Transcripts
1. 000 Intro: Hey, what's up, guys and welcome to this animation costs where we are going to be learning
how to animate some dialogue. Now this course is not
Autodesk Maya specific. This means that if
you have access to a character rig for your
own software of choice, you can follow along just fine. And in this course
we will go through on how to work with
a character rigs, seeing what the rigor has
provided in terms of controls, then we will proceed
to work with the sum. One of the audio files in Maya. We will again go and create, go ahead and create
Character selection sets, and then proceed to
animate the vowel sounds. Then we can move on to the main dialog where
we will start by posing the character,
adding moving holds, adding in-between frames,
lip sinking the dialogue and finalizing by adding the
proper facial expressions. And this is an
intermediate costs. This means that you need to
have prior knowledge of Maya. If you do not have any
prior knowledge of Maya, Be sure to watch my intro to my H antigen to two and you should be
able to follow along. Fine. See you in the course.
2. 001 Working with the character rigs: Hey guys and welcome to this lesson where I'm
going to be going over the character rig that
we are going to be using. Now this characteristic is
called or known as Ray. He is from CGT urine. Now I'm going to include
this text file that contains all the links to the characteristics that
I'm going to show. So be sure to go ahead
and check them out, sign up if you need to. If you need to. If their site requires you to sign in so
that you can access the rig. But this is Ray. The other characteristic
that I'm going to quote. This is the one
that I'm going to include incendiary for Ray. I don't think I have the
permission to distribute them. So you might have you'll
need not, you might have to, but you will need to access
it through the link provided. And I don't remember
exactly where I got him, but I do know he's can
see it's written there is a property of Cogswell
polytechnic College. So be sure to check them out
and let me credit them right now because that is what the
choir, but as you can see, these are the guys who
worked on the rig and be sure to e-mail them
maybe if you have any queries about
the Reagan stuff. So thank to Cogswell college for providing this
wonderful ring. They are the character that
maybe you guys can use, but my voice-over, Dude, of course, so I don't know
how you never know anyway. But to choose who just use my voice on this character rig as
well. It's up to you. She's the waitress rig. Again, I don't have
permission to distribute rig. Again, be sure to find out from this link and this
is another one. I don't think I
downloaded this one, but I think it's from
the same artists. If I'm not wrong or from
a different artist. But be sure to check these links out and download
these characteristics. Walk with them. They should
pretty much be the same. I mean, the controls should pretty much do almost
the same thing. So at least you should have
an easy time animating. So yeah, for the other things, which is the audio,
as you can see, I do have a project file setup. And again, remember I'm only going to include the Hendrick. So yeah, I do love the project file setup and
this is where I understand. This is where you're
going to find the dialogue that you're
going to be using. Alternatively, you
could record your own. You could record what I'm saying and recorded in your own style. And also on the source images. I'm including this image
which we are going to be using as a reference suppose is again, forgive my drawing. I'm not really the best artists, but that should do
so hopefully you will have an easier time
accessing this rigs again, if the site requires you to sign in so that you
can access the rig, please do so and
credit the artists. So yeah, I should see
you in the next lesson.
3. 002 Working with Audio in maya: Hey, what's up, guys and
welcome to this lesson. I'm going to be
showing you how to work with audio files in Maya. It's really not that difficult. One thing to note is, as far as I can tell, Maya does only imports
dots with files. Audio files need to mean
they live with formats, so they already that are provided should
be in that format. But if you plan to record
your own voice overs, just make sure you
convert them or format them to a dot
wav file formats. Now, if you want to import
your audio files, it's at, it's as simple as
going to File Import. Under your sound, you
should be able to see you audio files. So in this case, the one we're
going to be working with, this reference dot
wav, important, This can see, able to see it. Another way is let's undo that. And instead of undoing, if you want to delete an
Audi on the audio track, you just go to right-click
on the timeline. I'll do delete sounds of one. Another way to import audio
is by dragging and dropping. So if you were to
select your audio file and drag and drop it
on the time slider. It's still going to
do the same thing. Another way is by right-clicking on the
time slider itself. I'm going to outdo
and import audio, and this one will always automatically bring
you to the sound folder. So let's just import the
reference file again. If you want to listen
to your audio file, just make sure you, you're cashing your
animation caching this blue line has
done its thing. It has gone all the way. It has covered the whole time. Time Slider. And I forced you
really cannot stop yourself from lying.
I mean, come on. Seriously. You really cannot stop
yourself from line. Yeah, you should
be able to share your audio if the volume is
a little bit too low, this, this volume icon here, just come and click on it, increase it or decrease
it to the level you like. And everything
should be sub-par. But now let's say maybe you
want to move this, I'll do. Maybe you want it to
start a little bit early. How do you actually do that? You do that by accessing
their trucks editor, which is found under Window Animation
Editors, trucks editor. And you should be able to
see your soundtrack here. So if you click on
the drop-down arrow, you can see, you can see your audio track,
you can move it, you can trim it, can do
all kinds of things on the tracks editor that you may want to do
to your audio file. So remember, make sure you plan, or like if you plan on recording your own voice-over
says make sure that you are using the dots WAV file
format or if not so just make sure you convert your
audio files into the dot wav file formats. So yes.
4. 003 Creating selection sets: Hey, what's up, guys and
welcome to this lesson. Now, once you've imported
your audio file and they'll default you're
working with is reference. Let me play it again. Come on. Seriously. You really cannot stop
yourself from lying. That's the audio file you're
supposed to be working with. So make sure you input the
correct audio file again, alternatively, you
can import your own. The next thing to do is, first of all, even before
we inspect the rig, is check your frame rate, make sure you understood
four frames a second is can see 24 frames a second. You can go to your
preferences time slider and make sure your
frame rate is 24, and this one is 24 X1. Another of accessing the
preferences is by going to windows settings
and preferences. And we should go preferences. And again, your time slider and make sure that is that
your settings match mine. Right? Now once you've
done all of these, it's time for you to inspect the character rig
you're walking on. Remember? I can not remember, but
this is where I would advise just taking a
basic rigging course. And you should be
fine in understanding why some of these controls are
placed there by the rigor. So you don't necessarily
have to be a good rigor, but at least understanding
why and how rigging works would really help
you mean animating. Just check what all
of these things are doing as can see your mouth. This one opens the mouth. This one, I don't know. Does this squash stretchy thing, same case with this one? Rigs are different. Like this depends with the
robustness of your rig. Every rig is kinda different for even Henry
and the waitress trig, It's kinda different
from this one. This one is more, it has
more extra controls that can give you a cartoonish
like movements like this. I mean, controls like that. I don't think
Hendrick and do that, but it's all of those
things where you just need to inspect before you begin. Make sure that you
understand why and more and not even why, but what most of
these controls do. And once you've done that, it's time for you to
create selection sets. Now what our selection sets, It's just an easy way
for you to select. Maybe you've
selected these items and you don't want to keep on selecting them
again and again. A selection set is like
a shortcut for you to. Whenever you click
on that button, it only selects these items. Now this is because
this is important, is because you want
to group some of these items like for the
mouth controls here, the jaw, the tongue, the lips. You want to group them into
one selection set where, you know what, when
you're animating, you walk in steps. You don't just start
animating everything at once. In this case, we
start with the mouth, we check the cheeks, then we check their eyes, which most of the time
go with the eyebrows. And you want to group them into their own selection
sets that way. At least, you know, I once
you're done with your mouth, at least, you know, you're
done with the mouth. You can now move on to the
eyes and walk with the eyes. So how do you actually
create selection sets? It's easy. In this case. We'll recommend opening
your character's mouth to see if the tongue has
controls congenitally. Because generally
when you're speaking, your tongue is also moving. So I tend to group
my lips and mouth control study together
with my town controls. If it doesn't have town
controls, it's fine. So in this case, ray has
so I'm going to open it. Why did she even has
to have controls? So this is really
a robust string. So I'm going to click on
this first one and hold down shift and select all of this
first of all on the outside. Do that. Whoops, I want select
them in order. I don't know why this
one is acting up. Sometimes if it doesn't select, just highlight like that. And but now the problem of that, your risk of into
selecting the risk, selecting other items that
you don't want to select. So I generally try to
click if it's unavoidable, I just drag like that. And I think you can select this. Actually, no, let's go to
the tongue and select the first 1, second, 1, third, 1 for the one for the teeth. Teeth don't move. So I'm not going to select them. And I'm going to select this, this, and then this. And then we can go to this, then select this, and then we
can end by selecting that. And now we have most, if not all of the
mouth controls. I think this is for the
jaw stretching, Joseph, I'm going to hold down
Control and deselect, remove it from the selection. So you go to, once you've done all of this, once you have your
items selected, you go to Create and just say set quick selects it
and rename it properly. Remember don't space
is contrary views, so you just use an
underscore user dot, in this case array. And I'm going to say mouth and I'm going to
say Add to shelf. And in this case, if I was to deselect and
select this again, you can see I have all
these controls selected. Now I can close my
mouth and knowing that if I wanted to
select my tongue, I know it's an under
this selection set, so I know my tongue
is always selected. Again, reason as to why. Again, you select, you create selection sets is
you want to key, frame some of these
parts together. Like you don't want
to put a keyframe on this one and then
you reach a point. I can do realize, oh, I do
not have keyframe this, you see that can be quite
tedious because generally, now for me, my way of selecting selection
sets on our selections. But grouping parts is, if I look into the
mirror right now, is, and I do recommend
if you're an animator, you have a mirror or a
camera facing you, is, if you look into the
mirror right now you can kinda see which
parts are moving. As you speak. For me, I know the joy is moving, the tongue is moving,
the upper lip, the lower lip is moving,
and also the chicks. But these paths generally
tend to move in tandem. They tend to move together. So that's my theory behind grouping or
creating selection sets. Selection. Selection, selection. Selection. Selection sets, I don't know, I felt like
I said it the wrong way. And I'm going to leave it to create selection
sets for the, for the cheek, areas, for the eyes and the eyebrows. So remember, group the eyebrows
and the eyes together, group the cheeks together. And in the next lesson we should begin animating
the vowel sounds. So see you in the next lesson.
