Animation in adobe character animator CC complete motion capture animation follow along course | Yash Rajoliya | Skillshare

Animation in adobe character animator CC complete motion capture animation follow along course

Yash Rajoliya, A lot more than creative Professional

Animation in adobe character animator CC complete motion capture animation follow along course

Yash Rajoliya, A lot more than creative Professional

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14 Lessons (1h 20m)
    • 1. Skillshare course introduction video

      1:16
    • 2. Introduction to workspace

      5:39
    • 3. Creating head structure

      8:37
    • 4. Creating eye structure

      8:09
    • 5. Creating mouth set

      10:33
    • 6. Creating body structure

      2:44
    • 7. Creating arms and hands structure

      7:29
    • 8. Animation puppet assembly

      3:01
    • 9. Puppet head rigging

      5:17
    • 10. Puppet neck rigging

      1:32
    • 11. Static body rigging

      4:31
    • 12. Arms and hands rigging

      8:19
    • 13. Fixing possible errors

      4:18
    • 14. Animated scene setup

      8:46
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About This Class

  • Adobe character animator essentials
  • Complete animation workspace overview
  • Complete animation puppet design and layer structure
  • Complete Rigging process of an animation character
  • Complete animated scene production
  • Class projects for better understanding of subject
  • Complete follow along teaching method to ensure proper understanding of minor details in the process

In this 2-D animation course you will learn about the complete process of gesture controlled  animation . You will learn about creating complete animation puppet in Photoshop . Complete layer structure , ideal nomenclature and master group information will be given . Then taking that puppet to adobe character animator , you will learn about the complete rigging process . You will also learn about fixing and troubleshooting common errors during rigging process   At last you will learn to animate the same puppet in character animator and we will also create a gesture controlled animation scene at the end of this process .

In this course we will use minimal raw materials to create a  beautiful end product . We will start by just a single png image and convert that image into puppet and then use  puppet to create a complete animation sequence .Various essential information like independent mesh properties and their connection behaviors will be discussed .

Best part and advantage of this course is that it is completely follow along course which means you will see me creating everything in front of your eyes . In this way you will be able to learn every minor detail of the process . 

Meet Your Teacher

Teacher Profile Image

Yash Rajoliya

A lot more than creative Professional

Teacher

I am yash rajoliya , a vfx-3D artist , video editor , graphic designer, web developer and freelance professional . Education wise I am an engineer but I am also fascinated by various digital content creation processes. I have been working on animation  and editing softwares for about 5 years . And I am here to share my experience and knowledge with new and budding professionals .

