Transcripts
1. Introduction: Hello and welcome
to my class about Animating a Character
in After Effects. My name is Katie, I'm an Illustrator
and Graphic Designer. Today, I'm going to talk about how I animated this
pirate illustration. If you're new or just a
beginner to After Effects, then no worries,
you'll be able to easily follow along
in this class. Now before we get started, let me tell you that there
are many different ways to animate a character
in After Effects. How I animate my character is
going to be different than how another artist or animator deals with
their characters. I would recommend not
only following along and watching this
class but also being on the lookout for
other classes on different animators dealing with characters and After Effects. Also just to let you know, I have two parakeets in
the background in my room. Please keep in mind that
you're probably going to hear them chirping
in the background. Now the audio will still
be clear enough to hear. Just know that if you
hear them sometimes they just like to join in
on our conversation. With that, let's get started. [MUSIC]
2. Preparing artwork for animation: Before we get started, there are some key points to keep in mind. First of all, what
parts of the person or object do we want animated? It's important to establish
this early on in the process. I would write down what
parts will be animated. For me, I have this
pirate illustration, which we will work
on for this class. The parts that I went to move
on her are her hair, arm, hand, head, and maybe her coat and accessories like the
feathers and chains. I also want her to blink
and move her eyes around. Now that we've established that we can move on to the
actual illustration. I will talk about two
ways you can prepare a file for animating
in After Effects. The first is if you already
have a photo or illustration finished and then the second is if you haven't made
the illustration yet, and I want to draw something new specifically for animating. I'm guessing many
of you probably have a picture done that you want animated so I will
go over that way first. For my picture, we will
be working in Photoshop, but you are welcome to use whatever drawing
program you want. Looking at the list of
parts we want animated, we're going to want
to separate them all into their own layers. Let's say I have this
pirate illustration in all the layers are
flattened together. What I want to do is take
all the different parts on my list for animating and separate them on
their own layer. I will separate the pirate
from the background first and then color
what's behind her. If you are working with
a flattened image, this part of the process is
going to take some time, but it's going to be
very helpful in the end while animating so
just be patient. It is also very important to
name each layer accordingly. If you separate the hair, name the layer hair, if you separate the coat, name it coat. This will make animating in After Effects much
easier later on. Make sure you name the layers. Here is a small clip of
how I separated the hair. Because I wanted the clumps of her hair to move separately, I use the Lasso
tool to section off parts of her hair into
their own layers. After that, I drew over each
section to clean it up. This will mean that the animated hair will look a
bit different from the original photo but when it's moving, you
won't be able to tell. Looking at my right,
to animate file, I have gone through
and separated every part I want animated. If you want to look through
this file yourself, that will be included
to download and view. Now, something to note on is after I separated the layers, I also drew what's
behind each layer. If I get rid of the pirate, I had the whole background already cleaned up and finished. That way if I want to
move a section around, the parts behind,
it looks normal. If I were to transform
and just move it around if I ever
wanted to, I can. Also another thing to
keep in mind is you want to draw parts apart
where the illustration ends. For me originally, this illustration ended
probably right around here. However, there's
parts of the arm and coat that I want moving. What I did was
extended the canvas, and then drew what's underneath
it, which is right here. Now, that seems a little
too much work for you. You could always
just crop the image down lower when
you're animating it. Keep in mind that
whichever part is at the bottom probably is
going to be hidden. Looking at the second way, which is to create a new
drawing from scratch, we're going to follow a
similar process to the first. Every part that we want animated we're going to draw
on its own layer. The hair will be separate
from the head and the head will be separate
from the body and so on. For this illustration, I specifically wanted
to animate it. While drawing I made sure to separate and flatten
the layers as I drew. Just remember that
when we go to animate, it's easier to merge the liner in colors together
for each section. Now, I don't usually do this so when I finished
the illustration, I ended up creating a copy of it specifically made for animating. That way I can retain
the original file with the line art
separate from the colors. But for animating, I'm going to merge the line art
with the colors. This process of
sectioning off each part while drawing takes more
time than what I'm used to. If it's too much of a struggle, you can always illustrate
how you normally would and then separate the layers like
the first process. But at the end of the day, keep in mind that no
matter which way you choose the end result is
going to be the same. Basically having a file
with every part you want animated on its own layer
and accordingly named. One thing to keep in
mind that when we import this Photoshop file
to After Effects, is that all the
folders that we use are going to turn
to compositions. I'm going to explain
this more when we get into After Effects, but just try to use less
folders than normally would. The arm I have just merged
it flatten on its own layer, the hand as well as you can see. Then parts that I went to
stick more together like this front hair even though I have this folder here that shows
them all together, if I open it up, each
section is on its own layer. Then I use another folder
for the face as well, just because for all
the little details of the eyes onto their
own layers and blinking, as well as the back hair. It's okay to use folders, but just keep in mind
that folders will be converted to compositions. With that setup,
we're ready to bring this file into After Effects. Now, if you don't have an image or photo that
you want animated, you can always download
this example file and animate it along with
me in After Effects. Now, a question you may ask is if what if I'm
not using Photoshop? What if I'm using a
different drawing program? Can I still animate
in After Effects? The answer is yes, you can. What you can do is if
you're in a program, let's say like
Clip Studio Paint, which is what I'm in right now, you could always go into File, Save As, and then click on Photoshop document and save it as a Photoshop
document from there. Many drawing programs
will allow you to save as a Photoshop file. But if for some reason
your unable to export it as a Photoshop
file or a PSD file, then what you can always
do is export each layer as a PNG or JPEG and manually placed them
all into After Effects. This way is a bit
more time-consuming, but it's still manageable
in you're still able to animate it in After Effects. If you ever need to edit
that Photoshop file, Clip Studio Paint will
allow you to just open up the PSD in here, or if you wanted to
you go back and make your edits and then simply save it as a Photoshop
file over again. That way whatever
edits you make will be automatically updated
in After Effects.
3. Rigging character: [MUSIC] Now it's time to open
up After Effects. Now, I just opened it up and right now I'm on
the screen right here. You can just click "New project" and then it will bring
you to this page. Now if you're already
at this page, you just want to go to "File", "New" and then click
on "New project." What we're going to
do here is just click on right here that says
"New Composition". Now this window is popped up. We're going to go
through the settings, but first I'm going
to name this just pirate and then
looking at the preset, I'm just leaving it as
is the HDTV 1080,29.97, and I'm going to make
sure that the width is 1920 pixels and the height is 1080 pixels just to
make sure it keeps at the computer screen dimensions. Then I'm just going to leave
it as is for square pixels. I'm going to leave it at 29.97 and then I'm going to leave
the resolution at full. The start time code is zero, and then the duration I
put it at 50 seconds. Now we don't need much
time because we're trying to make a
looping animation, so I'm just going to leave
it at 50 seconds right here and then I'm going to keep the
background color black and then I'm
going to click "Okay". Now we're left with
this black screen. In the composition
that says, pirate. The composition is
open right here, so what we're going to
do now is get our file. Now, I have the file right here, so I'm just going
to drag and drop the Photoshop file
right into here. Right now this window
popped up and it says, Import Kind and
we have: Footage, Composition, and
"Composition-Retain Layer Styles". I'm going to make sure
that one is clicked. Then for layer options, I'm going to make sure editable
layer styles is checked. Then we're going
to click "Okay". Now we have our
picture right here. As you can see, the
composition name right here is
whatever the file is, which is pirate animation. Now if I double-click on this, we're going to open up
basically the Photoshop file and all its layers. If we look at our
Photoshop file right here, I have just like a
levels if I need and the pirate grouping and then just the
background layers. Then if we go to After Effects, we can see the levels is still here and it's still working. We have the grouping
of the pirate, which is now a composition layer and then we have our
extra layers right here. Keep in mind that whatever
you group in Photoshop, will turn into a composition
in After Effects. When I double-click, "pirate", it basically opens up
everything in that group. I have the hand, arm, chains, and all that. Then also you can see there's little compositions right
here, which we're grouping. If I double-click those, you can basically see everything
that's in that group. If I want to go back
out to my "pirate", you can see we now have
these different tabs here, so I can either
switch between the two or I can just
exit out right here. Then I have the pirate
here and I can just go back to see the
full illustration. Now if you also need to change anything in the Photoshop file, then we can just go into it, pull it up, and then I'm
going to go to the layer. Then let's say for some reason
I wanted this line here. I'm going to save and
then just minimize it. Then if I just wait a second
for the file to refresh, you can see that the
line appeared on my hat. Now of course, if you
didn't want that, we could always just go
back into Photoshop file, undo save, minimize it, and then in a second
it will go away. There we go. Now, because I want to add
all the rigging stuff, I'm going to go to "pirate" and then we're going to start
basically at the top. When you click on these
different layers, you can see a box and then a
little point in the middle. If you can't see this
little box right here, then we're going to go to "View" and then
make sure to show layer controls is checked on because if it's not done,
you're not going to see it. Now, when we try to
move things around, I'm going to click on the
"hand" and then just press R, you see that this little
rotation thing pops up. If I try to move it around, it doesn't move around. It's just centering right in
the middle of that point. What we want to do is move the center point down
to a pivot place. I'm going to go on this
little tool right here, which is the pan behind
or anchor point tool, or I can just press Y.