5. 004 Animating the vowel sounds: Hey, what's up, guys and
welcome to this lesson. Now in this lesson
we're going to be animating the vowel sounds. Now, I'm in the last lesson, I did say we load up
the reference, I'll do. But for this one I want us
to load up the vowel audio. It's in your sound folder, so be sure to go load it up. And it's really a good
practice to like animate, like fundamentals of a language. Maybe if these values
in Spanish and stuff, you could also do that. But I'm not familiar with Spanish or French or any home most of those other
international languages. But it's always good
practice to start with the basic basics, right? So I do have the audio loaded
in, so let me play it. E, I, O, U. So yes, this is what we
are going to be animated. So we're going to
start with the a, which has can hear from
me pronouncing and I'm going to do recommend
having a mirror or just using if you
don't have a mirror, use the front-facing camera of your phone to look at how
your lips shaping up. Like if it's a just look at how your mouth is forming
that a shape. In this case, I'm looking at
myself and when I say a, a, I can see that I'm
revealing a lot of my upper teeth from
my upper jaw, right. So a good tip by the way is just know that tried
to keep shapes, right? So if like my joy is open, I'm revealing my t cubed plus
shape for like two frames. That way you will avoid stuttering when
animating dialogue. And like do not, like, don't put one ship here and
then put another shape here. It's going to
really start a lot. One thing about the
vowel sounds is that they are open mouth
sounds, right? So I do have my, I did go ahead and create my Character selection
set for my mouth. And I'm going to press
S to key everything. So the a begins here and I'm going to start now
forming the shape. So give me a second. Let me just let me adjust my camera on my phone
to make sure I can see myself probably
doesn't need it to perform some
lighting adjustments with my phone since I
don't have a mirror. But a a what I can see is
I can see that my lips, my upper lip is quite up. I can see most of
my upper teeth and my mouth is slightly
open with the E. And also I can also see
my teeth on my lower jaw. So I'm going to hold this
lower jaw here and open it. And as I say a, a, it looks like I'm
smiling kinda, right? So I'm going to push
this control way back. And we're going to do the same
thing for this other side. We're going to make sure you
write axis like that, a, a. And I can also see
there's a slight curve or curl as you may call it. On my upper lip like this a. And also for this rig, it seems that when I
rotate the upper lip up, seems that it's pushing
it a little bit forward so I can push
this a little bit back. So a, a, a, a, look. Again, this is just good
practice to look at yourself in the mirror or just look at yourself on a camera
because it really helps. Because again, people
do speak differently. No, it's not like some people won't be split from
this side of the mouth. Some people speak from the
middle. You never know. It's just one of those things that contribute to personality. Just see you remembering
how someones picks. Anyone has a unique
way of doing things. So let's can see a Z that, and I say a, it seems
that my lower lip is kinda carved in a
little bit like that. So a a the upper
lip is curled out a little bit and the
lower lip is called in a. So that's the sound. I'm going to select everything and key. Let's play that again. The
E begins around there. So a, for the most part, my mom does not change its shape other than maybe a few
features relaxing, like maybe my lower lip
relaxing a little bit. Same case with the upper
lip relaxing a little bit. So those so now I think at this point
everything has stopped. So I'm going to make
sure first of all, I keep everything
at this frame and then go to this last one here. And key everything again, I'm probably just
0 out everything. Now, remember down to 0 out. If you have a scale, full-scale, default scale is
one, it cannot be 0. So just remember that. That is if you have
scaling controls, so let's play this and a, a, a, a, and the a sound. The sound looks okay. Now let's go over
to the other sound, which is the E. E. So here it is. Let's play it in here. E, e, e, e, e, e. Now the good thing is
because this might save your time on this might
this will save you. Time is since when I'm
saying I can already, I'm already saying e at the end. I can just copy the
same pose to here. So how do this is? You can a shift and
select this keyframe, right-click and say Copy. Then come to this and make sure you've selected
all the controls. So make sure you have your
character selection set. And come to this frame. Probably delete this one because you don't want
stuttering issues. And then right-click
again and say paste. As you can see, it's
going to **** the same, the same pole for this one. Since it's one, it's just e. E is just one. Like negative e is just
a straightforward sound. I'm going to 0 out everything. So let's do that. So another method of copying
keyframes is by like, if you were to, let's say
you were here, right? You want to copy this
pose if you are to middle mouse click without
dragging the time slider. Here, as you can see,
nothing will happen. So this allows you to
press S and it's going to retain the same keyframes
as you can see, right? So that's just
another way again. Just hold down, shift, click and delete that keyframe. Okay? So that can be a
time-saver if you don't want to keep on repeating poses. So we have a and E. Let's go to the other pose, which is the other bar, which is Zoom this one. And now the purpose
of zooming in is to see where the
audio is ending. This whitelist will
give you a rough idea on when to begin a pose or a vowel shape Pi. So I starts with
an r and then a. Aye. Aye, Aye. I, I I it's like an E is like an e at the end and then
at the beginning. So welcome to
somewhere like here. Again, select everything
on the mouth. I'm going to begin it there. So let's make an r. R. Now I can see that my mouth is really rounded on this pose. So I'm just going to
select this lower jaw. Say, I can see slides
slightly My my, my bottom teeth slightly
the upper teeth. I can see my appetite. Are there is no rotation. Now one thing I
know is wondering, I can see is I can see my mouth a little bit
like shrinking in. So I'm going to push this one's a little bit in open there. They are. The jaw a little bit more, or maybe curl up the
upper lip a little bit. Sometimes in animation you have to like go a little extra. Because again, it's really
hard to match real-life. That's why, like if I
mentioned that down wrong, It's so easy to notice when animation is just done wrongly. So just don't be afraid to go a little
bit extra in this case, I'm going to raise
these corners up. I think I selected
the wrong thing. Like does it look like an R? Again, I feel like my, when I look at myself,
I can see that my mode is a little
bit too rounded. So I'm going to try and
drown that a little bit. Raised the upper lip palate
just a slight a tad bit. Or maybe curl this
up a little bit. Again, remember, and
I'm curling this app. It is pushing itself forward so you have to
be careful with that. But I feel like that's
an arch shape and I'm going to key everything
on that pose there. So the a, the a
begins around here. So it's like a, like an a, not even an E and a. So again, we're going
to use the method of copy pasting oppose. So this is the shape I know
the a begins around here. I'm going to middle mouse
click on that point. And at this point everything
has stopped moving. So again, zeroing
out everything. And remember if you have scale
and ratio scale is at y. Now, let's look at how it looks. I feel like I feel like for the I I feel like I don't need to reveal so much of
my upper teeth. I just feel like it
needs to be subtle. Again, even if you're
copying pasting poses here and just try to make
them different. Because, I mean, remember
when you're speaking, you really speaking quickly, like picking one of those things that you could
do it pause the pause. But most of the time you find yourself doing it
straight ahead, meaning like I'm keyframing as I go because the mode
is moving so quickly. That I feel like I feel like I might
need to rotate my upper lip a little bit. I don't feel like I see
everything clearly. So let's maybe let's, let, let's raise this up. Let's just raise this up to
form a more rounded shape. Because I feel like I
need to see more of that roundness on the mouth. And I think also it will help me be forced
to stretch it back a little bit because I
want it to be round. I feel like I'm not
seeing the ship clearly. So we have a e and i. So let's go to the next one, which is the O. So let's go to the o sound. Let's begin somewhere there. Soon this one in, again, just get an idea as to where the sound or the
vowel is getting. This case, I think I want
to begin somewhere around. There were two key that, and for the O is like an O, an O and O. So this is the beginning. So select the key. And then, oh, I feel
like for the O, the OH is more of a, it's more like they are, but the lips are more
bunched up together. I'm not. Let me copy
the other pose. What I'm going to do is let
me just try because oh, I can see that my mouth. Oh, Oh, Oh. So be careful. Select the correct axis. Like there's a lot
of curling around my lips like, oh, like that. Oh, so again, push this back. I think I went a little bit
too overboard developed. Don't want to mess up your reg. So I feel like 00 again, push this back a little bit. We can push this down. Maybe pushed this one's up, just make it a
little bit smoother. I think this ones as well. This is why you key as you select them in
groups because you see, you know, you don't want like, you know, like you
forgotten Keyframing. This one's on the other pose. It's like, as you can
see, it's really useful to just kill them all at once because it's can see it's really a time-saver and oh, looks like to me, these corners are
really raised up. Let's raise them
up a little bit. Push them in like that. Can we push this button? I think I think that's
looking nice looking. Oh, oh. They could also push this
a little bit in Turin. Do us any harm? Just
pushing them in. Oh, because my lips
really curled, like from looking at
myself in the camera, I can see that my lips are
really curled completely. So I think there's
more rotations, but then for this
one, I notice that. So I think you can
also try and rotate the lower lip a little bit more. Maybe push it backwards
a little bit. For like that. Now, it looks ridiculous. Now let's try and smooth
it out a little bit. Oh, but remember, it's not like this pose stays for
long and screen. So it's o. The o is more like
the mouth is closing and the lips are up. Like I can see a clear rotation upwards, towards everything. I mean, not everything
but most of the shapes are rotating upwards. And again, I think I'm
getting to that point where the rig is starting
to break a little bit. I think we can also as
possible key frame there. Let's just put a keyframe there. And then I think we had pushed
that back a little bit. You don't want to
be seeing clipping, that's the black thing you
seeing there is clipping. And for the o, the o sound is more relaxed. So let's look at the groups that probably, let's close the jaw little
bit because it's cool. Maybe let's rotate this
slip down on a little bit. So again, let's 0 out
everything first of all, and see how it looks like. Feel like the ocean
sound is a little bit hard to nail. But let's see. Oh, oh, oh, oh, oh. Fear. Like let's let's trace the upper lip and see if
that makes a difference. Pushing that a little
bit backwards. Let's look at everything else. Let's just place. Let's wait, wait for it to cash. A E I O. A E I O. O, O. And now for the last
one we have an OH and also feel like it's just a matter of replicating
since we already have the o and the o
sound is just again, one of those things
where you just want to practice time-saving
