the finished vector-traced object at left.
In this task you will setup up all the necessary mouth positions and emotions for your character. These will be used to sync up the sound in the next task.
Unlike in photoshop there's no way in Animate to deselect something, so while working in Animate it is useful between selections to click off into the "grey-space" at the edge of the timeline before you plan on selecting a frame, or several frames. The reason for this is that if you have a frame selected already and you try to drag your cursor over a series of frames in your timeline, it's quite possible you'll create a cascading series of mistakes. If you make a mistake - don't try to fix it. Stop and go back a step (ctrl-z). Always!
Lock the body layer and hide it (the little lock and eyeball icons up in the timeline). You are going to click on your head layer and hit F8 and convert the head to a graphic symbol. Convert the head to a head symbol.
Do the same thing for the body (i.e. lock the head layer and hide it, unlock the body and convert it to a graphic symbol by pressing F8.
Double click on the head graphic symbol (you should now be inside the graphic symbol and not on the main timeline - see #1on picture). To get back to the main animation, we exit the symbol by clicking on 'Scene 1'. To re-enter, just double-click the head (bordered by a blue-box, which is how we know it's a symbol).
Head to frame 25 and insert a FRAME (see #2) (or click on the frame and hit F5)
Lock the Head layer now.
We are now going to create all the necessary mouth positions and emotions for your character (see image above)
We are now going to create the following ADDITIONAL layers inside the head symbol:
mouth positions layer
eye layer
notes layer
We're now going to draw our eyes (and eyebrows if relevant) in the eye layer, and a default mouth in the mouth layer.
You are now going to create a series of mouth position keyframes along the timeline. Keyframes occur when information of note happens along the timeline. You can tell a keyframe from a 'static frame' by the fact it is is represented in the timeline by a filled or empty circle. An empty circle means that you have no information in that frame (but Animate considers it to be a ... well... key frame in the time flow), while a filled circle means there's something (content) in that keyframe. Lastly, you can have small red flags on keyframes which mean that there's some label or code Finally, the empty rectangular box at the end a series of frames (there are regular frames and keyframes) means that's the end of a static series of frames (it means nothing to Animate except to imply that something is GOING to happen in the next frame, because it will be a keyframe).
We're going to make keyframes shortly (by either right-clicking on the timeline at a frame and choosing insert blank keyframe, or by hitting F7). I encourage you to learn the shortcuts since they will save you a pile of time. You can choose to add many other layers to animate if you wish, but for simplicity's sake, I've included only mouth, eye and head layers.
What you will do is create blank new keyframes under the mouth layer. To make a blank new keyframe simply right-click on FRAME 2 of the mouth layer and insert "blank new keyframe" (or hit F7, see pic below). Go ahead and do that for frames 3 through 12. To make it easier to see the blank keyframes you can zoom in on the timeline by adjusting the zoom level (picture at right) above and on the right of the timeline.
You can find sample emotions listed below:
Example of various Emotion Sample
Example of some Mouth Positions
You'll be creating 12 different mouth positions. Simply choose your brush tool (1), make sure you're on the right frame (2), label it (4, you have to hit enter when you're finished typing in the label), then when you're done drawing the mouth shape (3), click on the next keyframe in the timeline and draw the next mouth-shape. Use combinations of brushes and paint buckets to get the various mouth shapes. Try to line them up so your mouth is always in roughly the same spot on the head.
Frame 1: M, B, P (Neutral Mouth)
Frame 2: AH (Open Mouth)
Frame 3: D
Frame 4: EEE or EH
Frame 5: F
Frame 6: L
Frame 7: M
Frame 8: Oh
Frame 9: R
Frame 10: S
Frame 11: Uh
Frame 12: Woo
On your eyes layer, simply draw to large ovals and rotate (use your free transform tool, next to the select tool) them on angles. These are the "typical southpark" eyes. Extend the eyes keyframe out to frame 12 like the you did with head frame. Right click on the eyes layer on frame 12 and hit F5.
YOU CAN BE DONE HERE IF YOU WANT. FOR MORE ADVANCED ANIMATION YOU CAN ADD ANOTHER SET OF EMOTIONS OR EVEN OTHER FACIAL FEATURES
Only do this if you want a challenge with your animation.
