5 Advanced Character Tips (Adobe Character Animator Tutorial)

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Hey everyone, Willy Magilicutty Pine  Jr. here from Pine Brothers Lumberyard. You know, people come up to me and say hey Willy,  you got any lumber? And I say sure, how much you   need? And they say well, how much you got? And I  say I’d have to check that because our inventory   changes on a daily basis due to fluctuations  in market demand. And they say um, okay then,   just give me a couple of 2 by 4s. Then we share  an awkward laugh and move on with our days. Don’t know the difference between eastern  or western red cedar? Don’t worry we’ll   help you out. Can’t tell what’s walnut and  what’s sassafras? No problem, we’ve got you   covered. Need some Mesquite? WELL TOO BAD WE  DON’T CARRY NONE OF THAT SECOND RATE GARBAGE. Awwww Willy, you gone done it again, got yourself  all worked up about nothing. I’m sorry folks. Oh yeah, I forgot to mention  - for a limited time only,   any purchase over 50 bucks gets you a  talking doll of our mascot, Piney the Tree! Sycamore? More like Sick a less!  Right? Right? Is this thing on? Look the point is this: whether you  need a toothpick or a log cabin,   we’d sure love your business here at  Pine Brothers. So come on down Route 27,   exit 35, 73rd tree on the left, you can’t miss us. PINE BROTHERS WE’VE GOT A LOT OF TREES! Hey everyone this is dave from the adobe  character animator team and in today's video   we're going to be walking through this  character willie he is a free downloadable   character on the okay samurai puppets  page so you can go and download him and   follow along with me as i kind of dissect him  and show how he works behind the scenes and   all we're going to do today is walk through five  techniques that i've added to this character that   are a little more advanced and some of these  have shown up in other tutorials before but   i want to put them all in one place to show  just some additive things you can add into your   character to give them a little extra emotion  and uh quality of animation and all that good   stuff to really help it add one more level of  professionalism to your characters so let's start   off with the eyes you'll notice that willy's eyes  his pupils are not in the center of the eyeballs   right they're kind of off-center they're a  little bit closer to the nose and this is a   common way that professional cartoons will do the  eyes but you'll see as i look left and right and   up and down and all of that the characters should  be mimicking and moving their eyes around so let   me change in eye gaze to keyboard input instead  and i can see up down left right all those are   looking pretty good the problem is off center  eyes don't work well for diagonals so when i press   down and left for example oh that does not look  good something's wrong with him there or up or   left and any of those are not going to look good  so what can you do in this situation you want to   have offset eyes this looks like a better default  instead of just in the middle but i also want to   be able to do some diagonal eye rolls and all of  that and so the way i've gotten around this is   i've turned those pupils into draggables all right  so what i would do in rig mode here is over under   eye gaze i'm just going to get rid of this i'm  going to click the little menu icon click remove   behavior and eye gaze is gone i want to control  the pupils a little bit differently so i'm going   to find those pupil layers and instead of pupil  i'm going to get rid of these tags and i'm instead   going to tag them as draggable which is down here  and let's do the same thing to the right side   get rid of those tags i don't need it to be a  pupil i just want to be able to drag it all right   so now when i go back to the scene i can see that  i can drag each of these uh pupils independently   and move them however i want so i can make them  look you know absolutely ridiculous if i wanted to   but the point is i want to now i have full control  over where exactly those pupils are going to go   so let's say i want this to be my default  uh like this so what i'm going to do   is i'm going to disarm everything i'm holding down  command on mac or control on windows and clicking   the red dots to disarm everything and then the  only one i'm going to arm is dragger over here   and so i'm going to set my eyes in the position  i like that looks pretty good something like this   and then i'm going to record for a second or i  can press command 2 which is what i normally do   a shortcut to do a two frame take that's on  mac command command 2 on mac control 2 on pc   let's zoom in here and let's just extend this  a little bit and now i have this one second um   clip this one second recording basically of  the eyes in this default state okay cool so   now let's move on to about two seconds and let's  change them let's say what is he going to look   when he looks right so on to his right not the  right of the screen so i'm going to drag these   to exactly where i want them to be i'm going  to press command 2 and now i've got another   setup and i'm going to do that for about  a second as well then let's move to 4   and let's say let's just kind of go around  the horn here so i'm going to do diagonal   up like this and command 2 get that two frame take  extend it a little bit and let's move on and so   you can see what i'm doing i'm just going to keep  on going around until i have uh recordings one   second recordings for every one of these uh pupil  positions that i want these custom pupil positions   all right so i've done all of that i have all my  different eye positions here let's press minus   a few times to zoom out and i can collapse these  little dragger things i don't need to see um the   whole you know staircase of every single take  that i did i only wanted to see the the single   consolidated row and now i'm going to add blending  to all of them so i'm going to select them all   marquee select them press plus a few times to zoom  in and i'm going to do a quick blend just a couple   of frames in the front and then a longer blend in  the end um this is just going to be the smoothest   transition between the different states so now  that i have all these what i can do is select   them right click and let's say we want to create  a replay and trigger so i'm going to do that it's   going to create a new replay down here and over  and i want to make sure that's set to stop sustain   so make sure it's selected down here and it says  stop sustain it should do that by default but   in case it doesn't and i'm going to call this  over here on the right hand side let's press enter   and call this our default pupil position so  something like that now i want this to be part   of a swap set because we don't want multiple eye  positionings happening at the same time we want   only one at a time so i'll press plus up here  create swap set and let's call this swap set   pupils and then i would drag default pupil in  here and make that my default so that is going   to be the one that always shows up now what i  can do is go through each of these other ones   and add them to this swap set so here's my next  