I'm going to move this down right here because that's where I want
the hand to move from. Then we're going to arm. I'm going to hold down space bar so I can just move this down. As you can see, it's
in the middle as well. With the tool, I'm just going to move it down to
the bottom as well. We're going to want to do this for every
object that we have here. Let's see, Chain 4 is up here. I think it's okay where it is. Well, actually, let's just move it
up a little bit. See, it's this one right here. I'm going to, I'm trying to move it up
here just because I want these two top points to
be where the anchor is. Chain 3, I'm just going to move it in-between the
two top points. Then we have the feathers. Now the place that I
want them to rotate from is this point right here. If I just press R, we can
see that if I move it, it'll move right
from the bottom. Then if you don't
want to press R, you can also just click
this little arrow right here and I'll put down all
the transform options. Let's go Feather 2, move that down, Feather 3, move that
down, and front hair. I'll move it up here, but we're probably
not going to use it because if I go into it, this is where we're
going to need the anchor points to be moved. Start from the top. I'm
going to move them up here so that when I want
to rotate them, it works. We're just going to continue
to move them and if you have trouble figuring out
which hair goes to where, then I can always just
get rid of these. Put them there. [MUSIC] We'll bring all these back and then just exit
out of this because we don't need to
view it right now. [MUSIC] Let's see the hat, the hat is not
really going to have any movement, but
just to be safe, I will move it right there
[MUSIC] and the face. The face is going
to be an important part of this animation just because of lot of little
assets are connected to it. So I'm going to make
sure to bring it down right here
where the neck is. I'm going to press R, and
I'm going to move it around. Whoops. As you can see, anchor point moved all the way down here
for some reason, I must have clicked something. So we're going to move
it back to where it was and try that
again, here we go. When I move this, you can see that nothing else
is moving with it, we're going to fix
that in a second. Right now we're just
focusing on getting all the anchor points
in the correct places, so for this chain, I'm just going to move it
in-between the two. That's fine where it is. Coat, we're not going to
have any rotation stuff, but I'll just move
it in the middle. Body, we're not
going to mess with, and layers 16 is just like this background color
that I forgot to name. So we don't really need to
mess with that as well. Now for the back hair, I'm going to double-click
it to open up that composition and
looking at the layers, I separated out all these
little pieces on their own. [MUSIC] This is a little
too complicated for you, I have the back hair
flat right here. So if you just
want to be simple, then we can just use
the back hair flat, and then get rid of all of these and just move the
anchor point to the top. But if you want to
try your hand at the more complex hair animation, then we're going to
click on each one and then move it to the top. Again, if it's hard to
see which one's which, we can always just
do it one at a time. [MUSIC] Again, if you see
how I clicked on this, if it's highlighted like this, then you need to just click at to make the anchor point appear. [MUSIC] Now luckily, if you make the
animation and you don't like where the
anchor point is at, we can always change it later. [MUSIC] Here we go, I'm going to make sure all
these layers are back, and I'm just going
to exit out of this. The last thing we need
to do is the sword. Right now it's in the
middle, so we're just going to put it
right here because that's where I want
its rotation to be. Now of course, if
we try to rotate it up we move the point again, I'm just going to
press control Z, fix that right there. Now it moves here and it's
separate from the hand, which is not something we want. We want the sword and the hand and arm to
move all the same. The way to fix that is by using this parent
and link section. We will start at the top because we want
to make sure that the sword moves with a hand and the hand moves with the arm. Starting at the sword, which is at the bottom, I'm going to use
little pick whip. [LAUGHTER] This little
spiral thing right here I'm going to click and hold and then this blue
line is going to appear. I'm going to go up,
try to get it to move up and then click
on hand right here, and I let go and
now if I look at the sword layer right here under the parent
and link, it has hand. If I click on hand and
then click add a rotate, the hand and the sword
move at the same time. Now let's make
sure that the hand is connected to the arm. I'm going to go in, use this little pick whip and
then bring it over the arm. Now again, if you
have too many layers and it's hard to see them all, then we could also just go into this drop-down menu and click
on which layer you need, so it's very important to
have all your layers named. We just connected the sword
to the hands to the arm. So when we move the arm and rotate it, it almost together. Again, we're going
to go through all of our layers and make sure everything is parented
to the right place. We'll just start at
the top of the hand, the arm we did, the
hand we didn't, the chain which is going
to be connected to the hat so I'm just going to use this little pick whip
bring it to the hat. Chain three, bring
it to the hat, feather bring it to the hat. If I click them both at the same time and use the pick whip, they both will go to the hat. So if we have a lot of layers
going to the same place, you can just select them. The front hair is going
to be connected to the face and then the hat right here
is also going to be connected to the face. Let's see these two chains, I'm going to click and
bring them to the coat. Coat will be connected to the body and then we can skip these layers because we don't need to
deal with those. The back hair is going
to be connected to the face and we
already did the sword. If everything moves correctly, if I click on the face and click arm and then
move the slider, everything moves with it
which is what we need. If I do the hat, it's all going to move too. We're not going to
rotate the hat, which is why it looks weird, but I'm just making
sure everything is parented to the
correct place. If it's not, we can always go back in and then re-parent it, or go into this drop-down menu and find the correct
window parent and if you found that you parented something that you
didn't want to mess with, we can always go into here
and then just click none. Before I forget, we're going
to make sure to save this. You can just go to file, save and then save it
wherever you need to. I shall just make a new folder
and then just save it as pirate if I can spell
pirate, [NOISE] then click save. You're going to want to make
sure to save often, I've had problems
in the past where this program would end up crashing if I do too
many things at once. Again, make sure to save often
and if you lose anything, yes it's going to be hard, but when you do it
again the second time, it will be quicker,
I promise you. [MUSIC] If you have any problems parenting
and linking layers, you could also go to
the files that will be included in this
class and I've included a pirate rigged after effects right here which has
a whole file already all rigged up and ready to
animate but I suggest you do all this stuff for
yourself just to figure out the process
and learn it by hand. [MUSIC] Again, I'm going
to save and then, now we're ready to
finally animate it.
4. Animating part 1: head, arm, and hair: Now it's time to
start animating. Before we get into it, keep in mind that if you want to have a specific look or
feel while animating, it helps to actually do the animation or poses you
have in mind physically. Like I said earlier, I
pictured her hair moving, her head bobbing up and down, and her sword in
hand moving back and forth and maybe a little
wind on the coat. I try doing that pose myself
to see how good I can get it and paying
attention to how my wrist would move or
how my head would move. Doing this will allow
you to get a good idea on what parts will be specifically moving
in what direction. I would recommend
doing this yourself, maybe stand up,
get a little prop, and then try to do a
little movement or pose that you would
imagine this pirate to do. Or if you're doing
your own animation, try to put yourself in
the same position and move around and even record
yourself to see how it looks. I find that doing this will allow your animation
to look more lifelike and real
because you've got to understand how you're
moving yourself. After doing this
a little myself, I found I wanted
to move the head like I said and the arm. The best way to
start animating it, is to go for the bigger
movements first and then work your way down
to the smaller ones. I consider the biggest
parts would be her head moving back and forth and her
arm moving back and forth. We're just going to
start with the head. Now we're going to go
into the face and then I'm going to click R. If
you don't want to do that, you could also just click this
drop-down menu right here. Go to transform and then
just click R for rotate. But I just like licking
R just so it keeps everything a lot simpler.