techniques. So I'm just going
to paste this pose. Can see it begins there. So I'm going to paste. It's actually a, you know, I think I keep saying it
in British English way, but you not o, u. So u is more of an e
and you feel like that. Usando also needs to be here. And the EU, EU, it's like a e, u, e, e, e, you, you look for the EE. Let's look for the E
and paste it you there. And also, let's add Alaska from there and let's see what
it looks like. Just so the minute you, you, you, you one came out. Beautiful. So you, it's more of an e
ending with an O, U, U. So again, this is good practice. Of course. I think the o sound, oo sound is a little
bit harder to nail. But again, I think
I can polish it in my own free time for the second node,
extending the lesson. But hopefully you're
getting an idea as to how to structure
in place while this just remember to keep
shapes as long as two frames long to avoid stuttering
and always remember, vowels are open mouth shapes. These other things
like consonants and all this other stuff, you know, like Go
practice with them. I did this to include
the consonants, audio. You can use that to practice your dialogue animation skills. So let's, let's play
this one last time. E, I, O, U. So yeah, that looks okay, and I should see you
guys in the next lesson.
6. 005 Posing the character: Hey, what's up, guys and
welcome to this lesson. Now we're finally going
to begin on the dialogue. Now, this is how it's supposed to look like if not
this even better. I mean, come on seriously. You really cannot stop
yourself from line. I mean, come on. Seriously. You really cannot stop
yourself from line. So you're supposed to animate
it to look like that. And as you can see,
the main body pose is really convey
the emotion scores. I know maybe because
you're starting out, you might think it's a
good idea to start with the mouth and then
go to the body. But generally you want to
start with the body and convey emotions because
when you're speaking, you tend to speak with
your own body like that's why we say body
language to start because it gives you
an indication of what the password is feeling or
the person is thinking. And this is why it's considered not really
the best artist. But this is why I
had a couple of poses for the spikes in Datalog. So you normally add pauses
where you have spikes. In this case, go ahead
and load up the rig, whichever you're working on
and load up the reference. I'll do this one more. Seriously. You really cannot stop
yourself from line. So go ahead and load it
up, and let's begin. So as you can see, I do
have a pose that I mean, so let's go back to
this photo here. I mean, come on. You really carry seriously,
cannot stop yourself. You really think it
seriously. I mean, come on. Oh, it's I mean,
come on seriously. Even forgetting my own hair. Look, you really cannot
stop yourself from lying. That's why you can
see on the last pose here is emphasizing the line, line, line, line. So he's emphasizing
the line, alright, and then it goes back
to a neutral pose. So let's start by
posing this current. You don't have to use
these exact poses. I did go ahead and shoot
my own video reference, and this is where
I got this poses. So this is something
I encourage you to do as well as
score out there, pull up your phone
and actually record some reference footage
and placed side-by-side. This is where I recommend having a second monitor as an animator, or even a third one
because it really helps to reference yourself
on the other screen. You can import video
files in Maya, but that's not the
topic for today. But for this case
we're just going to be using these photos. So what I'm going to do
is I'm going to go to my front view and I'm going
to import image plane. I'm going to say import image
and I'm going to upload important dialogue
pauses right here. And we don't have,
again, we don't have, you don't have to use my poses. You can use you as just make
sure you place the correct poses or even add more at the points where
the audio is spiking. Remember at this point
where it's hi, hi, hi. This is where it's
much more easier to convey what the character
is feeling inside. So let's start with
the first pose. And again, I did go ahead and create a selection set
for the whole of the body. So mine includes all the
arm controls my armies in. My arm is in the FK, meaning it is being
rotated like this. Again, this is why I recommend you to do some basic
rigging course. Not only jumping into animation, at least it will help you
understand when I say forward kinematics,
what I really mean, but what it just means
is I don't have to move my arm using this
control where if you move, this whole arm is moving. So my Amazon FBA right
now and as you can see, when I move this joint,
everything moves. When I move this joint, this one independently
moves from the first joint. Same case with
their wrist, right? So that's forward kinematics. But for the legs, the legs, I like to leave them
at IK because I mean, you're not just
swinging, you also raising your feet up and
down, as you can see. That is forward kinematics. How all of these controls
that the rotations, the nutrition controls for
the arm, for the body, the IKEA's and this one's
for the legs as well. This one's for the
shoulders as well. I have them under
that selection set. So let's start of all. Let's start by creating
the first pose. So, I mean, I mean, this is the first pose. I mean, come on, come on. I mean, come on. I mean, I mean, it's the first line, so let's go up to here before
everything else begins. So he's in a neutral pose. I mean. So let's take him. I know that we can push, Let's go to the
trucks and then push this dialogue
little bit farther. Started earlier, I feel like
it's starting way too late. I mean. So let's key everything in the body
and starts by posing. Going to bring this
forward like that. So be sure you don't clip. Again, use all of your controls. Which this for a little bit. Push this a little
bit towards the chest that way. That's okay. Be careful of how your joints
are rotating. You don't. We add deformations and the
arm is in a neutral pose. I'm going to select
everything here, even the, even their finger controls
are under the selection set. So again, make sure you a proper job and creating this ligand
set. What is this? Selected? The shoulder. The shoulder but the chest, the lower chest control can see really nice
finger controls. They're giving us a
very natural curve. Let's see. Suppose this. To think these ones are
not on these selections. My top two add them, I think I had not on the selection set. So what I'm going to do
is just going to select them for my selection sets. By, this is where maybe I should talk about the difference
between mine and yours. I'm sure for you guys,
you created the set, quickselect set, but
sometimes it's buggy. So what I ended up doing is just open up my outliner
is considered electron sets. Let me outline and shrink
that down a little bit. So for this case, where is the re body? So this is everything
under their body, right? So if I was to open up my script editor here and
clear out everything, remember that everything
you do in Maya is generated at a script. So this is how you can learn, also teacher, so scripting. But I'm going to
clear out everything. And what I'm going to do is let's go ahead and
do that clear out. Let's select the first
control, the last one. And let's add this, this, this, this, and this. And also do the same
thing for this other arm. I feel like also I might have
missed this ones as well. This this, this, and this. And do it. I think I need to
add anything else? I don't think so. I'm just going to
highlight everything. You can press Control a alternatively and then
middle mouse drag it onto the shelf
and call it a male. I don't know why my edit
button is not popping up. It had popped up
as a big window. It's not showing up anymore, but there's an option
to edit the icon name. So alternatively, I
can just use this one. Only that if I figure out
why it isn't popping up, just one of those bugs in mind. So yeah, I'm going to use
this one called antibodies. Let's just press S
to make sure that everything is now
key framed properly. But let's pause the other arm because that's how it's able to edit this and called
them the proper names. But let's do the
same thing here. I know this one is
resting on this. So I'm going to slightly
raised that a little bit. Other one is below there. Can see it's, it's really it's
really on the body there. Then it's dropped down this
shoulder a little bit. And it's pose this properly. You can adjust just want
don't want it to clip. To clip. I think this one can
be raised up to avoid the clipping of those two arms. And then for this one we could just rotate it that way. Did this way. Again, remember not to clip. Then this point, just
select everything there. I'm luxury, deselect
the things that it's using and rotates
the fingers back. Again, this is such
a nice theory, but it really a good job. And I'm going to pause
this dump properly. Avoid clipping, maybe
raise that up, then. That this down like that. And maybe you can just
be curved like that. Downloads I assume
it's resting downwards the Qin so much clipping on
the arm twist towards itself. So it's trying to fix that. Again, be careful of the book because I guess
it's kind of popping there. So be careful you don't run
into those kinds of things. Again, this, this is
one of those things where I will say it
depends with the short. If the camera is
really close up, It's really not in this case, I know it's a fairly
short it's not something that is going to be so
recognizable like the clipping. So don't stress yourself out so much in trying to perfect it. But I think we can do a good job will be
reached at his elbows. Seems like it's
laying like that. And I think last loop that
looks proper for the legs, I can see his legs
facing the other side. So when select is leg control, push it a little bit. No, it's slightly. And it's good practice to
balance out your poses. This case, he's probably
leaning this way. So maybe a little bit down
to curve is nice like that. And if he is moving that way, that means is our body is like if he's falling
towards this way, that means his upper
body is going this way. So it's just good practice to always follow a principle
called follow-up, follow through an overlap
where the last things, the appendages, this case, your head, your chest, tend to be the last place you
want him to look balanced. You can press seven
to look at him. In this lighting. See whether they pose
looks balanced or not. Because you don't
want him to look like he's not he's falling. So since he's the chest is moving towards
this side is head. Again, it's the last
thing should be moving. Maybe he's supposed to be facing somewhere down
there because it's like, it's like angry and stuff. So see, that's the
first pose. Selected. This one. So the next
pose is a common. Come on. Now, make sure you hold
this pose in place, meaning user holding frame. That just means
hold this position. Suppose because you
start posing here, it's going to, let me pause and show you what's
going to happen anyway. Let's just keyframe. Its mark on the arms again. Let's open them up. Again. It's one of those things where
I could say just 00 stuff, stuff out, it's just quicker. Instead of you don't run
into gimbal lock and stuff. Just 0 out where you're going. You don't gimbal lock. You're going into
values that are absurd. It's can see this arm is
clearly rotated way too much. You don't want that. Now I'm not selecting and then
zeroing out everything because I want to
maintain the legs. The leg poses. Think we could add everything
here and just deselect this case for this other side, control shift by day, then Control D to deselect and think it's just a matter of rotating
everything again. Now the arm is open. This one's also be zeroed out. And yeah, I also think for
this just controls as well. Can also 0 them out
and straightening. So let's pull, let's check