Here's what I did:
I've animated the eyes separately for frames 1->12
I added eyebrows for frames 1->12
I added a notes layer with a keyframe at frame 1 and frame 13 - just to remind me what emotion I was going for in that region. (tv/movie characters will have dozens of emotional face-sets)
I highlighted the keyframes for mouth-positions, then COPY FRAMES (picture below left), then went to frame 13 and PASTE FRAMES. (so I didn't have to re-draw the mouth positions for my new emotion)
I created a set of angry-eyes (weird triangles typical of SouthPark) for the entirety of the second emotion (all in the left-eye layer)
Copying mouth frames
Setup that includes the full 12 mouth-shapes for a neutral expression, as well as angry expression
If at any point in time you make a mistake, don't start randomly deleting things. To clear a frame, but keep it as a keyframe, simply select the contents by clicking on the layer and frame that you want and hit delete (or Right-Click>Clear-Frame). To clear a keyframe simply Right-Click>Clear-Keyframe (by Removing>Key-Frame your timeline will shift on you reflecting the removed frame).
And remember, CTRL-Z is LIFE!
In this final task, you will make your character say one line of dialogue using the previous two tasks. We will also trigger it to play It must not simply loop.
A sample movie has been provided below.
For this task YOU MUST HAVE HEADPHONES! I will deduct 5% every time I hear somebody's audio clips!!!!
Make sure you are back on the main timeline (that is to say, scene 1). Click off on the grey area around the stage then go to the properties panel and set your frame rate to 24fps if it's not already.
Download the sample audio file below and save it to an appropriate place (click and on the google drive page click on download. Move the audio file to the same folder as your southpark flash file)
If they're not already - lock your body and head layers. Hide you original picture layer.
Go to "File>Import to Library" the WAV audio to your flash library.
On the main timeline create a a new layer called speech.
Select the (first) blank keyframe in the speech layer and drag your "ohmygod wav" file from the library to the stage (not onto the timeline). You'll see a little red line through the keyframe - that's an indication of a waveform (sound) that exists (see below)
Waveform present - as indicated by the red line
5. Click on your speed layer. Go to the Properties panel and make sure that your speech layer has a Sync setting of Stream (see picture above)
6. You'll notice that there will be a strange little line going across the middle of your 'blank frame' - don't worry, you just don't have a long enough time period for the whole wav file to be played at present. Remember, you only inserted it on frame 1 and at the moment that's 1/24th of a second. We'll fix that by extending out the amount of time available to the wav by going off to a frame somewhere around frame 48 inserting a static frame F5 is the keyboard shortcut (BTW, do NOT make this frame a keyframe). Because of my 'extras' like moving arms and body I have a series more layers than you will have.
If you made too many frames at the end of the speech layer, simply trim your frames back to where the wav. file ends. To do so, simply highlight the frames you don't want and then Right-Click>Remove-Frames. If things go squirrely in your selection, CTRL-Z!
We are going to use the keyframes that we created in Task 2 to sync mouth positions to the audio file we just imported.
Built into Animate CC is the Lip Sync button. It will scan the audio file you tell it too and using your preset mouth shapes, it will animate the appropriate shape onto the timeline - here's how we do it
Select the head symbol in your head layer. If it's not unlocked then do so now. Then click on the Lip Sync button (#1 in picture)
Tell Animate what layer the audio track is in (#3)
3. In the set-up-visemes section, you will click on the mouth shape/sound Animate wants (#2 in the picture above), then scroll through the list of YOUR mouth shapes (picture at left) and choose the appropriate one. See why we named them with labels now?
4. Click DONE. It will scan your audio and put in the appropriate mouth shape.
5. Notice how it's included a series of keyframes with labels as to what it guesses are your mouth-shapes. In some cases it'll be right, in others it'll be flat wrong.
6. We're going to correct the "oopsies" the lip-syncher made. If you feel like it's not the right mouth shape simply
a) click on the keyframe (1)
b) click on the head symbol on the stage
c) click on the FRAME PICKER (3)
d) choose the correct mouth shape (4)
In this case OH MY was simplified into NEUTRAL then AH. To fix it:
A) I clicked on frame 2 and chose the mouth shape OH from the frame picker.
B) I clicked on frame 5 and inserted a new keyframe. I used the frame-picker to choose 'M'
C) I clicked on frame 7 and used the frame picker to choose the AH shape (it's the Y sound in mY that the lip-sync though it should choose for that whole first bit).
All you want to do now is simply listen to the sound cue at each frame and fix the type of mouth position that's appropriate for the sound. In some cases the lip-sync will nail it, in other cases it won't. If you choose other emotional features, here's where you could chose, say, take the part where it's 'YOU KILLED" and make those mouth shapes the right ones, but with the ANGRY expression-set instead.