I'm going to zoom in. The way I zoom into this, is I hold down my Alt
or if you're on Mac, it'd be Option and
then just scroll on my mouse to zoom
into my timeline. Because if you
just scroll on its own, you go up and down. I'm going to hold
down Alt or Option, scroll in just so I can have a better close-up
on this timeline. Now you could also
do it right here. You see this little far off mountain and a bigger mountain, so you can zoom in
that way as well. Now that I'm close up,
I can see the seconds, I can go a little
forward and then click this little stopwatch icon right here to make our first keyframe. Then I'm going to go
a little forward, let's say about three
second and then click this little button right
here, this little diamond. Because if I click this again, then I will lose my
previous keyframes. I recommend from now on clicking this
little diamond icon. Now what we did was just make two key frames at the
exact same position. This is important
when learning how to create looping animations. I'm going to go to, let's
say a little past the first second and I'm going to use this little slider to see
how I want to move the head. I think I want her head
to be a little up, so I'm going to go to, let's say about six and then
we'll see the animation. Pretty simple, pretty basic. Now the way I played this was I went to the beginning and
I just press the space bar. Now if you don't
want to do that, you can also go to Window
and then go down to Preview. Then if it appears
anywhere else, let's say your preview is here, then you would just hold, drag it down and I'm going to
drag it into this section. Then if this happens,
don't worry, just look into these
tabs right here. I can just press play here and there
animation will start moving. Now as you can see,
it's very basic. I think before I get into it, I want her head to start
a little bit lower, so I'm just going to
click on this and just type in negative 1. Now keep in mind that since
I edited the first keyframe, I need to make sure it's exactly the same as this last one. To do that, I can either edit it right here or I can
just click this, delete it if I want. While the current time
indicator is right here, I'm going to click
on this frame, press Control C or I guess
Command C if you're on a Mac. Copy and then paste
it right here. Making sure that the beginning and end keyframe
are the exact same. Now as you can see,
the movement is pretty stiff and robotic, so we're going to highlight
all these frames. We're going to
right-click keyframe assistant and then easy, ease or you can just press F9. This will allow the
keyframes to smoothly transition and make it
less robotic feeling. Now, as you can see after
the first keyframe, second and third has happened, it stops moving and then
will not move again. To make this repeat,
what we're going to do is we're going to go over
to this little stopwatch. Before we click on it, I'm
going to hold down Alt or hold Option down if you're on Mac and then click
the stopwatch again. Now this little
expression window comes up and everything
goes black, which is okay. I'm going to type in loop and then I could just
scroll down to loop out. Without typing anything in, I'm going to leave it as is and then just click off of it. Now what we just did
was make an expression, which is a very powerful
tool of After Effects. Basically, it's this little
piece of code which tells the program to either loop an animation or do
some expression. Without having to copy and paste these frames over
and over again, this little expression
code right here loop out, allows us to play it. Then once it's past
the last keyframe, it will continue to loop the same animation
over and over again. Now, there are plenty of
other expressions out there, but for this project
we're just going to focus on this loop
out expression. I would highly recommend
if you wanted to look more into this to
do some more research on expressions and After Effects because it's a very
powerful tool. Now that our head is moving, we can also see that if we
parented everything right, everything else will
move along with it. Now, I know this looks a
little silly right now, she's a basic head movement, but I have an idea in mind, so I'm going to keep it as is. It's okay to start out a little rough and then
tweak it as you go. The next part we're going
to work with is the arm. We're just going to go over
to the hand or actually the arm right here and we're
going to do the same thing. While the layer is selected, press R and then have the
rotation menu right here. Now because I want to try a looping animation
for everything, it's important that
all these keyframes loop at the same time. I'm going to go also and
open up the rotation here. Where this keyframe starts, I'm going to make sure that
the on keyframe starts. I'm just going to
click the stopwatch , I'm going to go over here. To make sure I'm exactly
over this bottom keyframe, I'm going to hold down Shift, which will click
the time indicator and stick it right
to the keyframe. While holding down Shift,
I'm going to do that and I'm going to
click the diamonds to make another keyframe. When the head moves up, I'm
also going to move the arm up because I want them to
move in the same direction. Maybe right here. Yes,
I think that's good. Now I don't want them to
move exactly the same time, so I'm going to make sure
that these are a bit offset. Now as you can see right here, the little image right here is going above where we drew it. What I plan to do is going back into the parent animation. Later on, we're
going to basically just move this whole part down, so you won't see
the sloppy parts. But we can do that later. For now, I just want to focus on the actual animating part. With these frames here, I'm going to select them all. I'm going to press F9 or you can just right-click keyframe assistant, easy, ease. Then I'm going to
go to the layer, hold down Alt or Option, right here on the
stopwatch type in loop. We're going to go to loop
out again, click off. Now these keyframes will
also look with the head. Now, right now if you notice my animation's a little laggy. This green line
indicates part that is already rendered out and
you can easily preview it. If it's no color at all
or if it's red or yellow, then it needs time to preview. You can either let
it play through once to let everything
load and then go back and then play it
smoothly when it's all green. Right now because
these keyframes are ending and starting
at the same position, they will continue to move in the exact same way for
the rest of the time. Keep in mind that the head
moves up, the arm moves up. Now if I were to, let's say move the end keyframe earlier, well, let's not do that much, let's just do it a little bit. Then over time, the
movements will start to unsync because the keyframe's
ending at different places, so they're looping
at different times. When the head is going up, now this part is going back and it's starting to look
sloppy or strange. Keep in mind to always, if you're making a
looping animation, to keep these frames
in the same position. Again, if you want to make sure that they're completely
overlapping, I'm going to hold onto
this, hold Shift, make sure it locks
onto this keyframe and then while dragging
this keyframe around, I'm going to hold Shift again to make sure it sticks
to this part. Now we're going to start
working on the wrist as well. Going to start here at the
same keyframe as the others. Press R, click the
stopwatch over here, hold down Shift so it locks onto this keyframe,
press this diamond. Now I'm going to see and play around to see
what movements will work. Now I don't want these
to be exactly the same. Because if you've
learned anything about animation principles, there's an animation principle I believe it's called
following through. Basically when one
movement happens, another part is dragging behind. When animating, it helps
to offset certain parts of animation to make it look a
little bit more realistic. Again, I'm just going to
highlight these, press F9, hold down Alt Option, type in loop out, click Off, and then
we'll preview again. [MUSIC] Now it's pretty simple, but so far so good. Right now is a good time
to start tweaking frames, let's say if you don't
want this movement, you can always select
the key-frame, and then edit it or
change it how you want. Keep in mind that if
you move it too much, you'll start to see
under the layer, so be sure not to move
it to dramatically, at least with this
illustration right here, because there's certain
parts that will look broken if you
exaggerate it too much. Now I'm going to start tweaking this hand movement
just a little bit. Again, l think I want the hand to have a different
starting position. Let's look around, plus four seems
like a good option, since I'm changing it, I got to make sure that
the N key frame right here is also going
to be plus four. Then let's experiment
with this key frame, right now I'm just messing with the key-frames to see
what will look good. Let's see if this
one will look good, so basically the head is going out and then the
arm is going out. I think I like that
so I may keep it. Now we can move
around these middle frames however much we want, we just need to make sure
that the starting and the ending key-frames
are in the same place. I'll move these key-frames a little closer to
how the head moves. Now it's taking me time
to load, but that's okay, I'm just going to let
it go through until it's all green and then
we'll preview it again. I think I will move the starting head
movement a little bit forward, we'll say about here, and then move these key-frames
a little over as well. I find it's important to
just experiment and then keep moving key-frames until you can find something
that you like, I think that's good,
so let's move on. All right, so now
we're going to move onto animating the hair. I'm just going to
close these real quick and then I'm going to double-click on
the back hair grouping. Now as you can see, only
the hair is showing up, zoom out of it. To begin, we're going
to start animating each strand at a time, so I'm just going to
go to this left back here five and I'm going to press R. We need to
make sure that where we put our starting frame
and our ending frame is in the same place
as everything else. If I just go to pirate we'll do face as our main
reference point, just press R, and
I'm going to put the current time indicator right here on top
of this key-frame. Then when I flip
back to back hair, the indicator will remain
in the same place, so I'm going to
click the stopwatch, go back to the pirate
folder and move it forward, hold shift so it clicks
onto this key-frame, go back to my back hair, and it's in the correct
position so I'm going to click the little diamond right here to make a new key-frame. Now that it's zeroed
out, I'm going to mess around with where
I want it to move, maybe just plus
10 would be good. Because looking at how
the head is moving it's going back first, and then we want the hair
to start lagging behind it. As the head is moving up, we want the hair to start moving towards
the left of the screen. Again, it's a good
idea to act it out or even record yourself
doing a similar movement, that way you can see which
way the hair is moving and which parts should
move in what direction. The hair is going back, and then back in its
regular position. Now it's not repeating, so what I'm going
to do real quick, first of all,
highlight them all, press F9 for Easy Ease, or again, Right-click Key-frame Assistant and