this pose which is come on. Come on, come on, come on. So most of animation is
just exposing and stuff. So I can see my arm is
already twisting weirdly. So that just means Let's look at my elbows are raised up because he's kinda
becoming tense. So it's just why is that? We can pose this is just
a model of widening. No, because it's like come on. His arms are really like
asking the question, Come on. Come on. Why you seriously can
stop yourself from line. You had that live in your life. So the feeling of being lied to. So you can tell that
this guy is clearly not happy about this guy being about this
guy lying so much. So come on. Come on. Okay. Feel like the elbow could
go a little bit up. The aim of course looks weird like that thing, That's better. I think I did not mention
if you drive a car, another camera, the one
that you want to view, it already propped up. So we're going to do
that in the next lesson. But again, Js this elbow
because he's tense. Come on, come on, come on. Let's open up. Let's flip out. So open up the fingers. Thumb, that does seems to
be doing a better job and does have a slight
bend like that. That's makes the
pose look way nicer. Come on, come on. Stretching, stretching
out the fingers on little bits really
helps them stand out. I can already see it looks
like he's really in maybe. Is this a little bit? And you want to avoid twinning where one side looks exactly
like the other side. So I'm going to
maybe drop that on a little bit of maybe no, maybe push to spend a little
bit forward and come on. I think at this point
he's looking at the camera and his head
should be straight. And notice that also the
head control is not in that. So let's look at
all the poses are. Okay. No, I just can see that controls are
not in that selection set, so it wasn't keyframe. Right? So we want you
to hold this position. We're now saying right. So and also the leg is back. So the leg seems to be like has brought itself back and he's more raised like this. I feel like he needs a curve where maybe he's bending
towards this way. And then his upper body is swinging soon towards this way. Maybe he's head
tilts ultimate down. And it's more of a
confrontational pose. You can press seven
to see whether your pose looks more convincing. Seven is just the unlit mode. So it'd be a little bit, push the chest a little bit that way. Just try to sell it. Sell it again. He's
falling towards this way, so his upper body will tend to move in the
opposite direction. Right? Come on, come on. Let's keep everything clean. So that's, that's the
come on the scene. You should hold your poses. You don't want it to be moving. Like this. Animating all the way through. The common needs to be
so instant come on. So what I'm going
to do is there. But the time is ending again. This is where I'm
going to middle mouse click on this pose here
and I'm going to press S. Again. Control is not in
that selection, so I'm going to press S. Can see now it's more instant
like come, come, come, come, come, come on, come on. Come on. Again. If you feel like it's
a little bit too instance, we could just say Control
Shift and click and push these four paws backwards. And also remember it
also push the head, the head one backwards as well. Come on. Right. You want you to
be holding your poses. Make sure you have a hole and then release and then
go to the next pose. Because if you don't, the
animation is going to start looking floating rates
just constantly moving, which is something that
really doesn't happen. Of course you're
constantly emotion, but that is why we have
something we call moving calls where in this next pose, maybe your pose is moving, but I'm going to leave you
guys to continue posing. And in the next one we're going to continue posing
with the other poses. Probably. You guys as well. I've already done
it since you've already gotten the gist of it. So see you in the next lesson.
7. 006 Adding moving holds: Hey, what's up, guys and
welcome to this lesson. I did go ahead and finish out there the poses, as you can see, also created a camera, which is done by coming to
Create Cameras, camera. And if you want to sit
through your camera, just go to Panels, perspective. And for me it's coming
around and I have it locked. So let me unlock and uncheck
all of these things. The grid. And for me I
wanted to place it there. Now you want to activate this film gate because this is showing you what
the camera will render. So for me, I just want you to be able to be there on this side, not fully at the center. Let's see. Because it's like talking to
someone off camera there, which is something that you tend to see in a little movies. And then once you're done
positioning your camera, just lock it with
this icon up here. Or you can just come to
view and say low camera. For this view, I'm going to disable NURBS curves and I want you to see the poses I did
manage to opposing seriously. You really cannot
stop yourself from line is considered finished. All the other poses
and spaced out. The ones that I felt
to be too quick. And yeah, so this is again why I emphasize maybe
having a second monitor because for me I can
just tear off a copy of this camera and it's going to I'm going to place
it on my other monitor. But if you don't
have two monitors, what you can do is you can
split your view into two. And then this one can
be your perspective or your camera
depending on issue. I don't know what
prevents you have, but this one can be your camera and you can
work on your perspective here and your playback and be on this other side so
that you can be able to see what you're doing. So that's just a
tip for you, right? So now that we've sometimes I don't know why it does that. But now that we have done posing and creating
all that opposes, what I'm going to do is I'm
going to add moving hold, snout are moving holds. But for the last pose, this one, I'm not holding it because it's more I'm moving in between. So I'm moving in-between, so I do not have to
hold it and I didn't feel like it being necessary
for me to hold it. So a moving hold is just
basically, you know, it's like an idol is
like I'm going to x, but I'm trying to find
a better explanation, but it's one of
those things that you do subconsciously
and you don't know, like your body is being
affected by gravity. So it's not like you're going
to stay still like this. This just looks dead or it looks like a robot or something. So I'm moving hold is basically, it's the same, you
holding the same pose but you're moving slightly
to give it more life. And I was gonna see moving holds are added
mostly on the last, on the last frame of the whole. So in this case like this, if he's holding his arm, I expect that gravity is working on his
body a little bit. So maybe he's hips can drop
down a little. Not so much. It needs to be subtle. Oops, and I think I was
on the wrong key frame. There. Wasn't this on this
one wasn't all. Also this was not on
the selection set. That's o. Since it wasn't, I
think we're just, let's just add it
anyway because, I mean, let's clear
the script editor. Click on this. It's
going to add everything. I'm also going to add
the hips and the head. Instead of having
two every time. Keyframe the hips and just
realize that it's not there. Please start where
everything is keyframe. So now this means that after this means
I have to go and keyframe every pose
again because again, the hips just realize the
epsilon naught there. So don't worry. It's part, it's part of the processes. Making mistakes are
part of the process. So at this point, alright, so maybe I can, at this point, I can maybe raise
the hip a little bit higher so that by the time
it's getting into this, it's dropping down just
slight, just slight. It needs to be very it
needs to be very subtle. That's the point
of a moving hold. It needs to be very subtle. Maybe this one
will be the arm is like gravity is working
on it a little bit. Maybe there's a little bit
of compression and downs, but I don't like messing
with them so much since they are already
clipping through the chest. But we can drop this bit, we can even drop the
shoulders because again, remember gravity is affecting. But like gravity is affecting
most of the things, right? And this may be, as he moves up, the head is obviously
going to move up a little bit slightly. And also, he's probably
going to move this way. Maybe move this way
because it's falling. So it's gravity, right? As you can see, just some
slight movements really add some life into the
character as it moves. This way, I do believe is justs will want to move
the other way round. Okay. So let's go to the other
moving hold pause. Come on. So it's the next one. Now for this one,
again, gravity, remember gravity is
working its magic. So I will drop down a little bit to go into
that a little bit, but removed because
this way you following the animation principle of
follow-through and overlap, the appendages tend
to move less so as this arm goes inward
and downloads and inwards this one up
and go outwards. Because this is the last
thing this will do. The reverse. Just always remember,
that's how you can see. It really adds some
life onto that. Some kids for the other side, it's going to drop down and maybe move
a little bit inward. Think that's too much. And again, this will
do the reverse. And they will also
do the reverse. Again, the shoulders, I
do believe we'll have dropped even further because
again, it's gravity. And this point is
hips have probably, he's probably coming down because he was really raised up. Maybe push him that way. As you can see, he's
just swaying little, but you can see how much life this adds onto the character. I mean, come on. I mean, even let's
just remove the knobs, girls so that you guys
can actually see. And in fact, let's even
go to our camera view and see what's happening
from the coupon. Coupon. I mean, come on, come on, come on, come on. Let's go and see. It's really adding
breathing life into the animation because it's rarely are you actually
standing still. There's just something happening and your eye tends
to pick up on that. It's just subconsciously
you pick it up. And now unless someone animates it and you like
it's for someone to animate it the wrong
way and not have moving OLS is when you'll notice that there's something off
about this motion. So let's go to our
perspective and continue. Perspective. I don't know why I chose this. I don't know what
those that activated. But again, let's go and find the other pole
and the switches. Again, I feel like he's also kinda going towards this way, which will also again trigger
the chest to go this way. Maybe the head will
bounce up and go down. Seriously. Don't worry, there's
always in-between poses. This is the transition
to the next pose. This is something we should
do in the next lesson. But for this one, I just
want you to walk on the movies. Let's see, just see. He's really dropping
down because he's like angry and stuff. So his hips curling. Everything is coming forward because he's like really angry. And again, remember, the head will go in the
opposite direction. This one's will drop down. This one's will go in the opposite direction
and this one will go the opposite direction. So I'm going to
drop down this one. We will go back and it's
on, we'll come back. Alright, maybe even
a little bit. Again. He believe this will
drop down as well. And he will lean on that. Pause even a little bit. And four didn't even
a little bit more. So. So hopefully you have now understood
and like keep gotten the concept as to how
to add moving holds. It's really not that difficult. It's just a matter
of remembering that gravity is working. And also using the principle of follow through an overlap. If your arm is falling down, then the appendages
will always go in the opposite directions because there'll be the last
ones to catch up. So I'm going to end
this lesson here. And hopefully in the next
lesson you will have added moving holds
for all your poses. And we can work on in, we can work on the
in-between frames. So see you in the next lesson.