Preview your work by hitting Control+Enter (it's the exported SWF - the format that is web-ready).
Notice however that the thing loops over and over and over again. If you want to learn about making buttons and action-scripting you can continue with the next step. Otherwise you're done.
You can be done now if you want to be.
1) So choose File>Export>Export Video/media
2) Take the defaults and wait a minute after hitting the Export button. Adobe Media Encoder will pop up.
3) Submit your editing file (FLA file) and your exported movie file (MP4) to the Classroom
First thing we'll do in controlling the movie is to make a new layer called Control.
We're going to command the movie to stop by playing by default (by Window>Actions - or by hitting F9). This pulls up an action box. If you see ActionScript1&2, drop the menu down to ActionScript3.
In the window on the right type
stop();
This will stop our movie from playing when we hit Ctrl+Enter.
We now have to get our movie to start. The best way to do this is by creating a button.
Buttons are simply another type of symbol. Whereas regular symbols (graphics/movie) have their own timelines, a button has a pretty simple timeline that has "States".
Making a play button is remarkably easy. At Frame 1 of the control layer we're going to make a Button called "PlayButton". To do so, click on Frame 1 of the Control layer, up at the top menu click on Insert>New Symbol. When the dialogue comes up, make sure you choose Button and name it PlayButton (no space).
Once you've created the button, the screen will completely change for you. (picture above). Don't freak out and drive a sharpened keyboard through you monitor, this is normal, every time you edit a symbol you will move away from the regular timeline and move into this type of sub-timeline-editing.
The key features of this Button Edit are that instead of a regular timeline we now only have 4 'states' the Up state, the Over state, the Down state and the Hit state.
Simply put, whatever is in Up will be seen regularly w/out having your mouse near it, it's the default view of your button.
Your Over state is what your button will look like when you hover your mouse cursor over it.
Down is what it looks like once you've pressed down (but not released the button click).
Finally, the Hit state is where the trigger is. Typically, the Hit is the actual button shape itself, but can be really anywhere or anything on the page. We'll make ours the same size/shape as our button plus a bit on each side.
For more information follow this link here.
Up state
Over state
Down state
Hit state
You can see the 4 states above. In up I typed in the word Play and drew a rectangle with rounded edges. You can put anything you want in there. In Over I changed the colours of the word play. I did so again for the Down state.
To populate each state, we need to have keyframes in each state. So, mash F7 a few times to create a blank keyframe 4 times. Next - we'll make the button itself. Do as you please, but it's probably easiest to just make some text called play and change its colour in the 3 states.
For the final hit state, just make a filled rectangle a bit bigger than the originally button size.
Finally - let's control our movie. We have already caused the movie to stop upon loading. Now we want our button to allow for playback. To do so we will first make sure the button we made is on the stage and visible. Here's the control we want on the movie:
movie loads but pauses at the beginning, waiting for a user-input
user presses play
movie plays
To get our movie to do this, we will do the following:
Open our actions panel and place a global stop script on Frame 1 of the control layer (we did this back at the beginning of the last step).
Drag our Play button onto the stage (we just finished this)
Click on your button. In the Properties panel make sure our button has an instance name. playButton would be good (see picture below)
Now, unless you want to learn some actionscripting, you're going to copy/paste some code over to the actions window and paste them below stop().
stop();
playButton.addEventListener(MouseEvent.CLICK, clickHandler);
function clickHandler(event:MouseEvent)
{
play();
}
What that does (for those curious)
line 1: stops the program from running
line 2: adds an event to "listen" for the mouse-click on the object playButton (our button). It says, if button is pressed, run the function (mini-program) I called clickHandler (though it could be named anything)
line 3 defines what happens when the miniprogram called clickHandler runs. It just plays the animation. Period.
Do 1 final File>Export>Movie (or hit CTRL-Enter) to publish one last time. Submit to me both the flash save-file (yourname.fla) as well as the published yourname.swf.
You should wind up with something like this:
SAMPLE CARTOON
PD_AspenBarker_AnimationProject.swf
RESOURCES
http://minyos.its.rmit.edu.au/~rpyjp/a_notes/anim_lipsync.html
In the ever evolving world of combining computing with visual entertainment (games/movies/TV) motion graphics has come to represent the incorporation of digital footage or animation (which creates the illusion of motion or rotation), with audio for use in multimedia projects. Simply put, we can combine real and rendered footage along with sound - manipulate it to give the illusion of motion and enhance a production. Much of this is driven by static graphic and moving elements controlled precisely with movement vectors.