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Transcripts

1. Skillshare course introduction video: I do with this we can break would be a 3D animations. You can't answer is yes. Then you added that I was never be run I imagine that would be an ion dx, dy dx. We get Ethernet.begin. I met in ASU and energy. In this books, I will tell you how to create a public in Photoshop. And we will create complete layer structure for that purpose. Then we will take that topic and we will rig that topic in Adobe Connect ending it. I will fix that usually arise during rigging process. And then we will create a complete an electric fence in a rectangular. This process complete follow along posts and like an icosahedron me tells you some part of that process. This process would be completely for the long process. And you can follow from start to end. And after completing this course, you will be fully confident in saying that. 2. Introduction to workspace: Hello everyone and welcome back to this new video. In this video, we will see the workspace and we will review our workspace. We will know different parts and their uses. As you can see in our record tab, we have this project panel. And the use of this project panel is to store your raw materials. You can drag and drop different puppets, different scenes into this project panel. As you can see, it guys aren't movement. We have our tool for the job puppet here. And in triggered panel, we can set different triggers, like you can see, we have different buttons linked into different sections. So you can keep your triggers here. And this panel is the timeline bundle. Here you can create complete seen in Adobe character animator. You can use different backgrounds, different objects, and you can record them, you can stream them. In this timeline panel. And under a puppet you can see in this scene we have recorded their movements of different parts of the body. So you can stack different properties, different backgrounds on top of each other. And here this is our properties. There you can chain properties of different layers. Like Airbnb selected our op-ed layer. So we can change different properties of that layer by using these properties. Properties panel. And here on top of this is our camera and microphone panel, where you can see it shows the preview of your microphone and camera and it is also helpful in setting our rest was and this is our source panel where you can see different work. So let's go to this tab. This is our string data stream tab is used for live streaming when you want, you are prepared to be included in a live stream. You can use the stamp. This is your timeline. And here you can see controls. We have linked different gestures and different movement to a button, which you can use during the extreme just by clicking on simple burden. And same thing here, we have different properties. Now, let's go do it. Now inside this volume. Recreate given tags and Meta dig a little bit about budget bene Lucene. But this puppet binomial contains different layers. Like our mouth, I indifferent barge layers. You then click on any layer and you can change your settings. You can link that settings to our Puppet control panel, like see, I have linked to dismount to our puppet mouth. You can chain different properties in this spanner. And this is our layer panel. So we use this rigging panel for rigging our character. And this is our mesh. You can see mesh of different parts of the body and you can use all this. But again, our character. And we have different tools available for which are used in rigging like this, figs tool and stick tool, angle tool. You will get to know about each and every one of them when we create our own Babette. This video was only for the overview of this workspace. So that you get complete idea about the workspace in which we are going to create our Tibet and we are using our Puppet. So I hope you have completely undisturbed folks base of Adobe get a training method. Thanks for watching. In the next video, we will start with the beating of what own. A bit. Thanks. 3. Creating head structure: Hello everyone and welcome to this Adobe character animator course. In this course, we are going to create a puppet using Adobe Photoshop software. So as you can see, I have a separate PNG image of our puppet. Let us try to open it in Photoshop. So for creating a perfect, We have to separate the public and good two major sections. Who is our head section? And second is ever a body section. So far separating a lot of character in good, Nice coupons. I wouldn't drag to select magnetic loss of Boone. What do you have to do is that you have to rub this, tune our own head, and it will automatically stick to the edges of the image. As you can see, we have made a complete lecture enough ahead and right-click and create layer via cut so that we have this iss into separate layer. As you can see, we have separated our image into two parts. First, layer, venture stuff, body, and under layer consists of our head. So after that, we will try to separate the eyebrows. Amorphous are doing that. We are using the same tool, magnetic lasso tool, and then layer via cut so that we have separate layer for our eyebrow. You will follow a similar procedure for different facial features so that we can separate them into separate layers using similar thing. Right? I table. And again layer we have adoption. Whenever you have confusion regarding the layers, you can always try to switch on and off