then Easy Ease right here. Then I'm basically going to copy these movements and paste
them on the next hair. Now I got to make sure
that before I paste it, it needs to be lined up at
the correct key frame place, so I'm letting it a break
here in the first one, pressing Control V or Command
V. Now as you can see, it's under the transform
movements under rotation because we've copied
the rotation key-frames, and then I'm going to do the same to the
rest of the key-frames. If I highlight all of them, I can press R so
the rotation will come up and then I
press control V, now all pace as well. If we look at it, all the hair is moving in the same direction. I missed one at the bottom, so let me get that
one real quick, I press R, line up the key-frame
and then press paste, so if we look at the example, now the hair is on
moving together. Of course, since we have all these individual hair strands, they don't all have to
move at the same place, so I'm just going to mess around with these middle key frames, maybe we'll just
move one forward, move this one back. Basically, I'm just
trying to offset the movement a little bit to
make it look more natural. Of course, we're going to want to
add in the expression of the loop out so I'm going
to click on the first one, hold Alt or Option, hit the stopwatch
and then type in, loop out, or you can just
double-click right here, click off, and we're
going to do the same to the rest of the layers. I always love looking
at animations when there's so many
different hair movements, but keep in mind that it does take a while to
actually animate. If we're just going to view
our animation real quick, the hair looks like it is flowing gently through the wind. Now we are going to add
more animation to this, but for now we're
going to move on to different parts of the hair, specifically the front hair. We're generally
going to do the same thing we did last time. First landing up
this time indicator to the first key-frame, going to the front hair, or we'll select them all, press R so all the
rotation comes up, then I click the stopwatch, go back to the pirate, move it forward and holding down Shift so it sticks
to this key-frame, going back to the front hair and making another key-frame. I will stick to
the same movement, probably just making go forward, maybe about 10 as well, and then we'll just
copy and paste these frames to
the other layers. As you can see, I did not
line it up correctly, so they pasted right where the indicator line is,
so keep that in mind. I'm just going to
move and hold shift, now press Control V or Command V and then we're just going to move these
key-frames around again, bring this one here, I like to make them random just so it mimics real
life and how hair moves. Asking you to remember to save, sometimes I get in
the habit of not saving and I end
up losing parts, so keep in mind to
always save like I said. Now they look stiff so I'm just going to select them all, press F9 to Easy Ease. Looks good to me, we can just preview it on our main pirate. Yes, that looks good to me so let's add our expressions, loop out, double-click,
click off, hold Alt, loop out, double-click, click off. Pretty Easy to do, but
also pretty repetitive. [MUSIC] Looking at it the hair
looks pretty good, but this long braid part
looks pretty stiff. What we're going to do now is play around with
the puppet tool. Now many people just use the puppet tool solely
for animating hair, but I like to do
a combination of the rotation movement along
with the puppet tool. I'm just going to make sure that the blue line indicator is
meshed up to the first frame, and we're going to go down
and select the braid layer. We can close or we can collapse these layers because we don't need them
at the moment. I'm going to go to
the braid layer. Up here in the corner you see this little pin right here, so I'm going to click it and we're going to
make some pins. I'm just going to
make three of them. One at the top, we'll say one around the middle, and then one at the bottom. When I try to move them
around it basically moves the hair according to where
the pin tools are placed, so we can move them around
here, we can stretch them. Basically make an
organic movement. Since we made the
pins right along where our first key frame
was we're going to go down, and right now already the
Effects and Puppet tool is right here and we see Mesh 1. We're going to open up this
little tab and then go down. There's the Deform
we're going to open up, and now we see Puppet
Pin 3, 2, and 1. We're also going to
open those up as well. If I move the
indicator, you can see we have new key
frames right here. To make sure I make
a looping animation, I'm going to line up with our rotation key frame and we
can just select these all. Press "Control C" for copy
and "Control V" for paste. The starting points line up with the starting points of
our rotation key frames. Basically we're just
going to hand-animate specific parts of the pins, so I'm just going to
go a little forward. Let me just zoom
in a little bit, I'm going to hold "Alt" or "Option" and then scroll
my mouse to zoom in. As the hair is going up I think the bottom part right here
will start to lag behind, so I'm just going to move
it back a little bit. As I move it back
basically what the program will do is create all the key
frames needed in between, so we'll go from the
starting key frame and then slowly move it until it reaches our new position. I'll make it more exaggerated
so you can see what I mean. If I just move it all the way
back here if I wanted to, it will move the key frame
to the new position. We don't want to do too much of a dramatic movement
because as you can see, the picture is starting to get stretched and looks very fake. I find more subtle
movements works best, so probably right here
I'm going to start moving it back this way. Keep it moving that way until it gets back to
the starting position. Let's just see how that looks. It snaps back a little too much, so I'm just going to try
and move this frame over. Basically I'm just
messing around with it until I find
something that I like. The puppet tool takes
time to master, but if you keep working at it then you can create
something that you like. Of course it still seems
a little too snappy. I'm going to remember to highlight them all
and just press "F9" just because I like
to ease all my frames. It's okay but I think we
can tweak it a bit more. Let me try moving these
out and spread them out. Let's also add some
movement right here, so I'm going probably in between these two frames and then
just select this frame, and make sure to save. You can always add in
more puppet pins in between if you want to do
even more precise movements, but for the sake of this
hair three is all we need. If you're not satisfied with
the animation of the hair, I would just recommend
highlighting all the in-between key frames and just deleting
them and try starting over, because I feel if
you try tweaking something that you
don't like you'll just end up polishing something that doesn't
look good in the end. It would help just
to start over. I'm going to try selecting all these and moving them around just because I think it flips a little too
much at the end. Also, when animating
with the puppet tool, keep in mind not to
overstretch the pins. I'm trying to create a small
arc of movement here to here basically because
if I move it too up or too low it'll
stretch the image, so I want to keep it around
this length of the hair. We could also use expressions
on these puppet tools. We'll just go in, Alt or Option click
the stopwatch, and then we're just going to
click "loopOut" as always. We're going to do it to
these other pins too. This one doesn't
have any movement, but just to be safe I will do the loopOut
expression as well. When we view it, it
will continue to loop. Let's see how it looks
on the pirate overall. I think the hair is moving a little too close to the mouth, so I'm going to go into
the front hair again and probably move the
starting positions of the rotation frames. I'm just going to
collapse a break for a second, press "R", and then while this key frame
is selected or while this; the marker is over it, I'm going to change it
probably; let's say here. That's minus 6, its going to copy the key frame, move this over here, highlight it and just
paste the new one on. Let's see if that
looks any better. Still a little close, so let's also move this
middle frame back a bit more. See if that helps. I think that's good. If you wanted to
you could also use the puppet pin tool to animate all the
back hair as well, but for the sake of simplicity I'm just going to keep it as is. I'm going to use some
other effects to help make the hair look a
bit more bouncy later. If you've collapsed your layers, I want to get back into
your puppet pin tools. We're going to go
back into the Braid and open it with
this little arrow. Go to Effects, Puppet, go down. As you can see these pins
are showing up right here, but we can't click
them or edit them. To even open them more, we're going to go
down to Mesh 1, Deform, Puppet Pin 3, 2, and 1, and then we'll be able to move around
our key frames. To see them we're just
going to click on one of them, and then
they'll show up. If you go up into the toolbar and then click and hold down, you'll get some more options of different tools you can
use for the puppet pin. For this project I'm
just going to focus on the Puppet Position
Pin Tool because it's more of a beginner and I think that's easiest one to use, but I will just quickly tell
you what the other ones do. Say you wanted this
part right here to not move at all and retain
its original shape, I would click and
hold down and then go into the Puppet
Starch Pin Tool. Basically what the
Puppet Starch Pin Tool does is help the object
retained its original shape. If I try bending this part right here and bend it all the way up, you can see that the hair
is pinched together. If I add the pin right
here which will be red, and if I move it up it helps
retain its original shape. If we go back into
the drop-down menu and do the Puppet Bend Pin Tool, if we put a new
point right here, if I were to click and drag on the circle it would basically
deform it and bend it, but if I were to click
on this square and hold down it'll start to
bulge or pucker it. The next tool would be the
Puppet Advanced Pin Tool which basically is a combination of the ones that we've
already looked at, so if I were to click it I can move it around like
a regular one, or I could rotate
it, or bend It. It has more advanced features, so if you want to mess around
with it you're welcome to. The last tool we have is the Puppet Overlap
Pin Tool which basically means if you have multiple parts that will
overlap on the pin tool, it will decide which one
will be on top of the other. Let's say I wanted
this bottom part to overlap on top of the top part, I'm just going to make some
random points. Go over. If I went to move
this all the way up, you can see that this
bottom part of the hair is overlapping in
front of this part. Again, these tools
are something to experiment with whenever you're messing
with the pin tool, but I would recommend
if you want something a bit more
simpler just stick with the Puppet Position
Pin Tool and maybe the Puppet Starch Pin Tool because those two are the
ones that I use the most. Now that we got
that handled with, we're going to
move onto the next section which is the coat.
