2D Face Animation for 3D Characters in Blender | Gytis A. | Skillshare

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2D Face Animation for 3D Characters in Blender

teacher avatar Gytis A., Motion designer

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      0:42

    • 2.

      Creating the Head

      16:52

    • 3.

      Fixing Possible Problems

      2:35

    • 4.

      Setup For Lip Sync

      2:05

    • 5.

      Lip Sync Process

      7:01

    • 6.

      Outro

      0:28

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About This Class

In this course, I will show how I create faces for my characters and how I animate and synchronize lips to the audio.


My characters are very simple. And there is a reason for that. The simpler the character is, the easier to animate it.

This course is suitable for beginners, but I recommend watching my Beginner course first if you have never used Blender before. It will give you basic knowledge on how to navigate in Blender.

Meet Your Teacher

Teacher Profile Image

Gytis A.

Motion designer

Teacher

Hey! My name is Gytis. But you probably know me as sblga. I am creating videos on YouTube and social media.

By creating those videos I get so many ideas and so much experience which I am gonna share with my students here on Skillshare.

See full profile

Level: Beginner

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Transcripts

1. Intro: Hi. I'm gets, but you probably know me as SBLG. I create both short animated videos on social media. I need a raise. Tell me any reason why I should give you a raise, and I will consider it. My wife is thinking of leaving me because of my obsession with poker. If I don't find another way to start a campfire tonight, I'll freeze to death. In this course, we will learn how to create and animate those face animations. I use pretty unique methods because I'm working in three D environment, but I am using two D faces. So we will work in blender and I will show you how I create my lip syncing animations. So, are you ready? Let's jump into the first class. 2. Creating the Head: So in this video, I will show you how to create this 2D mouth and eyes for the character in the blender in the 3D environment. I create this character exactly this character in the previous video. In the character creation video, I also showed how to create both eyes and mouth, but I will repeat this process in this video and I will explain everything in detail. We also will have a look on how to animate both and what problems we could face with this method. You see the attached file to this video, and when you open it, you should see something like that. If you don't see the eyes and the mouth, not worry, we will delete those in a second. And and yeah, so let's delete those. Let's select the head, mouth, and eyes and just press Delete. I create the head from the UV sphere. Let's go into wireframe mode to see it better. We have this shape and I will leave it as it is in the default, where 32 segments and 16 rings, we can decrease the radius. Here we are. We can just go into edit mode and scale down. We can also more of it up in the object mode. So G and Z, I think it's too big, so scale it down a little bit more G and Z to remove it and replace. So we have it like that. And to remove both rectangular shapes, we can just shade it smooth. And now we have a smooth head. For example, if you animating some close-up shots, you can see that even if we smooth it out, I will get back to shape flat. We see those corners. We just don't see both hard sheets. So if you don't like those angles, just add a subdivision surface modifier from Modifiers tab, or you can press Control two, and you can add it with the shortcut. Now the head is very smooth. We don't see both edges that we saw before. I will delete this. It will be easier to work without this one. Okay, so we have head, I think this size is quite good for our character. We can make it smaller, but let's make it smaller. I will go into the edit mode and I will scale down a little bit and I'll move it down. Something like fat should work. I think is good. Okay. I will go into the front view with numbered one. I will select the head of my character and I will press Tab to go into edit mode. And now I have to decide the area for my eyes. It's a good idea to have a little bit wider area in case you need it. So I will select something like that. Probably. Makes sure that you have an even space in the right and the left side. I will select most tool. I'll just click shift and select both. And I think that's quite good area for the eyes. I will duplicate this in the edit mode while as selective VO space. So I'll just duplicate those spaces. So Shift D and you can see I have a separate phases. I will cancel the action with the right mouse button and they will jump back into the place where they, where basically we have thesis one onto an ANOVA. But I will separate both while I didn't select anything else. So I'll press P and separate selection. And now I have two objects, fear and fear. One sphere should be ahead. I will go into object mode and I will rename those head. And here should be easy-peasy. Okay, So here is going to be our eyes. I will go into this viewport shading mode where I can see my textures and let's add the texture for the head. You can go to the shading tab. But I like to work in the layout page. We're not going to animate. Now. We're going to animate, but we don't need this timeline at the moment. So I will change it into the shader editor. Here. I can see my shader editor. Of course, we can go into here, and that's gonna be the same, but we will need the shader editor very soon. So I will add a new material and I will select the skin for the head. Added with material in the wrong place. I add it to the mouth, to the eyes. So I'll repeat this to my head. Here we have the same material for the head, the skin material, basically this one, which is in the body. And for the eyes, I will create another new material. I'll zoom in. And now you need this shader editor. Now we need to add a texture. And we can do that by shift a search for image texture. And we can add it. Or there is an