so that you can know which year it is. And to avoid further confusion, I would recommend that you mean that they are in advance so that you do not get thank yous juvenilia number increases exponentially. So we will try to name the layers from lignin. As you can see, I have named this layer is left eyebrow layer. And I'm using this plus icon. I will tell you why I am using. We wouldn't know about Caravan. I will switch to Adobe Connect brain emitter. Again, I am naming plus, right? I grew up Judaic and tell you about why we're using this plus icon. Because when you use plus icon in front of a layer name, it, it'll be character animator recognizes it is Layer menu so that it creates position for sublayers. So venue, right? Right, I brew. It means that you can keep different layers inside those layers in Adobe Connect brain emitted. Like you can keep different types of positions, angry position or sad position. So that is why we have 310 plus icon. So now we're just trying to separate every pupil. So now i'm, I'm I'm trying to select the right pupil. And again, and I leak and they can there be a third option so that you really get separately and forever, right? You can always switch on and off the layer button so that you get there, you are naming your name, that they are incorrect. Otherwise it will create WWF body. So now m name this there is right with it being similar thing for left pupil using magnetic lasso tool and then separating the layer into completely new there. As you can see, I've named this there is left against left is background layer. And this time we will try to separate every month. Our current position, we're naming this layer as out. But in my section of this course, I will tell you how to create sublayers for this mode. Or you can say how to create a complete mode set. Because only a single MAC layer will not work. But amount to be responsive. We need several mouth layers with different types of mode. But since this is only for this section, we will focus on creating the face in trying to thin this empty basis, same shade as nearby sheet. So are you using that I am selected eyedropper tool and using the brush tool and would have tried to eliminate the lines which are really didn't need to cutting off I rose. Make sure you do it. The patients so they complete lines or any remaining lines without gear are eliminated completely otherwise you could not look good. So now as you can see, I am the note and also filled at that I mean, engaged with the same color or same skin color. So now it is time to fill up our ice. We, I'm selecting this eyedropper tool and selecting the same color as that of the eyeball. And now we're going to use BIM, but could do, and we will try to be less ice that same color. And using the brush tool, I'm trying to eliminate the lines which were created you do cutting off our pupil. So in this way we are trying to make separate complete. I volunteer. As you can see, we have created complete eyeball. 4. Creating eye structure: Hello. In this video, we will learn the structure of perfect. For doing next. We select the magnetic lasso tool and move it around the right eyeball to separate the dipole into separate there. Again naming the layer two, right eyeball. And similarly we will make separate layer for left eyeball. Again naming the layer left eyeball it. Now select the right eyeball layer and create a duplicate layer. And name the layer. Right link. And connect the right link layer. And select drop but not select the right shade, cloudy skin shade, and select Paint Bucket tool and paint the same command on the link layer. So now we have created, I did a closed either type of shape we have created. Now again, duplicate the link layer and this time name this layer is right. Either. You can use this layer to create a new shape of half-closed eye. So for doing that, we use the selection tool and draw it around our eyelid and delete the remaining part so it looks like after those either. So by doing this, we have created half closed either, as you can see, by switching on and off, you can see we have created up there. Now next step is to group all these layers together. But one thing you should keep in mind that you should always follow the right order of the layers. Like your bill should be behind either layers. And now we're going to create a profile of ideas. We're doing subnetting for the left-hand side. We have created a link there for left eye. Now we will duplicate that layer and we will create link layer or left ICT. In similar way, I will create half I did by deleting off portion of this duplicate layer of eyelid. So here you can see we have created a lowest ie. Again, I'm arranging the order of the layers. So now you can see we have arranged both layers in the right fashion. Now it is time to group all these layers together. So now, so for creating IT groups so that all your layers with young too common I like, yeah, you can see I'm selecting all of that right ideas. By selecting all and the SPs belonged to a theme. I click on Pfam, grow further layers and name that group plus the right eye. So as you can see, we have created a wet layer structure for right. I know we've been follow same thing for the left eye. I selected all the layers which belong to left eye. And now I will create a group. Name it less left eye. As you can see, we have created layer structure for both eyes. How would I even layers also in a separate group? And we're doing this to add more functionality