5. Animating part 2: coat, details, and effects: Now for the coat,
we're also going to utilize the puppet pin tool, so I'm just going to
go over to the coat, and then we're going to
start making some pins. We'll just start from the top. Maybe one right here, one here, we'll
say here and here. As you can see, this part is
being highlighted yellow is basically saying
that this section is separate from this one, even though they're
on the same layer. I'm just going to
make a pin here, here, and maybe just
down here because what I want to focus on moving is these sections right here. So let me just add some here, here, and then here. Basically, the way I just
delete those was I just press Control Z for undo,
or Command Z. When we play this animation, she goes up and then down. While she's going up, I want her coat to puff up as well but before I start
doing all the animating, I'm going to go down and
go to mesh 2 and mesh 1. Now because these two
are separate pieces, mesh 1 should be this section
right here on the right, and then mesh 2 will be this section right
here on the left. I'm just going to
open them all up, go to deform, puppet 4, 3, 2, 1, scroll down some more, deform 4, 3, 2, 1, and to clean things
up, I'm just going to click on the coat and then just press U and collapse all the other stuff because all we need are the pin tools. Again, I'm just going to open my face press R to make sure the keyframes
are lined up correctly. Then let's select
these keyframes and move them to the beginning. I'm going to press Control
or Command C to copy, scroll over Control or
Command V to paste. When the head is moving up, I'm going to click off to make sure they're not
all highlighted. Then if I want to
show them again, I'll just click on one
of these keyframes. I think I want these
parts to move up as well. Not too much movement,
but just a little bit. Now, you can see right
here we're getting laggy, just to make it easier to view, I'm going to go right here and then drop-down and
just click half. Right now is rendering
the full version of it in a high-quality. We're just going to
make the quality half to make it
easier to preview. Depending on your computer, you may even want to put it to a third or a quarter,
but I like half. Again, I'm just going
to select them all and easy ease F9. Again, I'm just going to
add the loop-out expression because none of these
parts have any movement, I'm just going to go into
the area that has movement, which is puppet pin 3. I'm going to hold down Alt
or Option if you're on Mac, type in the loop out,
double-click, click off. I'm going to scroll
down and make sure that this is done as well for
the other part of the coat. Frame assistant, we're going
to easy ease it first. I'm going to go
into puppet pin 3, spell it right, loop out, double click, click off. Now, these keyframes will loop. Before we move on I
think I want to make the movements of the coat
a little less obvious, just so it doesn't match
so evenly with the hair. I'm going to click on one of these keyframes
probably zoom in, hold Alt, and scroll. Then I'm going to
line up right to the keyframe and then just
move it back just a bit. As you can see, whenever
I try to move it, everything gets
very pixelated but that's because I have
the settings on half. It's still prevalent at the
full resolution setting, but it's less obvious. I think I'll select these two keyframes and move
them a little bit over, just so they're a bit offset
from the hair movements. Then also let me change
the position of this one, move it back just a bit, and then maybe
down a little too. I want these
movements to be more subtle and not so obvious. Just because I want the main attention of this animation to be the hair and pretty
much the sword. Then I'll move this one
probably a little bit back. I think that's good. I'm going to save. Let's preview how that looks. I think that's good with me
but if we look close enough, as you can see, looking
at these chains are not moving with
the coat at all. We're going to go ahead
and fix that now with the puppet tool or stop, I'm just going to
collapse these layers because we don't need
the coat right now. We're going to go
into chain 1 and 2. I'm going to zoom in
and we're going to work on the top chain, chain 1 first and then I'm
going into puppet tool, and then just click
three places, one at the top, one in the middle, and then
one on the other side. I didn't line up
the time indicator with the correct frame, so I'm also going to
open up face that's R to get our set keyframes. Then I'm going to
go into our pins, find them pin 1, 2, and 3, I guess 3, 2, and 1. As you can see, they're
not in the right place so I'm just going to line up first and then
just drag them over. Before I do anything else, I'm going to copy
these three frames, move the indicator forward to the end frame, and
then paste them. Now I need to find
the places where the coat and the chain
will stay together. As you can see right
here, the starting point, this top chain right here lines up with the line right
there on the coat. If I go forward, play setter moves, the most is around right here around second, we'll
zoom in a bit. Right here around second 2, so to higher our frame, I'm just going to click right here and then we're just
going to move it up. Then if I click off
and scrub through the timeline and starting
to move along with it. Now it's not the same because these are regular frames and the frames we use for
the coat or easy east. I'm just going to
select them all right now and just click F9. [MUSIC] Now it looks like it's
sticking more on the chain. We're going to do that to
the other side as well. Let's go over, see this chain is also blind up to the line. We're just going to
move it up around here. The two ends are now sticking
to the correct places. Now we just need to make
the middle part move. I will just go ahead
and move it over a little bit. We'll
see how that looks. [MUSIC] Now, it's moving together but I think I want this bottom part of the chain to sway a
little back and forth. I'm just going to
offset this keyframe a little bit closer, maybe a little bit further.
We'll see how that looks. [MUSIC] Yeah, that's
good with me. It's very subtle
but because it's such a small part of this
animation, it's okay. Now of course, we're
going to want to loop out all these keyframes. [MUSIC] I'm going to collapse this and do the
same thing to Chain 2. [MUSIC] See this one lines up
around the bottom of this little yellow square
and this one lines up right on this line [MUSIC]. I'll just move it up and then this one
will be moved over. Now, they don't
have to be perfect just because of how small this is but I would recommend trying to get it as
precise as you can. Then I'll easy ease them all. We'll see how that
looks. Movements close. I'm going to move the
second key frame over. See how that looks. I'm just
going to get rid of it. We'll just keep it simple. [MUSIC] Now that these
chains are all done, you can zoom now, see how they look like from afar [MUSIC]. We can see this part right here. It's shifting a little bit, so I think we can fix that. I'm just going to go
back into the pirate, zoom in on this part right here. It's about right
here in the middle. [MUSIC] Then when I moved it, it's a little too
ahead of itself. I'll just move this one back. I think that's close
enough. Like I said, these are small
movements so they don't have to be accurate. I'm just going to go
ahead and save again. Now, we're going to move
on to the feathers. Let's collapse these chains and then go up to the feathers. We'll start with the biggest
one first because they'll be easiest to see [NOISE]. They're much like all
the other movements. We're going to use the
rotation tool and stick to these same placements of
the keyframe so it loops. I'm going to go in the layer, press "R", going to line it up. Click the "Stopwatch", move it over, hold
"Shift" so it lines up. Click "Diamond". Now, I'm going to find the best place to
move the feather. The head is going
back so I can see that feather will probably
move a little forward here. We'll just say maybe here. Then let's see. I'll move it back this far.
Let's see how that looks. [MUSIC] Maybe that was
a little too much. We're going to go
back to the keyframe. Back a little bit. First, let's easy ease it all. This time we'll just right-click "Keyframe Assistant, Easy Ease." [MUSIC] Now, it still looks
a little bit stiff to me. I'm going to highlight
these keyframes. Then right here you
see a little box, and this is the Graph Editor. With our frames highlighted, we can actually go
in and then we can change the flow of movement
of these keyframes. If I want to, I can
extend this line. The feather will move slower up. Basically, this is just a
way that you can further finesse how your
keyframes will move. If I were to mess around with this line
and snap it up this way. If we play how that looks. It quickly snaps down, or if we just do
it the other way. They'll snap up the other way. Again, this is a fun tool
to play around with. But what I like to do generally is just lengthen these lines. [MUSIC] The way that I'm doing it is I'm
just clicking on here, and then going over and
then clicking on those. [MUSIC] I think I will move this a
little bit forward. Now, remember if you
move this frame forward, it will also move this
keyframe forward as well. Just because these keyframes, and then these are
essentially the same. They're just being
viewed differently. [MUSIC] Let's see
how that looks. Still moves a little
bit too fast, so I'm going to move it back. Maybe down a little bit. [MUSIC] Trying to make this feather
a secondary movement because the main head is the first movement and then this feather is following
along behind it. [MUSIC] Push it back a bit more. [MUSIC] See what happens if I push it back
a little further. I think we'll leave it
right around here for now. Now what I'm going
to do is open up these other two
feathers, press "R". Then what we can do is we can select these
rotation keyframes, copy them, line up
the indicator line. Then while clicking
on "Feather 2", we're going to paste
and then clicking on "Feather 3", we're
going to paste. Of course, if we play,
they're all going to move at the exact same time. We can finesse it
a little bit more. We're going to offset these
keyframes a little bit, maybe just move them over
and see how that looks. [MUSIC] I think for this purpose that'll work. [MUSIC] We're also going to Alt click or
Option click and, of course, through our
handy-dandy loop out expression. If you weren't trying to
create a looping animation, then you wouldn't
have to do this. If you wanted to, you could
always just copy and paste these keyframes
however long you want. But I always like using this expression just so
I don't have to do that. If I was making
just a five second or a 10 second animation, I probably wouldn't
use this as much and probably finesse the
keyframes a bit more. But like I said it,
since we're just making a looping animation, I find this way the
easiest for me. Right now before I
click on anything, I still have the pin
tool still selected. I'm just going to go over and
click this little arrow for my selection tool or
I can just press "V". With that, our feathers are