8. 007 Adding inbetween frames: Hey, what's up, guys and
welcome to this lesson. Now, I did go ahead and
add all the moving holds. Now it's probably a good
idea to do a play blast. So I'm going to go to
Window play blast and I'm going to use this settings. It's going to store the
images in your Temp folder. So yeah, play blast. And I'm going to pose
this as I wait for it to catch the animation out. The animation is done caching. And I'm glad Scott, Come on. Seriously. You really cannot stop
yourself from lying. I mean, come on seriously. You really cannot stop
yourself from line. I mean, that's gonna see
like just adding the moving holds really brings
life to the character. So that was played
blasting from the camera. It's one of those
things that just, it's just a helpful tip to make your animations look
more realistic. But now I'm going to
work on the in-betweens, meaning because considered
already added one. Something's
in-betweens com, where there's some animations that need more polishing or need to, need to make more sense. Like in this case has can see. I chose a middle
frame where I had to raise my feet because
the food was dragging. So I just and in this case, you don't have to
keyframe everything. So you just keyframe individual
elements that look out of place that look like
their movement is weird. And also the in-between
frames also a good time to add arcs and curves. It's also another
principle of animation. But you should definitely
check out if don't know the 12 principles of
animation initially. I mean, you should really go
nu two men, check them out. I also added a curve towards
the arm, don't worry, this is because I was using the grease pencil to plot out. It's another way of just
drawing onto the screen. Yeah, it's just a way
of defining anything. I'm going to use this one. So you want ox, you want OX, OX everywhere. So even when you
move, food is moving. It's an arc like it's
going from here to here. Alright, so those are the kinds of things you
want in your animation. So, yeah, I think it's adding another keyframe now these are not like
actual keyframe. So just like drawing keyframes, like right there, just
from the Christian. So don't worry, if you're
seeing these boxes. It just means you add some
drawings from your responsive. So I think for income, once we are done and think you can go to
another frame and look for someone like
this in the middle. Again, as you can see, this food is also
dragging itself. May you can I think I
can just a tad bit. And of course, as the
food is raising up, we know it's kinda dropping
because of gravity. Alright. Now also feel like that poses benefitted me just dropping
it a tad bit like that. I feel like he's not
moving this way, needs to move in this way. This in-betweens are
therefore that kind of work. I know it's just adding more polish to your
animation is not really something that is slight. You'll want to be doing at the beginning of your animation. It's something that
you want to be doing once you may know, rough and out or
you've plotted out the the main poses you've added. Moving old. Now in-between comes there, it's just a better
way of walking. Basically. Can also see my
arms are dropping, right? So again, remember, as you, as your arms are dropping, this things tend to move up. It's just going to
add that bit of realism that moves
up, that goes down. And probably this
way, some cases it is if the elbow is moving down, this one goes up and
this includes this way. So those things are just add
realism to your animation. And also as the chest
moves down the head, we also tilt back a little bit. And let's see where the
other keyframes, okay? Alright, and you know, as MIB and even the head might in all settled
down a little bit. Doesn't have to necessarily
straight all the tiles. Can see that juggle, that small jiggle just adds a little bit more
realism and more, just makes the animation
more lifelike. Let's look at it.
It's also good. Thing to also be playing your animation buck as
frequently as possible. I mean, come on seriously. Come on. Seriously. I mean, come on. Seriously. I feel like he's really
nodding so much. It's good. Yeah, but I feel like I can
erase that a little bit. Okay. Let's go to the next pose. Before I even go. Is
there anything else? Again, this is
another in-between, so he's moving up, so his shoulders going
backwards like that. But this will come
up because again, those things follow follow
through an overlap. It's one of those times for
follow through an overlap. Put my phone on silent. Again as he moves up, the head will kind of go down to is there anything on the lower body that
needs the same treatment? But mostly the follow-through
and overlap is very noticeable on the arms and
the rest of the fingers. Those are the areas that
they follow through. An overlap is very noticeable, specifically at the
arms and the tips of the wrist and the
fingers and stuff. You can just look
for another thing. For another pose for
swap non in-between. His arms go out. Um, it will make sense that this elbow will rotate this way. And there is a Pope, the Pope, a bad poem itself. So I feel like there's something going on
there that is so strange. I think we can yeah, I think the elbow is rotating
too much there. That's why. Again, it's also another
way of fixing in-between. So as you can see, it's
really popping off badly, so yeah, you want to correct that in
an in-between those as well. We're going to see it's not
only like a way of adding, like making the motion
more like moving an arc. It's also another way to like go ahead and try and find
issues in your animation. So let's consider elbow
there was, was popping in. Sometimes you just have to add more keyframes because
there's no other it fix it like what I just did. As the arm goes this way. I do believe this should be going be the last
one to catch up. Right? Probably Probably. This can go down
because it's no, it's going down and
then up settling. Remember it's the last thing. And also I can see
his arm is moving up, like he's not up or down. So I think this is a good point to add an
in-between as well. You can also walk
on the other arm. Let's check if it has the same. It's possible to color these
keyframes are for this. Let's go to this other
arm and see if it has the same issues as
this other one though. Fortunately, this one does not feel like this shouldn't
be more than once. Again, we go forward and add
a follow through poses is like this is the settling pose. This is the let's
look at that again. Again, I insist it's a good habit to keep on
checking your animation. Let's let it save. Let's go to my camera and
see what's happening. We may even have
added more problems, but animation is
basically this is just going back and forth and trying to see your
animation looks. You really cannot stop
yourself from lying. I mean, come on seriously. You really cannot stop
yourself from line. Come on. Seriously. You really cannot stop
yourself from line. I mean, come on seriously. Now I do notice that I feel like this pose
is too stretched. For the fingers that is full. We can let's look what's
keyframe is there? Yeah. This is I feel
like it's too stretched. It's maybe straighten it out. Alternatively, you
could just delete the keyframes and start afresh. You know. I mean, unless
you're in a hurry, if you're not in a hurry, I will suggest, you know, sometimes deleting and
starting again because, you know, messing up is part
of the processes I've seen. Not really feel guilty like, Oh, I messed up. I can do I don't
want to do it again. It's just part of the process. Men just don't be don't
be ashamed to do it. Just do it because
from the mean, I feel like, okay,
you know what, I feel like this pose is not necessarily just
delete it and see. Let's look at it
from the camera and see what you're seeing here. I think we could do
another play blast. Let me do another
play blast and let me pause this and then come
back when it's done. Okay. So the play blast
is done and lying. I mean, come on. Seriously. You really cannot stop
yourself from line. I don't like that last pose. I'm just going to,
for the sake of not extending the
lesson is much. I might walk on it. I might not walk
on it, but again, it's up to you and
your animation and whether you feel like
it's polished enough. It's all of those things where I can't teach you your own niches. Everyone has their own.