enrolled expressiveness to our character. If you want, read more different types available. Or that we have created this group up here to reality only using neutral. I rose, but if you wanted that your character should have angry. I go on Saturday, bro, you could add those layers inside this group or that we have created either group sides. So if I have, I'll just name these groups as labeled 0 and write Avro and do not forget sign because they're saying will help. It'll be good attenuator recognize that it is our menu group and it contains different types of positions of AI positions and angry position on neutral position. So that is why we had last year. So as you can see with this, we have created both the ice structure as well as eyebrows structure. Now in the next section, you really get to know how to create mode set. And you would also know how to create the layer structure for. 5. Creating mouth set: Hello and welcome to a new video. In this video, we will create outset for our puppet, or creating them outset D and duplicate layers of our multilayered. And this time we name that they are, as we're naming this layer d, because Adobe collector and emitter recognizes mode set and different types of mood as well as the sound that they produce, their shapes. So D is a kind of shape of the mouth. And you can look more into the nomenclature of them out by use of a character which is pre-built in Adobe Connect training meter will get to know all about that name speech you can use for creating amount said. Yeah, we will use only four types of mouth shapes as well as four types of behaviors. Even NOT gate, very big mosaic. But here we will create small bug same for that. Ci again duplicated that mountain layer and name it S, S It is. And types of SGB notes, smile, smiling face. So for creating our smiling face, we have to transform them outlet. For that. I am using Eraser tool and I would run the extra portion of the molecule. Now you can see now it is looking like smiling face, smiling mouth. Ready? So now you can see our smiling mouth is ready. You can see now we again duplicate the original route layer and this time the name it is my CV at naming these two times because it'll begin obtaining a day recognizes and mode shapes as well as out Va. Va. So I am giving it spider behavior as when is shaped by that is S. So again, I'm duplicating the layer this time, naming it. Surprised. So that it represents. Priced race. And by the user for residue. I will try to create a surprise based. So with this you can see our surprise face. The mode which corresponds to our surprised face, Israeli. Now again, duplicating the layer. And this time we're naming it 0 or H 0. So this denotes price face structure. Make sure you name the layers in this fashion or near their ways. Editor we get animator will not be able to recognize these layers. These are official nature of the layers for the mouse egg given in NOV, character animators, defendant, friends already given. So again, we're duplicating the layer. And this time I have named this as f. It is the downward portion of them out there. So if somebody shape of the month. Now again selecting them out there. And again duplicating the layer. This time, I am giving you name neutral. You have drawn out the Zoom Out, which when we next January and you do not do anything. So for creating a neutron mode, we will erase all legs are open note version. Didn't see behave successfully created over nutrient load. Now I'm renaming the multi-layer will have to outlive the buzz that j corresponds to the face. As you can see a cow. Now we will select all the layers which belong to different types of mouth and create separate group for the stairs. Now, the group from layers and name all these. They age group as less not. So with this, we'll create data from outside. And as you can see, we have created a remote site. And with this, our face structure is complete. We have previous video. We have created left eyebrow, right eyebrow, right eye, left eye. And in this video we have created our Mt SAC score, which means our mouth structure or our head structure is completed. As you can see, I am showing different layer groups. Now in Mountain Group, you can see we have different layers, but it is not arranged properly. So first we will try to arrange different layers. We will keep all that behavior layers together and all that shape layers together. I am putting neutral there at the top, dense my layer then surprise layer. After that, all the layers which belong to them out shape our downwards. So as you can see we, and as you can see, we have arranged our mouth part and now select all the layers. Like I borrow layers, I0 layers and odd layers and create major group, or you can say higher group and name it as head group. So with this, we have created our head groups, successfully created our head structure for a public. In next section, you didn't see how we can get everybody structure. 