done and then we're going to move on to these chains
up here on the hat. Before we do that,
we'll just collapse these layers and then we're going to work
on Chain 3 and 4. Now instead of doing
the puppet tool, which you can do if you want to, I'm going to experiment with some different
effects right here. We're going to open up the
Effects & Presets option. For my computer, it's
going to take a minute to load just because
there's a lot of them. Also make sure you save often. Whenever it takes awhile, whenever it takes time to load, I always think about saving, so I'm just going
to save right now. If you don't see this window, then we're going go to
Window until we see the Effects, which
is right here. Because it's selected for
me I have it right there. If it wasn't there, then
we just go to Window, go down to Effects & Presets. I'm just dragging
and dropping because After Effects has
different windows where you can drag
and drop things. I like to have the Effects &
Presets over on this side, but you can also
have it wherever you feel most comfortable. We're going to go
into Chain 4 and 3, but we don't need to click
on Rotation or anything. If we were to try
to rotate that, then it would look
weird because we have two points right
here and right here. You could just use
the puppet pins and do the same thing
we do with the coat, but we're going to experiment
with the Effects & Presets. Right now, I'm going
to click off for a second and I'm going
to type in wave. I'm going to go
down to the Distort and we're going to
look at the Wave Warp. Now what we can do is we can drag and then drop
it onto our layer. I'm just going to go to Chain 4. Right here under the
Effects Controls, this Window pops up. Without doing anything, I'm just going to go to the
beginning and press "Play". As you can see, it's doing this really strange
little warpy thing. Right here, it's cutting off at the bottom because
if we pause it, that's where the bounding
boxes are on this chain. Of course, we don't want our
chain to look this wavy, we're going to mess
around with the settings. Now, wave type we're going
to leave it at Sine, but you can also look at
these other options too. If you click on Square, the movements will
be more choppy. If we go to Triangle, again, it's going to
move in a different way. We'll just look at Sawtooth, which again is similar to
the Square, and then Circle. Basically it's just using
different functions to move this image
in different ways, but for the sake of our animation we're
going to use Sine, but I'll just keep going
through all these just to show you what they look like. [MUSIC] See Noise. [MUSIC] If you have a certain
effect in mind, this is a good place
to experiment and figure out what
movement you'd want. But for the most part,
if I'm just doing some simple waving
motion, I stick to Sine. Then Wave Height of
course shows how high our chain will move, so I think I'm just
going to do something very low, probably like three. I'm looking for a
very subtle movement. Also we can see that the top of these chains are also
moving up and down, but I want them to
be pinned in place. On Pinning, I'm just going
to click "All Edges". You can do Top Edge if you want, but I want a very
subtle movement in this chain so I'm just going
to go ahead with All Edges. Then the Wave Width,
let's see Wave Width. I think I want to
make it a lot bigger, so I'm just clicking and dragging it over so
the numbers start moving up and then we'll press "Play"
which is looking better. Maybe we'll do it about
100, see how that looks. It seems fine to me
and now the Direction. The direction of course, let me just make the height
higher so you can see it. The Direction just shows which way this
wave is happening. If you mess around with it,
of course it's going to wave in weird directions. I'm going to try to point it in direction that
matches with the hat. [MUSIC] I think that works. Then let's slow down
the speed to 0.5, so it's now in gentle sway. Although if your
movements are too small because of how small
this object is, you'll probably start
to see pixels start moving around back and forth. I want to try to avoid that so maybe I'll
just bring it back to one for the wave speed. We'll go in between this to 0.7. [MUSIC] Going back to our settings, our wave type is sine, our wave height is 3, the width is 100, the direction is a 185, our wave speed is 0.7, and is pinned to all edges. Now what we can do is go
over to the top, copy it. Then we're going to
go to our chain three and just simply
control V or paste it, which we'll carry
over the settings. We can leave it as is, but I don't want these
movements to be exact, so I'm just going to mess around with maybe
the wave width, and then maybe the speed which bring this one down to 0.5. We'll see how that looks. I'm just trying to make the
changes very subtle so that these chains don't
look like they're moving in the exact same way. Of course, since we're
using an effect, we don't need to do
any of the loop out expressions because
it's already repeating. There's also many
different effects that you can experiment. Another one that I like
to use, I click on it, it's called wiggle shear. We'll just drag and drop it to our chain three to
see how it looks. As you can see, I can put on different effects over one
another because right now we have our wave warp on
top of the wiggle-shear. Then here's just our
regular transformations. But going into the wave warp
or the wave shear I mean, we can mess around with it. Maybe just put the wiggle amount until seven or something.
See how that looks. Basically, shear will just
move it from side to side and then the wave warp will
also move it side to side but in more
of a wavy fashion. Wave warp and wave shear are the two that I like to use the most. Let me get rid of
the wave warp for a second so you can see
how the shear looks. I'm just going to go over
and then click delete. Then we'll get rid of
chain four for a second. As you can see, wave shear just basically move its side-to-side
from the top-down. It's up to you to
figure out which one that you'd liked the most. I think the wiggle has more of an organic field to it while this one just has more of
a side-to-side movement. Either way, I think
I'm going to get rid of the wiggle shear. Then we'll just stick
to the wave warp. Now we're going to use
our effects to make the hair movement a
little bit more organic. So again, let's just collapse
these layers that we're not using and we're going to
go into the back hair. Double-click that. As
you can see right here, it's just moving back
and forth on its own. I'm going to go in here
type in, wave again. I'm going to select
all of these, press U just to hide them because we don't
need them right now. We'll go in and maybe just
look at one of these. Let's just focus in on
this strand of hair. Right now when it
moves back and forth, it's very stiff and it's
just going side-to-side. If we apply a wave warp to it, as you can see on its
own, it's very wiggly. It's not quite the right
wave movement we want, so we're going to finesse
the settings again. Looking at the wave height, I think will bring
it down quite a lot, probably a three
again. The wave width. We just start scrolling up. It's starting to look
a little bit bouncy, but I think I want
the wave direction to be more up and down
instead of left to right. Let's just move this probably
down in this direction. See how that looks. I think
it's starting to look better. Then we'll probably bring
the wave width up just so the movement is
more larger waves rather than some small ones. Like it's flowing in the wind. As you can see,
without any pinning, it's all wiggling and I want the top part to be pinned down. I'm going to go into pinning and we're just
going to click top edge. Just so when we look
at the animation, this top part is pinned down and the rest of the
hair is more flowing. I think I will leave the
wave's speed as it is. Again, these settings
our wave type is sine, wave height is 3, wave width is around 280. The direction is going
to be around 217. The speed is one,
pinning is top, and then we don't need
to mess with the phase. I think that's good movement. What we're going to do now is basically copy our wave warp, select everything
else, and paste it. Let's bring all
these layers back. Again, we don't need a top one. Now I think this hair
looks a lot more wavy and bouncy as if it's bouncing
and flowing in the wind, which is what I was looking for. Again, there's multiple
ways you can animate hair. You could go in and use the pin tool method and just
pin every section at hand. Animate yourself. You could just stick to
the rotation key-frames or you can stick
to the wave warp. For this project, I like
to do a combination of the rotation key-frames
and the wave warp. Looking at how many other
people will use after effects, you can find multiple
ways to animate hair or clothing or any of the sorts. Let's preview it on our pirate. I think that's
looking much better. Since our bangs
are a lot shorter, I'm not going to use
the wave warp on it. I'll just keep it
at the back here. Before we move on, as you
can see, if I zoom in, the image of our hand is
not looking quite right. As you can see, it's
breaking off from the edge. Since we're out previewing
the whole image, I'm just going to click the pirate composition right here. Go from beginning. We're just
going to move this down. I like to move down
and hold shift. Maybe we'll also scale her up. Again, without as you can see, deforming her, I'm going to hold shift and then click the little
bounding box right here. Then let's move her back
up, probably around here. We zoom out so we can
see the whole frame. We'll just put this
to half quality. I think we'll also
make her a bit bigger. You want to hold shift. Move her up a little, maybe a little bit smaller. Just making sure
that our hand and other parts of the
code won't clip above where it needs to.
I think that looks good. While we're here,
her whole body, it seems a little stationary.
We're going to fix that. Just clicking on our
pirate composition without opening it up. I'm going to click
on P for position. Going to make a key-frame. Again, I need to go
back into her face to see exactly where this key frame should be because I also
want to match it up. Go over, line it up to
this end key frame. Pick another key-frame. I'd rather when she's
tilting her head up. I want to move her position up. Just a smidge. Just so her whole body
is bobbing up and down. Of course, we'll easy
ease it with F9. This way we're making a
little bit more movement with the whole body so the parts that
we're not animating specifically like
the body itself, they'll have more
movement to it. I don't want to go
too high or else certain parts of the coat and
the arm will clip through. I think maybe I will lower
this first frame a bit more. Since I'm lowering that,
I'm going to copy it, go over to the end and then paste it. We'll
see how that looks. Seems a little too
higher than movement. But it's close to what I want. Let's move this one
back down a bit. Before we move on, we're going to loop it. Honestly, we could
stop here if you want, but I think we want to add a bit more movement to her face. Specifically, maybe
some eye blinking. Let's move on to
the next section.