We wanted to see things. So if you feel like
Genki animation, maybe that's your style. You can leave it like that, but if you want to polish, it can also go ahead and polish it. There's nothing stopping you. So I feel like maybe the arm needs to be
seen a little bit more. Maybe that's why it looks
so strange to my eyes, but I don't know. It's just want to again, all of those things
where it's just a personal preference
or pet peeve. Again, you're going to work on news and I'm
sure you guys will have a totally like stylistic
animation from mine. Probably yours will look old, reflect to like more of who you are or how
what your style is. But again, remember it's
just one of those things. Just polish it. Don't feel like you
need to rush things. Don't feel like I
don't feel like you don't overwhelm
yourself with trying, trying to perfect it again, because you're new, just give
yourself room to actually make mistakes and
actually learn as you go. And again, the more you do
it, the better you become. So I should see in
the next lesson.
9. 008 Lip syncing the Dialogue: What's up, guys
and welcome again. So we're now on the mouth. I want us to start
animating the dialogue. Since now we've
forgotten the whole body to present a more
presentable phase. So again, using the basics, using the methodology that you learned when we were
animating the vowels. We're going to begin
with this dialogue. As you can see, we
have spikes in here. So let's just listen to this. So it's, I mean, I and I'm going to zoom it into I only I
until where the eye and so i, so let's select them
out controls and say I, I ups. The mouth is rounded.
Let's look at it. Let's see. Maybe a little bit of the upper jaw is not really necessary for you to
see the upper lip amino. Like the joke can benefit from being a little bit open ups. But again, I don't want it to be so much that it's popping. Again. You want these
poses, last two frames. These are coming in here. So select everything and q dots. And let's say let's
switch to stretch this. No, the other one I'm
I mean, I'm I mean, me me begins here. Remember that is you can see
it's mostly T on this one. Mei, Mei, Mei. Again, pause,
keyframe everything. And let's select everything. And for the mouth,
I mean keyframe. I mean his tea that shut. And there's more lips
there's more teeth showing. I mean, maybe maybe push this lip in what I mean. And then there's a cut. And I feel like,
okay, let me move this for a day so that
it can last two frames, 12 and then four. Here we can 0 out everything. And then we go to,
Come on, come on. It's an a. It can repeat this sound here. 12. Let's just suppose that. Okay. So by the way, this is also another point where it should,
another point in time. Why should talk about creating a camera for the
face specifically, you could do that
by, again, camera, camera and look through
that camera Camera tool. I want it to be
parented to the face. This camera will always
remain centered on his face regardless
of how he moves. Now show you how we
do that. Select that. What you do is you select camera with this button
or just go to View and select carbonate should be
some way that select Camera and hold the Shift, select the head control
and press P to parent. Now, whenever the head moves, the camera will move us. Just a neat way to make sure that instead of having to move, because all obviously animated, you want, you want the camera
to move along as well. So again, it's going here. I'm talking really quick Can
not really a slow talker. I'm talking really, I don't
know if all I will say above normal speed of talking about people complain they're not hearing what I'm saying. Come on. Come on. I mean I mean I mean I mean, I mean, sorry, Ed,
pose a little bit. I mean, like the m can
be emphasized more. And there's just a slight, slight folding of the lips. And also it's a little bit stretched. Again, use a mirror. Look at yourself. Oops, that's too much. I mean, I'm the
upper lip on the m seems to be the one
folded a little bit more. Cut them again. So we just duplicate them. That one too. All. We're going down. Oh, come on. Come on. When did I rotate the tongue? Strange. You don't you don't remember
rotating the tongue? Is actually strange. I don't remember actually
for taking the time. But yeah. Again, it's just
an O an O shape. Come on. Foot like this one is just so just packing it
like it's just, it's just so prominent. Clarifying that
bestseller it is age. But on, on, come on, come on. In. So the posts, we pose the come on. Then. Of course, he's done animating, he's done, I mean,
the tiny meeting, but he's done talking. Let's just look at that up to that point and see what we
see got big weaker ligament. Look through the camera to me. Come on. Come on. Come on. Come on. Oh, does an audit one? I mean, come on. I mean, come on. Come on. Come on. Come on. Okay. Okay. Okay. Okay. Let's head on over
to the other one. You really you, you, you, you you might think put a hole there. So you seriously so I'm looking at my lips. You've seriously, then you can always record video footage
of yourself saying this. It would really
help if you don't have a mirror and if you don't want to use your phone, you see, you know, these aren't, right. No worries. You
can see all this. You can animate all
the all the letters. You just need to find
the ones that are more prominent in a statement. So CDR see asleep, see sleep. So o and y is my mouth open. It needs to be shot
at this point. Another S coming along. Select everything and
keyframe. At this point. E, e, e, e, e, e, e. I feel like for E, I don't I don't see
my lower teeth. So we can close his
mouth a little bit. Seriously. Going here from this,
but up to this point, he's already stopped
talking the way, so started coming out. Let's let's, let's play back
and see what's happening. Let's go to our main comment. Oh, and we own camera
tool this time. We should have locked this. I forgot to lock this. It's fine. It's fine.
It's fine. It's fine. Let's let's let's lock it. So when you look it, you
can't really move it. So I'm probably
use that as well. I wanted to be level like fat, probably probably
properly in the center. Let's hide their naps. Cows. Come on seriously. I mean, come on seriously.
I mean, come on. Seriously. I mean, come on seriously. I mean, come on seriously. Seriously, seriously,
seriously, seriously. I feel like the L shape is
not being seen. Let's see. I can hear the sound. No, let me let let me let me
select the tongue controls. I'm not going to select
everything else, but okay. Now I feel like maybe the mouth will reveal more of
the trip as he's like, seriously, you feel like this is that maybe even more
stretching of the mouth. Hopefully that doesn't create
a cause stuttering because it's being animated so
close together keyframe, like maybe a little bit
of rotation will help. Okay, let's go to,
let's go to come in. Let's put comma two and
see what we are seeing here. And see what's happening. Come on. Seriously. I mean, come on. Seriously. I mean, come on. There's something
there's something wrong. I feel like the sound
should have been here. Maybe we're revealing too
much of the lower teeth. Oh, I press Render instead
of pressing the corrupt. I feel like these
teeth at this point are being revealed so
much feel like it's more of the upper teeth actually really seriously. Okay. So hopefully you guys are
getting the idea as to how you can animate the rest
of these lines, right? Again, if I was to automate
the whole of this is going to take me a long time and the
last one will be extended. And I'm just repeating the same thing over
and over again. So again, animation
is just that. It's just it can be tossed
and because it's repetitive. But again, just dive
into the process. Listen to the words carefully. Listen to the shapes.
Look at your face as you're animating and it's really something
that is going to help. And in the next lesson, I should be done animating
the rest of the sentences. Hopefully, if you've, you've understood how
to proceed from here. So see you in the next one.
10. 009 Adding Blinks to the character: What's up, guys and
welcome to this lesson. Hopefully you finished
animating the face. I mean, not the
face, but the lips should have something that
roughly matches mine. I mean, come on. Seriously. You really cannot stop
yourself from line. Now it says, can see
for this version I had already put my own
facial expressions, might add the eyebrow
is moving his blinking. But yeah, for this one. For this lesson, we're
supposed to animate the blinks and blinks are
really not that difficult. Mostly you put your place blinks where these movements no more, where there is movement and usually those are the points
where your blinking because there's a lot of
air moving which triggers your eye
to blink industry moisturize your
eyes because that's the purpose of blinking to make sure your
eyes don't dry up? Somewhere like there. These
are the mouth control. So let's look for the eyes. And we can, we can, we can set a
keyframe, you can set a key-frame. Let's hold. Set another keyframe. Think somewhere is
when we can keyframe. I think by here. I think that's way shorter. Let's see, even delete this, but I'm holding Shift
and clicking if you're wondering now, selecting
the keyframes. I feel like I feel like that's a good
spot for him to being. But I also need to hold the
eyes open up like that point. Does it make them blink
a little bit fast because it depends
with the mood. If you're speaking usually
that usually blink so fast. But if you're maybe waking up, you're relaxed, you're just having the time of
your life, the blinks. I usually slower in this case, I'm just going to go to
my eyes here and let's, let's close them up. This tree gave on that 0. Yes, for this rig up on that, if you place a 0 on this eye, controls it really close
because it's not fully closed, but we're going to use
the other controllers. So let's just 0 and then use the other controls to close,
really close their eyes. And I mean, it's
happening so quick. I don't even feel like you're
going to notice it as much. But as you can see. So let's play that and actually have
an idea of the timing. I mean, come on.