6. Creating body structure: And welcome to this new video. In this video we will create layer structure for body of our public eye. As you can see in previous videos, we have created our head structure and all the subgroups which belonged to a head structure. In this video, we will create our body structure. So create. So for creating the body structure, we will select Magnetic Lasso Tool. And we will try to separate both arms from our body. For doing. I'm trying to jays on the edges which belong to the body fat makes your venue trying to cut ends from another body by leaving certain space for connection. Because extra space or x jump part would be required for connecting data section, you've got a body section. As you can see, we have we add up our blue. And you can see we had successfully selected our body quotient and then click on layer via cut. So with this, we have created a separate layer from our body fight 3M success for the sample to get both arms. Now a lot of RD. So I've been naming body vague ground. And from the remaining there, I will try to extract different parts. So as you can see, we have separate our hand part and our body pipe. And if there are lines which are remaining due to the cut, if you see any lines or any irregularities which remained you to the Cut option, you can erase those lines using the razor good. So that they do not interfere as during time of animation. 7. Creating arms and hands structure: Hello and welcome to this new medium. In this video, we are going to create a structure for our puppet. In previous video, we have created our body structure and also created our head structure for creating our arm structure. And we will select magnetic lasso tool and try to separate this sleeve part of our left arm. Make sure your needs some extra space for connection to the body part. So here you can see me, I am separating, never left sleep. So I am leaving it, lifts it. Now again selecting Layer 1 and getting that right slipped by. And again, cutting it into separate new, they're naming it, right, save. Now again selecting that layer. And this time we will try to quit so far, but using the same magnetic, so duly embracing it on the arms of the fabric and then cutting it into a separate new layer. Now we can name the stairs on layer. As you can see, we have separated the sleeve and I'm part of the aims. Name this layer S. And there are left-hand. But as you can see, this lead and layer also contains the part of our right down and write n. So given cut back apart into separate lives. Again, select the Magnetic Lasso Tool and Facing around about write-down of the public. Now by taking a separate new layer and meaning that there S. Now against neck, let n layer. It contains both directions. We will have to separate one hand in gloves separately knew there. We have to separate them and do new there so far that we trace it on our right in and get it into a completely new layer. Name that layer as right in. So as you can and see, we have separated all the parts of our writing and let n. And then you can clean the remaining irregularities of our curve by using the eraser tool. As you can see, we have separated all then the interest on debt finance. And I'll reduce net on the layers that belong who are seeing pain and all my new group. So I've selected left sleeve that down and let pain. And we will create a separate new group. And you've been named this group as less left. In Zim, never even select right sleep right down and writing and create a new group. And the group ends right on it. So as you can see, the data we're left and right down the road. Now arranged in order that actually bring the body back down, down. And as you can see, we have created already friends groups. And one thing you should keep in mind that you should keep nav, link layer at the top in my group, so I am arranging them living there. And then whenever I screwed up so that it remains right. So with this, we have created a lot of it. 8. Animation puppet assembly: And now select all the layers and create master name. This group is based the best way, and this is the name of our public. And as you can see, this best way a group and gains one at fired. One left counterpart on right now lm plot and body parts. So we will select this left arm and right down and body part. And you will select again and maybe the create group and name that group, does body group. So now I want public, isn't that item. So now the public contains one head part group, and then one body and group and veins. Left eyebrow group, right? I will group and then I groups and loud group and various body part contains our defendant left and right arms to again see L18 fire has left neighbor, right neighbor group of 89, which contains gifting parts of our eye. Right? Right thing, right? I laid right, right A1. And I would left. I also contains no scene layers or respect giving. And our molecule contains different load shapes. As we have discussed in previous, how would we create these shapes? And I've been face to face pegged on different games that he made embedded on a flat face. And similarly in the body part of our public, we have a lead come and left-hand abundance, sleeve and neck pain. And what right group contains? Right sleeve, write down and writing. You can also end subgroup for hands if you want different hand gestures. But here we will only consider one hand position, so we're not adding subgroup. So with this, you have successfully created your best glowing a bit in Photoshop. Next part of the video, we will rig this project in Adobe Connect and emitter. And at last we'll create a complete new scene. And you can save me even ring this puppet neck, the life. 9. Puppet head rigging: The course. In this section, you will learn how to rig of a previously created public in Adobe character animator. In previous section, we have created our poverty in Adobe Photoshop, and we have structured our public. Again, this section, you will learn how to rig that puppet and how to bring life to a