easier way. If you enabled the Node Wrangler add-ons search for node. It is. It's an add-on from the blender which you which is disabled by default. And I'm not really sure why, because it's super useful. You can enable it and now you will have more options. So if you select this principle, be SDF, then press Control T. It will automatically add the image texture. So now we can open our image or image sequence. I also attached both to the course. So I here in my eyes folder. And I have only two images for the ice. Phase one and phase two. You can create more. You can create two different kinds of ice. Usually I need only bows to open eyes and close the eyes. But you can just jump into Photoshop and create way, way, way more. In the past they had something like seven, but I never use both. So I kept it simple and I have only those two. The important thing is the naming. Make sure that it goes like a sequence. For example, phase one, phase two, phase three, phase four. Because if you will named bows for example, open eyes, closed eyes, and et cetera, happy eyes, something like that. It won't work because we need an image sequence here. So make sure that you have award and renaming should be the board and the number starting with one and going on. Maybe it's not, it doesn't need to start with one. It could be it could start with any number, but it needs to be a sequence. And you got, so let's select those and press Open Image. And now we imported the sequence. But before we go into both settings, I think we need to change some things. We need to add the two attached to the Alpha two plus Alpha. And now this should be transparent. For example, if we will go into them cycles, it should be transparent. Let's change the world settings a little bit. Let's make the world a brighter and it does transparent. Our texture is huge. We need to go to UV Editing. Here. Let's open face one, this one. Or you can open it here. Press vis, navigate to your face. And, and like that, this is a different one. Interface creation, project files to eyes. Let's keep this phase. As you can see. I also can go to the cycles. You can see that it looks a little bit strange and we need to adjust it. If I press a in the edit mode in this window, you can see that we have the same UVs in here. And if I press a here, I can select those and I can move those. And if I moved here, I have a different image here. So let's adjust. That I have this image here. So if I move both, you can see that I have over here. So I need to place it in the middle and scale it up a little bit. So we will adjust those a little bit later. It's a little bit hard to work in cycles, so I'll just jump back to EV. And you can see now we have a different one. Okay, It doesn't matter. We have this one. Then Evie we have is black thing and beds. The settings of the materials we can go into is material, I wanna name is ice. And somewhere here in the settings probably know not. Viewport display. Yeah, viewport display settings we have is blend mode, which is opaque. We need to change this to alpha blend. And now it's perfect. Now it's transparent. And we can see the eyes for our character. So I'll get back to layout. Here. As you can see, I have my eyes. So I will show you the principle, the basic principle, how it works. So we have an image sequence and I will reduce the frames to one and start frame from 0 and will enable out or refresh. Now if I change the offset between 01, my eyes is changing. So I can have closed eyes, open eyes. And I can add a keyframe here. I will. Now, I will need a timeline. So I can add a keyframe. For example, for the offset, I can hover above the odd offset and press I. And I have a keyframe. I will move couple frames forward. I will change the offset, add a keyframe, and I'll go couple frames forward, and I will do this again. So I have this blink. Probably wouldn't be a bad idea to have different kind of blink. Something like that. Open eyes, closed eyes and men open eyes. Yeah. That makes a little bit more sense. Gets easy to animate it like that. And it works. One thing that we need to change is to change the keyframe interpolation. So we can select the keyframes to do interpolation mode. And let's change that to constant. That's kind of important. That's not important in the eyes, but it will be important in beer. In the mouth. It would be important in the eyes if you would have a bigger sequence, more than two images, I think we can move to the mouth and let's go into the front view again. It looks so weird in the front view. Overviews, it looks okay. It doesn't matter. Okay, so I will go into the edit mode again while I had selected, go ahead. And I will select the area for the mouth. I will select quite a big area, maybe something like that. I will deselect both. So I'll press Control and deselect both. Need this one. Come on. And while holding shift, I will select box just to make sure that you have the same amount of basis in the right and the left side. We can do the same shift D, right mouse click, be separate selection. And we have another mesh which is going to be Mao. Now we can go into the material. We have the same skin material here because we duplicated it. We can press on this and let's make it a single user. I will rename it tomorrow. I'll present principle be SDF, press Control T. Why me gave me both nodes so low. I will open The MAO folder. Here I have way more images in the sequence. Again, you can create more, you can create less, refute on need Bose. I'll just change the sorting by rename. It will be easier. So let's select all of those open image. And again, we have the same problem. Let's go into the intuitively to make them material settings. We did that couple moments ago. And viewport display probably blend mode, alpha blend. Again, we need to adjust the let's make the frames one. We do not connect it alpha to alpha. And when I change the offset. Now, it is animating in, into working. Again in the UV editing you can adjust the size. For example, you can, we have this big mouth. We can navigate to the folder of our mouth where we have projects folders mouth, and we can select any of those, press a and Change be UVs to fit, to put it in the way that we want. Something like that. If we want a small amount, we can scale those UV thesis. Let's get back to Layout mode. And again, we can animate those by changing the offset. 