Come on. Come on. I feel like blinking. I feel like he's opening
the eyes too slowly. So what I'm going to do
is I'm going to move this last keyframe a
little bit closer. And obviously that's going to change the timing for the blink. But let's see what's happening. I mean, come on, come on. And I feel like
that's more natural. And you know, to make like
the blink more natural, you could offset some
of these key frames. Maybe make the left eye close like an A-frame
earlier than the right one. Really creates those natural feeling, that natural feeling. So I think it's for
this controls the side. I don't think there
is another one. It's just, you know, we can just hold, shift click and push this
keyframe backward. Not that one. Link itself. Push it backward for this eye. And as you can see,
it really adds, it really makes it so much. Basically because it's
more like symmetry. Symmetry is rarely
occurs in nature. Nature is, nature is perfect
because it's imperfect. Meaning, like it's very rare for you to find
something symmetrical. It's human being so
obsessed with symmetry. So let's look at that. I mean, come on, come on. Just that slight offset really, really adds and mix
the high feel like, oh, this is actually
a real eye blinking. And I think we can
even offset for this one and push it up earlier. And even like for
the eyes opening, you can also do the
same thing you can. These are the kinds of things
that form the personality, like the way you
remember someone will be someones
picks from this side, maybe someone who speaks
while shutting off one eye. It's adding those imperfections
in the timing that really Kiva personality to the character that
you're animating. I mean, come on, come on, come on, come on. Come on. So again, it's not only like when
you're moving your head, is each a good time
to add blinks, but also like long, extended periods of poses. Those are areas that
I feel like you should also add blinks. I feel like you could go for at least two seconds without blinking and then
you blinking because again, when you're speaking
you're bleeding so fast it's an amine. I'm even blinking myself and
I'm trying to even observe myself in the mirror
right now and I can see that I'm blinking a lot. I know even here
when he's moving. Seriously, we can
add another blink. Keep selecting
them out controls, but no can add. We can process. Let's add a keyframe. I think like, I think this
one was added to our list. And we can shut them off again, just 0 them out. And for the eyes,
as you can see, it has a lot of control, some kinda avoiding selecting a lot of them because you know, an offsetting, you don't want to waste time
selecting stuff a lot. That is assuming you have if you have the
time, yeah, sure. Go ahead and finesse
it. Fine tune it. But if you're
running low on time, like in the movie, it's a draft that is needed. Don't really need to spend so
much time selecting stuff. This can see, it
really makes the car, I mean, come on seriously. Again, I feel like
those blinks way slow. And he's gone foundation
or this point. So I'm going to hold down
shift and click and drag. It's going to create
a range selector. If I was to click on this
range and push it this way, it's scaling the
keyframes inwards. Basically it says
shortening the time. Now the danger to this
is if you don't snap, you might have
keyframes that are like 0.1.2 something. And
you don't want that. If you want, you
should really like, maybe sometimes it's
good, sometimes it's bad. In this case, I want it
to be on a whole value, like if a keyframe
is that you do, I don't want it to
be 2 something. So I'm going to
right-click and say snap, snap them to whole numbers. And I feel like maybe you can push the key frames a little bit farther that they don't have to be so close
to the other. Blink. This is a good time
to look at this. A good time to look at
the camera for the face. I mean, come on. Seriously. You really cannot. Let's see. Let's look
at this shot camera, which is camera one. Let's just upsetting. I clicked Open my mistake. Let's hide everything is and should check this camera off. I mean, come on. Seriously. You really cannot stop yourself. I mean, come on. Seriously. You really cannot say, Oh Kay, I think I push
them a little bit. I think they could
do just use once they get in somewhere
like that. Let's see. I mean, come on seriously. You really cannot stop yourself coming, Come on, seriously. This is our locator that is
showing up on the character. So I'm going to go to show, and let's uncheck Locator. It's usually at the bottom. I can see clearly let me
move closer to my monitor. Locators. It's not off. How can I don't know what's
this that keeps showing up. But I mean, come on seriously. You really cannot stop yourself. I mean, come on seriously. You really want to feel like the blink is a little bit way, way, way too fast, way too fast. So I can scale it out
again against nap. Let's look at that. I mean, come on seriously. You really cannot stop yourself. I mean, come on seriously. You really cannot stop yourself. I mean, come on seriously. You really cannot stop yourself. Again, I feel like for the
timing right now, it's okay. Again, it's one of those
things where you can really refine it
to your own style. For me, I feel like
a maternal k points. Let's see. I feel like I can also
paste that blink here and I'm going to copy this instead of actually having
to do it again and again. Just going to copy
these keyframes. Want to say Copy. And I feel like
another blink should. Here, if your leg is going to stay stationary for Ireland. And coping, as you can
see, saves a lot of time. So let's see what that has done. And this is the benefit of
creating selection sets. As you can see, it's quite
easy to speed up your work. I mean, come on seriously. You really cannot stop yourself coming, Come on seriously. You really cannot stop yourself. I mean, come on seriously. You really cannot stop yourself. I mean, come on. Seriously. You really cannot stop yourself. And the offset is the offset. Okay. Let me just move those skin because I
feel like I don't know. I don't like I don't like
the way it looks, man. I really don't see I
mean, come on seriously. You really cannot stop
yourself from lying. I mean, come on seriously. You really cannot stop
yourself from lying. To me. I feel like the blinks at the end are fine on
one thing though, I feel like the offset is
I don't like that offset. I feel like it's quite
distracting actually. I feel like maybe the last one, the last frame can be managed. Let's see if that
is distracting. I feel like we can get
rid of that offsets. Because I didn't know. It's just so distracting. Like at the end there. I mean, come on seriously. You really cannot stop
yourself from lying to me. Come on. Seriously. You read. And I also feel like I
don't like the spleen. If it's the timing, that is all. I'm just trying to, you
know, think about it. Like again, animation is, It's this basically,
it's basically, you know, it's you animate. And you don't want
the character to feel a certain way for you. Maybe it might not feel weird. It might not feel like
the timing is off. Again, I'll like to see some of your results as you
finish animating so that it's really interesting to see how different people
approach the same process. I mean, come on seriously. You really cannot stop
yourself from lying. I mean, come on seriously. You really cannot. I feel like it's quite keep
selecting the mode control. You know what, let's
push this last one here. Maybe I feel like that is
on that is I mean, come on. Seriously. You really cannot stop
yourself from line. I mean, come on seriously. I also feel like I feel like it's happening so close to this keyframe that it doesn't pass blink that it doesn't really
feel natural to me. I don't think you
can blink that. Many times, especially like when the guy is in a confrontational
mood like this. I mean, come on seriously. You really cannot stop
yourself from lying. I mean, come on seriously. You really cannot stop
yourself from lying. I mean, come on seriously. You really cannot stop
yourself from lying. I mean, cow. Okay. I think at this point, I feel like the timing is right now satisfied as to how
the blink looks like. I still like my earlier results. My blink was my blinks fell. More natural law on this one. You know, what's
funny is I can see also this one, also this one. So on this in-frame,
I don't know why for this one I feel like
it's so unnatural. But maybe it's because he's
not expressing his face. Again, it's one of
those personal things where like maybe for you, you might feel like you
don't even need the blink. In fact, let's just get rid
of this link altogether and see what feeling
we're going to get. And let's play that. I mean, come on. Seriously. You really cannot stop
yourself from lying. I mean, come on seriously. You really cannot stop
yourself from lying. I mean, come on. Seriously. You really cannot. Hopefully it looks okay. Without that key-frame. Can see I'm really
leaning on to not having a blink on this specific
version of the animation. So go ahead and
add blink pseudo. You can add as many as you
want. It's your preference. Again, I really want you to see the end result of what you, what you will come up with. And I feel like I feel like
it's going to be interesting. People will pull,
will always come up with different end results. So I don't want to extend
this lesson anymore. And in the next lesson, I feel like that's
the last lesson. We are going to animate
the facial expressions, the eyebrows, me, the
chicks puffing in and out. And we should
conclude the lesson. The cost there. So see you in the next lesson.
11. 010 Animating the Facial expressions: What's up, guys and
welcome to this lesson. Now, this lesson
we're supposed to animate the eyes
following the head and be the official expressions because obviously he's kinda
hungry and we need to show that you can like it can
not only speak his anger, he can express his anger. That will make more sense. But one thing you need
to notice for this eye controls as Consider
the following the head. So it doesn't really give you that much control over the
direction of the eyes. But if you wanted to control the i's
individually from the head, as you can see, you should have channel attribute
called Headspace. I don't know if he has one. Maybe I feel like for AND the i's namely used
to follow the head. But headspace one just
means the eyes will follow the hair divorce to turn
this off by typing 0 or off, it's going to see the
eyes won't follow them. And now that's where you
might have a lot to my tab, but you will have independent
control of the eyes. And a good general rule of thumb is the eyes always lead for us. So in this case, let's
just key frame the eye here and move it down. Alright? So he's like looking down. The mean is like, Oh, I mean, seriously. Even before the head turns, the eyes should have already
indicated where he's going. I think we let, let, let's look at the last
keyframe of the head. Now that point the head
has already turned. The eyes should have
already gotten to their resting position
way earlier than that. Remember the eyes lead,
the head follows. So let's just make
sure it is straight on by going to the
side view here and making sure that he's
looking straight ahead. This is where you need to
be using the other views. And let's see. Let's look at that. Let me know. Let's look at that from the
main camera because that's what we're supposed to be
viewing through and see. I mean, come on seriously. You really cannot stop
yourself from line. I mean, come on. Seriously. Can see, you know. I feel like I don't know. I don't like let's
see the timing again. I think the eyes could do some rotation as
well because I feel like no need to
really point to head. Oh, why is it Genki? All of a sudden, let's, let's investigate and see what
the problem might be. That is actually strange. Oh, it's maintaining
the rotations. So let's rotate it back to
0 because I was wondering, alright, alright,
alright, alright. That had kinda freaked me out. It's not going to lie. It's a silk at the camera again
and see what's happening. I mean, come on.