puppet. So let's begin recon, file and import. And as you can see, I am import data were best boy, perfect in character animator. Now in double-click on this puppet layer to enter into rig mode of week 10. So as you can see, get a training mater has already identified different layer groups. So that is what I was talking about in previous section. When you add plus in front of your layer. And if we get an animator already recognizes that it contains different sub-parts of decorator. So if we create a scene for this, you can see it is not working as it should work. One eye is not opening properly and head is also disconnected. So we will have to rig this character property and react to correct the tags of different groups. So first, we have linked the visibility of our right eyebrow. And this and this ground icon denotes independent groups. So for that first given, select the right I grew and drag it to the right ever part. Then we'll select the left. I will tag it with that left eyebrow part. And then we will open left eye part. And we will tag different parts to their respective positions. So you can see for left eyelid, I have selected and tagged it to the left eyelid. And similar for the left link, I am taking the left button play at the neck lymphatic. And similarly for pupil part, I'm taking this pupil layer with a prefilled bag. Our topic similarities for the eyeball. We are tagging it to the respective eyeball tie. Now we will have predicted the same staff or the right. I select the right eyelid layer and drag it to the island. Far tougher for pay. And similarity, select the right link layer. I could put that link. And I'll select the right pupil and tag it with contract. And then select right eyeball it and tag it to that right, I will part. Now we have successfully tagged our eyes as well as eyebrows. Now for mouth, as you can see when you click on loud layer, it has automatically identified them out layer. So that is why I was talking and that is viable and asking you to name the layers correctly, because if you name the layers connected, it will automatically tag those layers to the public. So we don't have to tag separate for the molecule because it has already tagged to better. Now, when we go to the scene, you can see now our head is working correctly. Both eyes are opening as well as they are blinking according to the blink of my eye. And when I move towards the camera, our head is scaling up. And when I move down, and then I move back, our head is scaling down. So you can see we successfully created our functionality for our head. But, but there is one problem. You can see our head is completely disconnected from the body. So in next part, I will tell you how to fix this problem and how to fix our head. We then next part of our body. And you can also set the rest pose according to your face so it responds correctly. And you said the rest Post Adobe Connect training material gets to know that what will be the neutral position of your face. And it automatically sets the marker on your face. As you can see, the red dots on McKay's up deserting the rest worse. And now it is responding. 10. Puppet neck rigging: In this video, you will learn how to fix the head, our body part. And for doing that, we're going to go to Derek damp. And after going to the rectum, you can see different layers. And currently over body there is open. So we will first close our body. There are indeed there is no need for bruising or body there. And after selecting our head group, if we go to the Properties panel and switch off that check box for independent group. So now what it could do neck, it can make group independent group. And we move that origin of our head group, who then neck position. So it will automatically connect to the body. Group up our puppet in doing that little bag, that marker to the next point. Now, perfect. So Adobe Connect anyway, every automatically know that it is the neck part. So now you can see that our head is connected to the body part. 11. Static body rigging: Hello and welcome to this new medium. In previous video, we have connected our head part to the body part. By body part was moving along with head. So in this video we will try it again or static body position. So for that move kinetic tab, and I'm trying to add fixed handles to the feet of her puppet. For adding fixed tendons. You can, and either blue bars I'm using. So APA using Netflix handles, you can see our problem is not solid. Plate is moving and bodies moving along with n. So now I am adding some more handles using angered good. And you've been warned handlers on feet portion of our public. Now menu go to the scene. You can again see that I'm gonna body is not static. It is swinging wildly debate on one extreme position. Good. So for fixing, it could have been ONE. We will add one, the blue one foot and another fix and we'll go there. But again, if you go back to our scene, then you can see there the problem is not solved yet. Though. You might be thinking later, maybe it is due to the wrong eggs. So let me do that for you. More handles without foot portion and label it as fixed and notice and also tag those England's their respective bot. So z I have labeled them as figs vendors and begged to then do a letter right and left fruit. Solve the problem. But venue, go back to our scene panel. You can see it. Stated problem is not solved. So we go back to a rectangle body background layer. And we will switch off the checkbox for independent layer. And we will also click on body group. And so each of the checkbox for independent. So now you can see our head mesh and body mesh are dependent on each other. So you can see now our handles are also working properly and our body is fixed to the ground and head is moving according to our body. And body is also moving along with the head movement. So now we get halfway through. In the next part, you will learn how to bring the arms up alphabet. 