6. Eye movement and blinking: Now, we're going to
go into our pirate. We can exit up back here in frontier if we still
have that open, we're going to go into face, I'm going to double-click
the composition. As you can see,
it looks a little silly because all the hair, and everything else is
gone, but that's okay, because right now we just
need to focus on the eyes, I'll just bring the
resolution back up to full. You can see there are
a few minor mistakes on the illustration, I'm just going to
leave that as is, but we can always go back
into the Photoshop file, and erase those
later if we want to. This movement is going
to be a little tricky, looking over our layers, we can see that the
eye closed layer, the top one, is it
on, so we turn it on. You can see that the
eyes are closed, but we can also see the eyelashes of her
eyes open, picking out. What I did was, I put her other eyelashes
on their own layers, when these are clicked off
the eye closed looks normal, and then if we go to
the eyes themselves, they are on their own layer, and we can move them around
as if she's looking around. This layer 18, is
just the face itself, which I forgot to name, and
the white eyes of course, are the whites of her eyes, we're going to focus on
this eyes closed part. Now, the eye movement
doesn't have to loop exactly the same
as everything else, just because I find it having
an offset a little bit, makes it look again a
little bit more realistic. I'm going to zoom
in a little bit, we're going to go to
unbound the first frame, and then we're
going to click "T", or if you don't
want to click "T", we're going to go
in the drop-down, transform, and we're
going to go to opacity. Now, the reason we click "T" is because it's more transparency, but it shows up as opacity. Before we make any keyframes, I'm going to make
the opacity zero, and then make a frame, and then around the two, we'll say a little past
the two second mark, I'm going to change
the opacity to 100. Now, if we do that,
just looking at it, we have to of course
make the layer visible, if we do that, you can
see it slowly transforms. Now, we don't want
it to slowly change, we want it to be very quick. I'm going to zoom in
as much as I can, the frame right
before it comes on, I am going to make
the opacity zero. It quickly snaps together, and then because it's
going to be rather quick, she's just blinking. Right around here, I'm going to make just
another key frame, zoom in a lot, move over, and then make the
opacity vector zero, basically it's zero percent, 100 percent, 100
percent, zero percent. We're going to keep this
keyframe right here, because we're going to
also loop this later, if I go, it's a quick bleak. I think I can move these out just a
smitch, see how that looks. [MUSIC] Of course,
when she blinks, we still have the
other eyelashes from her eyes open still there, we're going to do
something similar. I'm going to go in press "T", I'm going to line up
this first frame, click the "Stopwatch", now I'm going to
zoom in right here, we're going to make
another frame, on both our left eye, and right eye layers, then as we go forward this time we're going
to make it zero. [MUSIC] When it blinks
now it looks normal, then we're going
to line up here, simply you just click the "Diamond" to make another frame, and then bring these
back at 100 percent. Now, we don't want to ease these frames because we
want a snapping movement, we're just going to
leave them as is, only look at it,
it's a quick blink. If you wanted to, you could
leave it here as it is, but we're going to
finesse it a bit more. The reason I had these eyelashes also on their own layers, was so that we can
slowly move it right before the blinking
action happens. [MUSIC] I'm going to
click these layers, and now I'm going to
press "P" for position. Again, you could also just open the drop-down menu and then
final position right here, but I just like
using the shortcuts. The way I collapsed at those
was just selecting them, and pressing "U", but I'm going to go and press
"P" for position. We'll start a little bit before these frames
are going to happen, I'm just going to click the "Stopwatches" on the position, and we want them to
slowly move down. Again, we went these keyframes match all in the same place, I'm just going to
make a stopwatch, or I'm just going to press
"Diamond" here and here. Right Right the blinking
movement happens, we're going to slowly
move these down. With both of them selected, use my arrows on my keyboard, and see how far I
can move them down before it breaks the picture, see how that looks. Basically, I'm just
making a small movement where the eyelashes are
slowly moving down, and then the blinking
action happens. These I think we can easy, so I'm just going to press "F9." Of course right now we still
have her eyelashes lower, I'm just going to press
a "Diamond" here, and here, go a little forward, and instead of trying to
find the right position, I can just take these
earlier keyframes, copy, and paste, and
then it'll paste where our blue indicator line
is, copy, and paste. Now if we preview it,
we have a little blink. Again there are
multiple ways you can animate blinking
in After Effects, I've seen people use
the pen tool before, I've seen people just do the simple blinking motion without messing
with the eyelashes. This is just one of many ways I found that I
like working with, and if we just wanted one
blink during our loop, then we can just leave
this here as it is, but I'm just going to
add our looping frames, before I do that,
I'm going to copy. Well, before I do that, I'm going to click on all
the layers that we've worked on press "U", and then press "U" again, so this will show all the layers that currently have
keyframes on them, and it'll show all
the layers that we need to create looping ones. I'm just going to copy
our first keyframe, and then I'm going
to move it way up ahead, and then paste it, I'm going to do the same for
all these other keyframes. [MUSIC] Now I'm going to add
our handy-dandy loop out to all of our keyframes. I feel like this
animation is abusing it or just using it really often, but honestly if it
works it works. Now depending on how far
we move our end key, we can change how often
our character blinks. Just so we're not looking
at a floating head, we'll just go here. Then if we watch it. Of course takes a
minute to preview, so I'll just let it go
through for a second. If you just go
through and watch it. She blinks there. Then if we keep
waiting a bit longer, because we added a
looping keyframe, wait for it to render,
but she's going to blink again around here. There she goes. We'll
just preview that again. If you want her to
blink more frequently, then we can just move
these keyframes closer. If we move them very close, then you'll see that
our pirate friend may have something in her eye. I shall keep blinking. As you can see there, I
forgot to do something. We go in up. I forgot to move this top keyframe
along everything else. Again, you can see how
important it is to keep all these keyframes in line when making looping animations. She's blinking once, and
then again, and then again. If we keep it here her blinking looks a little bit robotic as she's just repeating
the same movement over and over again. That's why I like to keep these keyframes moved out a bit. What I'm going to do right
now is I'm going to move these empty frames a bit over. Just because I want
to copy and paste these blinking animations and try to put them a bit more
frequently over here. Just to see if I can
find a more organic blinking motion
for her to repeat. Because I can't copy and paste all these frames
together at once because it'll just
make new layers. What we're going to do, is we're going to line up
these frames right here. See how that looks.
That looks fine. Now all these keyframes right
here are lined up together. If I were to copy
all these frames on our eye-closed layer, and let's say we
go forward about, I don't know, nine seconds. I'll paste it. Right now I can go over to our next
section of keyframes, copy and paste it. Then we're going to
move them over so the second keyframe is
lined up with these. Basically I'm just copying these specific frames and then moving them over a bit more. I need to make sure I
zoom in quite a bit, because since these two
are very close together, I need to make sure our
current time indicator is lined up on this first frame. Then I can copy and
paste those over. Copy and paste. We can move this
so they line up. Now if I preview it. Our first blink is good to go. If we wait a second. Our second
blink is also good to go. Again, we'll just probably hit the blink a little
closer to the end. Again, we shall copy and
paste all of our frames. Make sure they are lined up. Having these separate
blinks is going to help us make some eye movement, because that's our next step. Let's just press U for a second, try to clean things up. Then we're going to
go over to our eyes. Now before I do anything, I think I want her eyes to
start looking over here first. I'm just going to make
a random keyframe just so I can keep this eye position. I'm just going to press P, hit the stopwatch, and then at the very
beginning I think I want her eyes to be right
around, let's see. That looks good. Now
if we leave it here, she's slowly going to look
at us, which is creepy. Doesn't look quite right. We're going to do is
we're going to make her eyes turn as she's blinking. This first blank is
going to be normal. I'm going to move our keyframe around here just to
move it to the side, and I'm going to copy
our first frame, copy it, paste it around here, where our second blink
is going to happen. Let's zoom in a lot. As she closes her eyes I want the movement
to start happening. As she's closing her eyes
she's going to move her eyes over and then look towards us. I don't want it to be exactly
where the blink happens, because then her
eyes just snap over. I think we can make it a bit
more realistic by having this keyframe on the
eyes a little offset, just so we can see that
little eye movement as she's opening her eyes. Now her eyes snap still
a little too quickly. What I'm going to do is make a little keyframe in-between. Just press little diamond, and I'm going to move
it off to the side, just so her movement is slowed down as she looking towards us. Still a bit fast. Can move it over a bit more. I think that's good. Let's see how that looks again. I think that'll work. It's not necessary but it's
a subtle movement that I think adds
to the animation. Just where she's slightly moving her eyes over as she's
finishing her blink. Now to make sure that
it loops correctly, we need her to look
back over on this side. We're going to do the
same thing over here, going to zoom way in. Right when her blink starts, I'm going to just
make a keyframe. Then to make sure it's the same keyframe we're
going to copy the first one. Then paste it, a frame
right after all these. Right now she blinks and
then she looks back over. Again, her movement's fast, so I'm just going to say make
a keyframe around there. Move it back, see how that
looks. I think that's good. Then if we go back
into our pirate. Look at her face. Before I forget, I need to add our handy-dandy loop
out to our eye position. Then we'll just go here. Right now I have the
quality at half, so it's a little fuzzy. Then over the course
of 20 seconds, she's going to look
over to the side, blink, and then look over. I'm going to let this
preview for a second and then we'll be able to see the full extent of our blinking an eye movement.
If we preview it. There's her first blink. Then she's going to
look towards us. Then on her last blink
she's going to look back away. There we go. Like I said before,
there are many ways to animate eye movements
and blinking. This is just one of many that I find that I
like to work with. Our animation is
almost complete. We're just going to do a few more tweaks to finish it off.