Seriously. You really cannot stop yourself from
line. I mean, come on. Guys can see it's pretty
much almost doing the same thing as just
following the head. So again, I'm going to leave
this up to you if you choose to animate the eyes moving
in a different direction. Again, remember the eye's
lid and the head follows. So for me, I'm just going to, instead of actually
deleting these, another way of getting
rid of animation on objects is just going to
the channel box here, highlighting everything, right-clicking and say
break connections. And I'm going to going to 0 out everything and turn on
the headspace back to one and I should
follow the head. So yes, let's head on over to admitting the eyebrows and these are my eyebrows controls. Again, he is angry. He is like looking down. So let's push that much. But there's some
times if you notice the camera is misbehaving, just press F to frame up and then rotate
this kinda upwards. Because you want to convey
clear in that I mean, as, as, as, as, as, as I squint Decker
notice that also might chicks are raising
up a little bit. So my my my cheekbone, which bone is really puffed out. And I think I do have
the two controls. I'm also going to keyframe that. So be sure to also
add new selection set for you to control me. Come on. I feel like at this point his way
angrier or he's like, you know, like his eyes. It's like come on. Come on. Thank you. Doing are you
taking me for full camel? Come on. I think for
the eye controls. I feel like you'd add more, should add a keyframe
here for these IOs, I feel like they should be
more open because he's like, Come on, come on. And let's take this down. Again. You don't want tuning where this side is equal
to this other side. So that's why now, because you'd make it more angry and it's making more angry. No. For the eyes, by the way, instead of
adding more keyframes, another thing we could do is let's just get rid
of this keyframe. Another thing we could do is we could create animation layers. Now what animation layers do is they basically
place animations in their own separate
layer so we can put the base animation for the
eye controls on one layer. So let's create a new
layer and call it, you know, I underscore blinks. Then we have our
new layer up here. And as you can see on eyes, scumbling, so you
have the blinks. And for this one now we can
add new sets of keyframes. So now we can add now the expression
keyframe so we can rename this layer and
Let's double-click, call it x PR. For expression I, let's
actually call it I. And that's called EXP or now, if you click create the layer using this button,
having selected something, it's going to automatically
add those items on that layer so you can just right-click
and say Add Selected Objects. So going to say key, reason being he's angry, so he's on you, angry you're Lowell lead is
kinda up because you're like, you know, thinking a lot. So your feces kinda tenths. Right? So let's look at the eyebrows. Again for this point, you could go back to
the eyes and again, let's widen the gifts. I feel like the eye should
move in on the eye, on the, on the eyebrow
that is raised. Just creating that dynamic look. Also, the eyelids
should be a little bit open on that one. Again, avoid symmetry. There's going to be an OT
affecting the blink animation. So that's the power of
using animation layers. You don't have to
interfere with the blinks. So let's see. I feel like at this point he is, we hold this right? So we hold this expression
as he goes forward. So I'm going to hold this. I'm going to middle
mouse click on that point end keyframe. And I feel like at where
he's saying seriously, He's like he's like
giving you that. I see you, man. I see
what you're doing. No. I feel like also this
brow should be down. Like seriously,
seriously, seriously. Seriously. Let's play that and see stone off the clutter and look at it. I clicked on playing diverse. I mean, come on, seriously. You really cannot stop. Let's play that again. I mean, come on. Seriously. I'm not lying that I
is why a way to open. Yeah. That's excess. That's excessive
excessive light. It's so distracting. You have to find a fine
line between distracting. Now also fill you should add holds for the eyebrows as well. So because then we
can hold this again. No, and we can hold this. And you really can
raise this one up. You really think you
can play with me. And, you know,
raise it up a bit, maybe mess with this one. And I think we can go
to the eye keyframes. Again, we can hold by Moody
most clicking cup and pressing S is going to copy paste this
keyframe to this one. You really, so maybe the eyes a little bit
open on these points. So again, let's play that and
look and see what we have. Let's see. Let's
see what we have. I mean, come on seriously. You really cannot come in. Come on seriously. You really cannot. I mean, come on seriously.
You really cannot. I mean, come on seriously.
You really cannot. I mean, come on seriously. You really cannot come in. Come on. Seriously. You really okay. Okay. This is the
heading somewhere. It's heading somewhere. Just feel like we need to
make those expressions more, more expressive. But hopefully you've
understood and you're getting, it's getting your
understanding of the concept of how to approach animating dialogue,
animating the face. It's really not that difficult. Again, it's just one of
those repetitive things that you really have to
commit yourself to doing. Even before we
conclude the lesson. I'm going to go
back to my display. I'm going to uncheck reference. Feel like I don't know
why the eyebrows don't have the same material
as the hair up here. Let's look for there. Material until it is MTA. We could double-click
on that eye dropper and much much the same
match the hair's color. Right? Because I
feel like that's also I mean, come on seriously. You really cannot. I mean, come on seriously.
You really cannot. I mean, come on seriously. You really cannot. I mean, come on seriously, right? And I feel like for
these expressions, right, I feel like they could benefit from
me just exaggerating the more light rotating
this a little bit. Be moving them. Seriously ill, like it should convey
more anger, exaggeration. She's a principle of
animation. For suicide. If a person is sad, making more SATA, bus, one is angry, making more angry. That's basically what I'm
trying to do right now. Let's just try and exaggerate. That is considered expression
is more readable that way. And for this one again,
exaggerate, exaggerate. This pulls its expression, make it more readable. I don't feel like I should
wrote it that much. Maybe slight eye-opener? No. Okay. Let's just turn off the clutter
and look at that again. I mean, come on seriously. You really cannot I
mean, come on seriously. You really cannot come
in Come on seriously. You really cannot come in, Come on seriously.
You really cannot. I mean, come on seriously. You really I mean, come on. I feel like for this seriously. Yeah. I can see that
it's not expressively. I think I need to
hold the keyframe. Wow, yeah, but if this
was a hold frame, hold keyframe, That's why it's
not holding the question. Again, I think we need to repeat the same thing for the eyes, for the eyes, the eyebrows. It's hold that expression. Yeah, I think that
was the issue. I wasn't holding the
expression in place for a long time because you need
time to read the expression. I mean, come on seriously. You really cannot get better seriously.
You really cannot. I mean, come on seriously. You really cannot come
in, Come on seriously. You really cannot select it
from the facial expressions. It's the same thing
as, you know, like there we were
posing the whole body. It's more about finding
the right bits, looking at the data, and seeing where
it's a good time to place a specific expression. And then it's just a matter of knowing where to add holds. Moving holes are
holding keyframes. And, you know, it's, it's that way for the rest of the dialogue and
just, you know, finding the proper timing, making sure that the
expression is more readable. And again, hopefully you have understood how
you can approach own dialogue or
your own projects when you're animating or
trying to lip sync dialogue. So, yeah, hopefully you
enjoyed the lesson. I should see you
in the next one.
12. 011 conclusion: Hey, what's up, guys and
welcome to this conclusion. Hopefully this course
has helped you to understand how to approach
your own animations. And again, hopefully you can go ahead and
refine your own animation, work on your own dialogue,
even use your own dialect. Don't even use, not
necessarily using mind, but just practicing and
refining the dialogue. Obviously at rendered, this is just a simple rendering
scene because this is not a gender rendering course. I mean, you could check the
introduction to my day, talk about rendering
a little bit. But yeah, and obviously you do notice that my character
looks different. And I've shown you how to change the color of the eyebrows and this other stuff that you
don't like the way they look, maybe like a darker
skin tone characters. So just make sure you
go to your character, customize it, customize
them there you want. Just mess with the material on. Don't mess with anything else. If you mess with anything else, you're bound to
make the rig maybe stop functioning as it
was created, right? So there isn't a soy
you might want to change is to make the
character appear more clear. And maybe you can see these expressions even more like in the case of the
previous lesson, maybe had to duck and the eyebrows to
make them more visible. Well, expressing. So yeah, hopefully you guys can send over what you were
able to come up with. And I enjoyed making this course if you
have any questions, post them down on the forums. On this course pages, on this cross page,
that is Skillshare. The other platforms are made
upload to again, hypoblast. Remember, be patient. Of course, I was not. I was not like I was
getting off of screening, doing, finishing and
polishing up the animations. Again, take your time. Don't feel like you need to
rush and try to understand. And again, make sure
you have a mirror. Make sure you have a mirror. Look at yourself
and really analyze your character rig and see what your character rig
really does, right? Because the rigor, the triggers for this
rigs did a nice job. Again, thanks to
Cogswell college for providing the Hendrik, which is done that I'm
going to be providing. Now for these others, remember, you can go and check the
links that I posted and use. Sign up if you need to sign
up and download their drinks. And I think we can play this
online. I mean, come on. Seriously. You really cannot stop
yourself from lying. Yeah, hopefully you have
something like that. And this was a beginner
course for animation. Maybe I can make another
one for the animation tools talk about all of these
Keyframing the graph editor. For those people
who might not be familiar with the
Maya animation tools. So see you in the next course.