3. Fixing Possible Problems: Now we have the mouth and the eyes. We can change the mouth. We can insert the keyframes and it will change. Do you remember when I said that we need to add content keyframe interpolation. Where is because if we don't, you can see that offset is changing, for example, for victory from the keyframe to do keyframe six n, it is changing based on the interpolation, beds grade for the movement of the arms, legs, or, you know, just basic character movement. But when you need to change the mouth poses, especially 2D poses, you want constant interpolation. And now it is changing only when we have another keyframe. I think we can delete those key frames for my mouth and for the eyes. And let's fix some potential bugs in EV, It looks good, but we jump into a cycle. So this looks a little bit strange. We have a different color. Let me change this a little bit. Let's change to GPU compute and Newport 32. And now it will be a little bit faster. So in the view port we have this different color and that basically because both textures is overlapping. So if we press F3 in besides view, we can press G and move this a little bit to the front so this texture is not overlapping with the head. And you can see that this already fixed the problem. So let's do the same with AdMob G and move it a little bit. And now it looks perfect. Maybe one thing, it gets the shadow and now it gets through shadow on the bulk EV and cycles in the EV, we can disable the shadow in the similar way that we change the blend mode to alpha blend. Here is the shadow mode. Let's change that to none. Let's select the mouth and do the same. And in cycles we can select, for example, eyes. In cycles we need to go to both properties. Visibility I guess, and shadow. And let's do the same with a mouth. Let's go to re visibility and disable the shadows. 4. Setup For Lip Sync: Let's adjust our viewport again a little bit. Let's change this to video sequencer. And we will add an audio track for our lip-sync. I will give you this audio track for the for practice, you can just drag and drop into here. And we have some four seconds of audio. We don't see the audio, and I like to see audio waves. So you can press this arrow and that will enable this viewport. Or you can press N. And that will open this sidebar. And you can press display a waveform. And that will display in the waveform. Basically. I'll press N again and I will expand it a little bit more. Now, when I move on on my timeframe, I don't hear anything, but here I have some settings. I would like to enable this audio scrubbing. When I enable this, would you like some chips? Please don't forget. Either need to play it. I can just prove a timeline and I hear what is going on. Well, I would like to change one more thing here on the sink. By default, it's play every frame which is not ideal. I almost always change that to frame dropping. And another thing, it's a good idea to change the frame rate. Right now. I always animate my videos and it's 24 frames per second. And that's basically it. We have set up this one. We have our timeline. The last thing that we need, we need to be shader editor. Now, we're ready to animate. 5. Lip Sync Process: Okay, so let's try to add a lip sync for this short audio. Would you like some chips? Please don't take it, please don't take it. I will say it end at 107 frames. So that's the length of my sequence basically. So I'm going to select the mouth and I will open up my reference file. I'm going to move this into another screen. I will start by adding the keyframe when neutral keyframe, the smile keyframe. So that's going to be this. And I will press, I, I will select this keyframe and I will change the keyframe interpolation mode to constant. And from now on, all the keyframes going to be in the constant mode. So would you like some chips, which would you like? Let's start with this word July. And in our reference file we don't have this wolf sound. But I found vet be clearer. Closest sound to this is this. So I will add that offset six. Offset six. And I'll press I to insert. It should be six. Num Lock is not working. Okay. Six items. Would you like some. What did you do? For d sound? I will make this small offset one. Again, I for insert. Or here is the trick. You can change this to auto keying. If you enable this, when you change something here, it will insert. But I used to that. I click to insert a keyframe. It is easier for me so you can work in the way that you are more comfortable. And wet slacks and chips, we have this sounds so offset it. I will add a closed mouth here. So I added the basic keyframes, which are really clear where they should be. And I will probably need to add some additional keyframes. But we will see, Would you like some chips? Would you like some chips is good. I think interpolation mode, but I might be off, so I will set constant again. Would you like some chips? Please? Hey, please don't take it. Please. Please don't take it. Please don't take it because it's repeating. Please don't take it, please. On ticket, I will try to copy those keyframes through to here and just adjust the timing and see how it looks like it, please, the outtake tag. Use the outtake. The outtake it. Would you like some chips? Please don't take it. Please don't take it. Would you like some chips? Please don't take it. Please don't take it. And that's basically it. It's not perfect. I know, but it's good enough for my videos. And that's the workflow on how I do both. So in this course, I wanted to show you how I drew this lip-sync. 6. Outro: Congratulations for making till the end of the course. Hopefully you will be able to create your own face animations right now. And you are a little bit more fluent in blender. If you created something during this class, feel free to share that in the class projects. Or if you post it on social media, please tag me as LG. I'd love to see my students work online. Thank you for taking the course and see you in the next one.