7. Finishing touches and rendering: To make some finishing touches, we're going to go into
our pirate girl again and see if we can change up the animation of
her arm and hand. Now right now, it looks
pretty good as it is. But I want to try to change
the motion of the sort of it or basically
the hand and the arm. It seems rather repetitive after a while. We're going
to change that up. I'm going to click
on the arm hand and then press U to
show the keyframes. Right now as you
can see, they blend perfectly up with the face. But I want to extend this
animation a bit more. We're going to go to
the last keyframe of the face and see that
it ends at negative 1. I'm going to script
through our timeline and see when I can
find negative 1 again. There. Right here is when our keyframes restart
and start looping again. I'm going to use that and
then I copy and paste our beginning keyframes
on our arm and hand. We are basically
extending our loop. Instead of looping
every one time, it's going to loop once every
time the face moves twice. Little hard to explain,
but let's just keep working at it and
you'll see what I mean. Right here our hand
just moves the same. We're trying to
repeat this loop, so we'll say right around here, I'm going to make the arm move instead of the
larger movement, we're going to try and
do a smaller movement. Let's see, maybe around
negative 3, we'll say. It has a bigger movement on the first loop and then
a smaller movement. Then it's going to have a
bigger one and a smaller one. Then to finish that
movement a little bit more, we're going to take our
hand, and let's see. I just want little movements so maybe we'll just leave it. Let's see how zero looks. Our first is a bigger movement and our second is a
smaller movement. While we're previewing that, we have a bit more variation
on how she holds and moves her sword and since our last keyframe right
here still matches up with the last keyframe
here at negative 1, it will still match up
with our continuous loop. I think that looks good. The next thing I
want to tweak a bit more is the feathers
in her hair. [MUSIC] I'm going
to click these, the hand and the
arm, just press U to hide those keyframes. Then we're going to go to our feathers and I'm going to press U to bring the
keyframes back up, or you can just press
R because we're just bringing the rotation keyframes. We're going to do
a similar process, but we're going to extend
our loop of these feathers. Right here, it ends
at negative one. If I go forward, I can find negative 1
which is right here. We can also double-check
by bringing up the arm, which is the same keyframe. This is where the second
loop is going to start. We shall just copy these beginning frames and
paste it in a new place. Now anything inside
the keyframes will still be able to loop and
match with everything else. We're going to start with
our bigger feather first. Well, they're all selected, I'm just going to change
them all to, let's say five. Then we're going to offset them, just to see how that looks. It goes forward, back, and then we probably want to bring
them forward again. This one wouldn't
forward at negative 12, so to change that
up a little bit, let's just try negative 15. If I copy these two frames, type in negative 15, they will make the new
keyframes there, so we'll move them over. Let's see how it looks
like if I move them around here and preview that. I think that'll work just to offset it from all
the other movements. If we wanted to finesse it
a bit more we always can, just as long as the beginning and the end key remain the same. If we wanted to further make our big feather a
bit more wiggly, we can also add the wave
effect on it if we wanted to. Let's just collapse
these layers for a sec because we're
just going to focus on the main feather. I already have the Wave
Warp typed in here, so I'm just going to
drag it and drop it on. Now of course, we
don't want this effect right here because it's
a little too wavy. Again, let's finesse
it a bit more. Let's say I want my wave
height to be a lot lower. Let's just try five for now. Then my wave width, I want to extend it a lot just so it's more
of a subtle wave. We'll just try around, I don't know, 311.
Toss that number in. Then I want it to match the direction of where
the feather is pointing, so let's put the direction
somewhere around. See how this looks. Before we finesse it a bit
more I forgot to pin the bottom because the stationary point we want
is the bottom left corner. We go into pinning. We can type in say, Left Edge, which will work. I think this is a
fun little effect to make our feather more
wavy in the wind, but keep in mind that since wave warps will
repeat on their own, the starting position they have is different from
their ending position. If I change the work area and bring it down here
to where our loop ends, and then press "Play,
" we can see it looks nice as it moves around. But once it reaches the
end and repeats itself, it's hard to see, but there's
a very slight difference in our position of the feather. If this doesn't bother you, you can just keep it as is, but if we're trying to
create a looping animation, you need the beginning and
end to be exactly the same. I'm going to go into my feather. I can't find the
layer easily I'm just going to click
it. There it is. Instead of deleting
the effect altogether, what I could do is you see this little box right
here that says fx, that's the wave warp
effect being applied. If I were to just click it, it'll turn it off and then I can hide the wave warp while
I'm not deleting it. It's up to you whether you
want to keep the wave warp on or you can keep
it turned off. I'm going to save that right now because we used a wave
warp on the hair as well, there could be a
slight difference. However, it's such a small movement from the beginning and end that I think won't
affect the overall loop. Now, as you can see right here, there's some blue sky sticking
out in-between her hair, so if we just mess around
with their hair settings, we should be able to fix that. Because we didn't do any
keyframe stuff to the position, if I just move it,
it'll be okay. [MUSIC] There we go. Now,
it's all better. I'm just going to put my cursor in between
these two panels, and move this area down a bit so I can
preview this better. Here is the final result. As you can see,
we did a lot with the hair movement
and her hand moving, as well as the feathers. You can always go back and
tweak it however you want, but I'm going to call
this animation done. The last thing I
wanted to do is talk about exporting this
looping animation. Now, if we were to start
it at a random part, I'm going to move this
little part down. We'll say, just
some place random. If I just play through it, of course, it's not
going to loop correctly. [NOISE] We need
to find the place where all the frames
line up and loop. I'm going to go into our pirate. We shall look at the arm, and see the last
frame that we have. The second bar right here is going to show what
we'll export at the end. [NOISE] I'm going to line it
up in between our frames. As you can see, it's perfectly lined up from the
beginning to the end. If I press Play, it will
create an endless loop. Now, on closer inspection, we can see her hair slightly
moves a little bit. We don't check [NOISE] our
eye blinking movement, so I need to extend
it a bit further. Let's see, our final key
frame is around here. I just need to
find that negative one key frame on the face, which is right around here. This is where it's going to end. While holding Shift, it's
going to snap to it. The whole looping animation, we'll have our eye blinking movements and be able to loop right back
at the beginning. Now, as you can see right there, her feathers were slightly off. Now, because our feathers loop once every two times
at the face loops, that means, that right
here we've cut it off at the part where our feathers
haven't finished looping. Basically, all we need
to do is go a little bit further to find our negative
one key frame again. Let's try it right here. See if that loops
correctly, and it does. Now, again keep in mind
that because our hair and the chains have
a wave warp on it, there's a slight
bump in the hair. One way to get around this is, if you only need to render out a minute of
looping animation, then we would just extend this
all the way for a minute, and you won't have that problem. However, if this
looping animation needs to continue on forever, then you would just need to
go into the hair, back hair. Then hide all these effects. It will make the
hair less bouncy, but you'll be able to effectively create a
looping animation. I'm just going to turn
these all back on. Remember that the chain
also has a wave warp on it, so you would have to turn
that one off as well. If you still want it moving, just use the puppet tool. Now, that we know
this information, depending on where you
want to export this to, say the end of a YouTube video, you can change the link
to however long you want. Just because it won't
matter where it ends since that's where
the video will end. However, if you're using this
for something like Twitch, and you need something
to constantly loop again and again, then you'll probably
need to turn off the effects for the
hair and the chains. There are two ways you
could render this out. The first is to Adobe
Media Encoder queue. The second is to Render Queue. Personally, I like using the
Adobe Media Encoder Queue. Just because if I wanted
to add tweak or work on anything else in After
Effects, I'll be able to. [MUSIC] If you have
the Adobe Suite, then you already have
this program with you. If for some reason, you don't have this program, then we can also render
it out the other way inside Adobe After Effects. Now, as you can see, Media
Encoder just came up. It's going to take a minute
for it to show up in here. There it is, and these are
the settings that I like. I like using H.264. We go down here. I also like doing Match
Source-High bitrate. This is where the output
file will be saved to, so I'm just going
to click on that. I will just save it
under the Pirate folder. You can save it
wherever you need to. I'll make _30sec, Save. Then if all the settings
are correct that I like, I'm just going to
press the green arrow. Then it'll start
rendering in here. Of course, I can either exit out of Adobe
After Effects or Save, and do other stuff because this is a separate
program altogether. It will take some
time to export. But then once it's all done, we'll be able to preview
the final result. [MUSIC] Now, I will show you how to
Add to Render Queue. We clicked that.
In After Effects, a new window will pop up right
here called Render Queue, If we go into the
Render settings, we can click this drop down menu to see Best Settings,
Current Settings. We'll just leave it
at Best Settings. The output mode, you
can change between how high of a quality
you want it to be. Lossless is always nice. But keep in mind, it will take a bit longer to render because it's outputting the
highest quality it can. If you click on this, we
can save where I want to export it to, type in 30, for 30 seconds, Save. Then click the Render
button right here. Then right now, it's rendering
out in After Effects, and it will take some time. Now, the longer
animation you have, the longer it will
take to render. Keep that in mind, if you
have a time schedule. [MUSIC]
8. Final: With that, our animation
is now complete. I hope you guys learned
a lot throughout this class and hopefully was able to animate a
picture of your own. Now if you either animated the pirate illustration or
animated your own character, I would love to see it. Feel free to tag or
mention me on Instagram. I'm Katie Clover art. Also, feel free to use this pirate illustration to practice all your
animation needs. I hope you guys learned a
lot throughout this class. If you have any
questions or comments, then please feel
free to let me know. This is the first of
hopefully many classes to come in the future. If you have any ideas like
wanting to know more about animating illustrations more or even how I illustrate,
then let me know. I hope you guys have a
great day and with that, I will talk to you
later. Bye. [MUSIC]