You will be making the following motion graphics composition in After Effects (see below). To do so you'll need to grab these resources (click on each and download to a common folder called Motion Graphics on the D drive):
First thing you will do is open a brand-new after effects NEW COMPOSITION
FILE>SAVE AS IT TO THE LOCAL DISK DRIVE (it's probably called DATA D:)
Some background. After Effects has 4 major areas in the default workspace:
The Project Assets and Effects Control area (1)
The Composition Control and Timeline - think layers from photoshop/Premiere (2)
The preview area (3)
The Effects search area (4)
Bring in the video file TGJ3M MOTION GRAPHICS and (TGJ3M_Motion_Graphics_music) - the atmospheric music into the project assets area (you can drag them in, or right click in empty space and import>file and choose the 2 files)
Drag the VIDEO file down onto the new composition button at the bottom of the project assets window. You'll see it load in the timeline.
Down in the bottom left of the Preview area is the scaling of the shot (where it says 50% atm). If it's not set to FIT, do so now.
Right below the Preview where it says Auto or (in this case it says FULL) drop the RESOLUTION MENU down to Third. This will degrade the preview of our shot so the computer doesn't lag while rendering your preview.
We want to trim out the beginning bit of our composition so we don't see the intro. To do so:
Double click the preview pane. You'll get an editing window appear where you used to have the composition preview (center of the screen).
At the bottom of this window where you see a timecode click and you'll get a "go to time" popup appear. Type in 24;23 in the left side goto (see left at the very bottom). Click OK
Set (click) the mark IN now. We'll keep the existing mark OUT without any changes.
This will trim out the 24seconds and 23frames that exist prior to what we want. If you want to fine tune the frame to come in on you can hit PAGEUP or PAGEDOWN keys to nudge the playhead 1 frame forward or backwards
We're going to do the same thing for our audio. If we scrub our video to the end (hold SHIFT down and drag the CTI (current-time-indicator, the playhead with the blue handle) to the right edge of our video we can see the video ends at 53;06
In the staging area double click our audio (the MP3) Jump to 53;06 in the audio track (that's 53 seconds and 6 frames).
Click the MARK OUT button. See the audio trim back?
At the top of the Preview area let's head back to the Composition now (or alternatively just click on the composition layer in your Project space at the left). That gets us out of audio editing and back to the video track.
Let's preview what we have by pressing SPACE. If we end the music harshly at 0:53;06 it will seem abrupt and weird. What we'll do is extend the composition out to 1:00. Let's extend out the composition past the end of the video footage to capture this feel. It will be a black screen for those 7 seconds, but the music will continue.
Press CTRL+K (or COMPOSITION>COMP.SETTINGS). We're going to change the length of the composition to 1:00
After that click OK
Now, our composition in the timeline is longer, but it doesn't look like it. What we'll do is grab the TIME NAVIGATOR end point (the blue marker below) and drag it all the way to the right.
Timeline endpoint at 19s shown here
This will now show the composition that is 1:00 long in its entirety. Notice in the 2nd picture below the timeline's new end-point of 1:00s
Timeline endpoint at 1:00 and music extended to that point
Now that (A) our timeline is out to 1:00, let's re-crop our music to last to the full minute. To do that just grab the right side of the audio layer (B) and drag it to the 1:00 minute mark (hold SHIFT while dragging the right side to get it to SNAP to the 1:00 mark).
Right away we see our actress. We want to give her a name. I'm going to call her Nieve - and the location which is the Grand Canyon
A) Click on the screen. Click on the T(ype) icon at the top of the program. Then click on the screen. TYPE NIEVE ON THE SCREEN at 120 POINTS font. Hit enter to go to the next line and type GRAND CANYON but at 39 POINTS
I chose CENTURY GOTHIC as my typeface
I moved the type to the left side of Nieve
B) CREATE A NULL OBJECT. This is used in After Effects ALL the time. It's an invisible object that we can use to anchor other object's X/Y/Z points/rotations/effects. Right click down by the layers section and NEW>NULL OBJECT. Move the null to the middle left of your screen.
A red box will appear onscreen. And another layer in the timeline will appear too called NULL1. We now want a tracker to analyze our footage.
Turn the quality back up to 100% for this part. Select your video layer (the one that says MP4 at the end). Go to WINDOWS>TRACKER (it should already be on the right side by default). Notice the options?