12. Arms and hands rigging: Hello and welcome to this new video. In this video, we will read the lack of alphabet. So for doing that, we go back to the rigging tab and select that left arm group. Follow the same procedures as we did for right end. It will fix some handles and their respective positions. 1 and the shoulder. And then at edible and one at n. And I'm dragging the respective handles to the respective position like been handed to the murder and other the elbow and their CUDA and and I am making this handle and drag the handle which is near to the hand. I'm making that drag event angles so that I can drag it along with demos. I'm also adding the stick to make it fix my bones. So now you can see we have added this dip stick tool is used to make that part of the updated rigid. Rigid like a bool so that it does not want a venue most. So as you can see in that time, we have added the handles and glue sticks so that it works and functions like a hand. Now you can see as we have moved our region of this left group to the solar part, it is automatically connected to the body. And in mesh view you can see the mesh is dense, that is the part which is more fixed. You can see the other shoulder position or Mencius more dense and SBA are more fixed as we add a fixed handle NANDA sleeve part, it is meshes become more denser. Mesh is becoming more dense center. And now going back to the properties, I am also learning limb biking so that it behaves like a hand. Neck to the scene. As you can see, this time, we have created our hand without any error. In previous video, I have made those error just to let you know what are possible errors you could make while vector. So in this way, we have successfully rigged that end litigant, the left hand of her character. But there is one problem. Again, the layer order is messed up, so we will have to direct a later lecture. So I will bring left hand to the top so that it does not go behind asleep. Going back to the scene. And you will get do know that both our hands are working properly. Our left-hand is also working properly. And since we have added draggable handles at both ends, so they're reacting to the drag of our mouse. You can drag both aims by using mouse. As you can see, we have edited draggable handles to both ames, The hand side via the drag of our mouse. You can use mouse drag, hence along the place. So this was a video. In this video, you have created the character. And in next video, in the next section of this course, you will learn how to create a complete scene by using this character. Up till now, we have not used the timeline position and other things of this Adobe Connect and emitter. In next part of this course, you will learn how to create a complete animated scene using our rigged character. Then go back to over rig them. And we will click on right-hand group. And we tried to add some hangers. So click on the handle two and add handles edge respective position according to the public. So first we will add a handgun and converse shoulder position. As you can see, one thing you should know, I am left extra space in sleeve layer for each connection body did. So by making the layered in Photoshop, you must consider this net. You leave extra space in sleeve layers so that it could be easily connected to our body layer that I was dating at the time of getting those layers. So you should keep in mind that you would leave extra sleep so that it is used as a connection from, let's leave to our body. So now it is time to put some angles. And by clicking on the magnitude, I am putting handles its shoulder position, elbow position in hand condition. Now I'm tagging those angles, the respective. So it is repetition, repetition, repetition, elbow to elbow. And now Inquisition domain. And also now click on the stick. Stick tool is used to provide stiffness to that part of her puppet. Like it will not work when you move that part. So it is acting like a bone. So I'm adding glue stick in-between these angles also. And selecting hand. And I'll select the origin of this group. What region of the right group. You can find it here. Now I'm moving the origin to the point of connection. When you move the origin to the point of connection, it will automatically connect to one independent part to other independent part here, or one independent part is ever right arm group or left R1. And that independent part is our body. So it will connect This write down group with the body. And by moving no degenerate, we have indicated get a training with eidetic. That is the position of our connection. 