A new window will appear in the Preview Section. Click on Motion Tracking. If the box is greyed out then you need to drop MOTION SOURCE to your video layer, and then click on the video layer on your timeline. Then click on Motion Tracking. There is a TrackPoint1 Icon on the screen now.
Zoom in a bit on the composition on your preview screen so we can see where the box is MOUSEWHEEL or CTRL and +
Move the TRACK POINT 1 box to Nieve's head.
On the Tracking panel also click on SCALE. A second tracking box will appear.
We're now tracking TWO THINGS. We're tracking the x/y position but we're also tracking the scale
Click on EDIT TARGET in the TRACKER panel. Double check that the NULL OBJECT is the target (as seen left - it should be).
Set the two tracking points to roughly what I have below. The second one being on the BUTTE to Nieve's left.
Now click the little PLAY BUTTON above the word apply on the tracker panel and let After Effects do its thing.
Don't let the video go until the end. We'll stop sometime around the 6:13 second mark.
Scrub the video - IF YOU'RE HAPPY HIT APPLY at the bottom right of the tracker panel.
What we're going to do next is attach our name to the null object. To do so we'll use the PickWhip (the little spinny icon on the layers panel below). Click, hold, then drag it over the null object. We've now connected NIEVE to the null object.
Click on the composition up top. You're most likely on the tracking layer. Let's head back to the composition by either clicking on the far left tab inside the Preview pane (or double click the composition object in the Project panel).
It probably does a decent job tracking Nieve's name, but of course we demand better. We want the name to fade out as it's close to the end of the animation.
To do so DRAG THE PLAYHEAD BACK TO AROUND 6;00 s.
Toggle open Nieve's name (see below)
Click the little stopwatch next to the word opacity. This makes the title 100% visible at 6;00 s
Use pagedown on the timeline to move forward until you are at the 7;02 mark
Change the value of opacity to 0
Notice how your name fades nicely now?
Now that you've added 1 LOCATION, try adding one more. At timecode 15;07 there's another clip of Nieve in the rockies.
Add another null object.
Create a new tracker object (by clicking on the video layer, then on the right click on TRACK MOTION), DON'T USE SCALE ON THIS ONE (just position)
Add the location COLORADO roughly where I put mine (see picture below).
Go ahead and run the automatic tracking.
You will find the word COLORADO jumps around a bit depending on what you put the tracker box on.
BEFORE YOU APPLY THE result to the null - open the graph view of the tracker (A)
With the 2nd tracker selected - and the layer subsection FEATURE CENTER clicked on, select all the points on the graph by dragging a window around them. (B)
Choose WINDOW>SMOOTHER (it'll be in the same area as the tracker). Change the tolerance to 12 and hit APPLY. If tracker is greyed out and unusable you have to have selected the speed points (not x/y points) in the graph view. Call me over if this is an issue
Smoother takes all that jagged keyframing (jitterying word) and smooths it down to simplified movement (at right).
FINALLY you can go back to the 2nd tracker and APPLY the information to the null object.
Track the text of the second location to the second null object.
If it sucks - you can scrub the playhead forward and back and reposition your word so it seems to be anchored correctly
To add rotation to the word COLORADO all we're going to do is:
(A) Click on the 3D rotational layer
(B) Click on the stopwatch next to the Y rotation label
See the 3D cursor at C? Also, notice there's a keyframe added at the beginning of the timeline for the word Colorado (D).
Move the CTI to time 40;12
Change the rotational angle (B) to -70
Scrub the CTI and notice that the text appears to be rotating with the camera?
Lastly, let's have the text fade out before it hits Nieve.
To do so just move the CTI to 37;08. Click the stopwatch next to opacity.
Move the CTI to 39;05. Type in 0% for opacity
Finally, around Timecode 40:14 (40 seconds, 14 frames) we're at Nieve in California
Create one last null object.
Do whatever type of tracking you want on this one (I only did motion and manually did rotation)
Add large sized title (MOTION is 120px, GRAPHICS is 96px)
Track the word MOTION GRAPHICS to Nieve.
I smoothed my keyframing again, but chose a value of 12 for smoothing (choose a greater value for less keyframes)
Add rotation as you did in the last step (I finished my rotation around 115-degrees).
Click on the Export button at the top left of Premiere. Give the file a name other than DSC001 (or whatever name it has currently).
Choose a default folder location (blue link in the export dialogue)
At the bottom right choose EXPORT
Find the the MP4 and submit it as the finished project