13. Fixing possible errors: Hello and welcome to this new video. In previous video, we have rigged our hand park, but as you observe, there were some problems. The hand was extending too much on nature lens and sleep was also not connected properly. So in this video, we will try to fix these rigging problems. So we will go back to the rigging tab. And we will select the right arm group. Will end up fixing them to the position where we want it to be fixed. So our sleep was not fixed from this position. So we will add a fixture handle to that position to connect this leaves the body part. So I ended up fixed tended to that part. Now going back to the scene, you can see our sleeve is connected properly. So one error is figs. But again, you can see our hand is extending too much, too unnatural lens. So we will have to fix this so that it looks like original hand. So we will go back to the victim and we will select the right-hand group and go down to the Properties panel. You will find a behavior property and they can limb by k. So by clicking on limb by again, Adobe Connect training material will automatically know that it is a type of limb. It is n leg, so you should not extend that much. So now you can see we have fixed both problems. Sleeve is connected properly and our hand is also not exchanging very much. It is looking like a handle and just not looking like rubber or something. But you can see there is one problem. Our hand is going behind our sleeves. Few rotate your hand. You will get to know that our hand is going behind our sleep. So there is some order problem. So for fixing that we will have to fix the order of the layers. So we will go back to a ribbon tab and write down little. Even bring our right-hand group to that top arm group in second position and I was leaving group is none downwards been teaching. So now you can see our hand is working properly, sleeve is connected and hand is also not going behind the US leaves. So by this, we have fixed all that position. By this we have fixed all nighters in bringing up a hand and our hand is working properly. But I can see there is one problem that avert a fixed position is not the right position. So you can also move the handles. Who connected to the right position. Though I am moved to the fixed tend to lead to Buddha joined. The NYU can see, Let's leave is connected rapidly. In our hand, is working fine. 14. Animated scene setup: Hello everyone. Welcome back to this new video. In this video, we have completed our rigging process of our puppet. In this video, we will create a scene by using our Puppet. So for creating a scene for us, we need a background. So we will use this image to drag and drop that image to timeline. As you can see, we have got a background, but you can see that background is not covering this ring of deeply. So we can change some settings. So here I am going to the Properties panel and I'm changing the scale property. And you can see now our background is completely flooded to our sequence. Now, you can see this properties panel contains different properties for different shapes. It contains many triggered properties, I guess properties. So you can change the properties like sensitivity and different properties regarding her puppet. You can also change some motion properties like if your eyes are blinking too frequently, you can change that. Or you can change the properties of your eyebrows. You can change the height of diabetes. It depends on you. And they are Puppet. Again, I am not changing many properties. I'm only showing you the possibilities. So before we create a scene first, we need to set rest goes. So by clicking on rest pose, you are giving hint to Adobe get attenuator that rest phase two. So by taking on risk pose, you can insert markers on our face and we've used, can be used as controllers for our puppet. So then your recipes setting is complete. Now you can see our puppet is responding much better directions. And see we have included a draggable handle at our hand. So now our hands are reacting to the drag of our mouse. We can control our hands by using our mouse and the head is controlled by ever end moment. So now as you can see, there's the record button. And I'm enacting on the actions which I need to record these expressions which I'm making. Because only with this property below what it is to do. So that is right. Now when you have completed your scene, you can click on Stop button. So now complete inactive sequence is prepared as a scene in timeline. So this is our C inland. And then you will play the scene. Year puppet will perform exactly the same thing that you recorded just now. As you can see, when we play this scene or puppet is doing the same things which we just go level of effect to do. Oh, easy it is to animate in Adobe character anyway, that unlike other animations of the Earth, which our dream lies, Adobe Connect any animator gives a complete new way of animating by using our gestures. And I would movement. Just click on Record button and start connecting. If your property is not responsive, you can set your arrest was again so that our controller markers are on the right place on our face. As you can see, I am connecting all the different movement of the hands and mouth and eyes. I'm controlling the hands by using my mouse and head is controlled by my head only. You can also include several keys as triggers to control different movement. But that I will tell you in advance course. For now, we will give the basic movements for a robot. For different complex movements like head turning and different expressions of Mao, different expressions and different triggers. You can watch my advanced course. So when you have completed and that meant process, just click on Stop button. So now our s2 is recorded. And you can see by just performing exact same actions which we have just connected. As you can see, we have completed our puppet animation. Thanks for watching.