one i believe this was looking to the right so   i'm going to select both of these right click i'm  going to do create replay and trigger in swap set   and i'm going to go and add it into the existing  pupils group and there it is so now i've got this   new one dragger2 showing up down here and i could  name it if i want to i think i i in the example   character i had these names like the compass  positions so i'm going to call this west and   then uh let's do the same for the next one add to  swap set pupils and we will call this northwest   oops i accidentally dragged his hand that's okay  and so i'll keep going through this and adding   these into the swap set um until i've got all  the different positions all right so now i've   got all of these plugged into a swap set and what  i'm going to do is all the non-default pupils i'm   going to assign some keys to so i'm going to make  this q and w and so on and so forth and then i'll   select all of these and latch them so they're in  place so now i've created a custom eye system for   my character now i could have added other eyes  to the system right i could have the eyes rolling   around or you know get big or other things i want  to do with them for now i just kept him pretty   basic but let's go ahead and add all this stuff  back on turn everything back on and you'll notice   as i move my eyes his eyes aren't working because  remember we took the eye gaze away but now when i   press these trigger keys so when i press q or w or  t or any of these his eyes are going to go in any   direction and smoothly transition from whatever  state i'm in to the next and if i tap one again   it's going to go back to the original default  setting so i press r once he looks up into the   left and then i press it again and they go back  to the default so my advice is this if you have a   character you're creating with these off-centered  eyes like willy does i think this technique   works pretty well it's not as easy and intuitive  as adding the eye gaze and being able to do the   you know the arrow keys and everything it's a  little more work remembering okay i have to press   q to do you know this direction or t to do this  direction um you can of course create icons for   them in the controls panel and things like that so  it's a little more cumbersome but it does give you   that extra level of control and for my character  here i wanted him to be able to look up into the   side um or down into the you know diagonally i  wanted those diagonals and uh this allowed me to   have those custom eye positions so just because  eye gaze is a default behavior that we give you   with every puppet doesn't mean you have to use  it and if you want that custom level of control   it's there for you now this next one is a little  subtle but it is a nice touch and added detail   you can give to your characters so check out willy  right now he's moving he's looking all right but   look at his beard isn't really moving um the  mouth doesn't feel as connected to the rest of   his body it kind of feels like it's just kind of  floating over top of everything right so compare   what you're seeing right now to something like  this where as i'm talking the beard is getting   some additional motion and movement and that's  happening because of this parameter under lip sync   jaw movement if you have something tagged as a jaw  in your character it's going to move up and down   as you're talking based off of the height of your  mouth shapes so right now i have this set to 50   i think for the actual character i made it a  little more subtle i think it's only like 25 and   for me subtle is better in this in this scenario  because if i go like to a hundred percent here   this is gonna look really uh distracting and i  feel like the the beard is moving a little bit   too much now you could do this um but i think you  know you kind of want to be a little more subtle   with these sort of things and not make that the  focus of attention i want his the rest of his face   and his emotions to be the center of the tension  and not how much the beard is moving up and down   so what's happening behind the scenes here well  i've got this layer called bg the background and   here's what i did to it um the background layer  is basically everything that's behind the rest   of the face this is all just one big layer that's  been flattened and i did two things to it i made   a stick down here that i tagged as a jaw and then  i made a stick up here called fixed so let's just   delete this and let's just say i'm just going to  go through the rigging process from scratch and   show you so when this first came in this was  not an independent layer this was by itself   just this you know static layer here and so  i added the crown icon you do need to make   it independent to be able to move on its own and  then i went to the stick tool down here i dragged   across here under the nose and i tagged that  as fixed and then i found somewhere down here   and i tagged that as a jaw which would be this  thing down here basically the chin that's showing   up on the diagram so now you should notice that  your character's jaw is moving and you should see   that where the fixed is it shouldn't be moving  over that it should only be moving below where   you put the fix and i'll show you what might  change if you wanted to adjust that a little bit   so let's go up here and let's instead make the fix  like right at the eye level or something like that   and now let's try it and see what happens okay  test one two three notice now it's pulling on   the ears a little bit it's really subtle if i turn  this up you'll be able to see it a little bit more   see how the ears are being affected by it  as well so where that fixed is um is really   important to how much things are moving up and  down notice the cheeks are moving these little   red cheeks are moving but the nose and the eyes  and all that those are independent so those are   not affected by this moving so whatever you  want to be moving up and down with the jaw   put that in its own layer make it independent  and then add those fixed and those jaw   tagged sticks and that's going to work really well  for adding additional life to your character now   this isn't to say that your character has to have  a beard for this to work it works just as well   for characters with chins so even if a willy was  clean shaven i would still put the fixed handle   here under the nose and i would do uh the chin  uh the jaw right at the chin level um maybe even   a little bit smaller and it's still going to  give me a little bit of the bounce of the chin   which is again going to add a little bit of extra  fluidity and life to the face as i'm talking next   up is head rotation and i talked about this  in the limb ik tutorial but um i think it's   a technique that can extend to any character um  with my regardless of lim ik because i think it's   really helpful so by default your character's head  and body are attached so when i take a character   like chloe here when i move my head back and forth  notice the body is really moving with the head the   head is really the driver of everything right the  body is kind of along for the ride and it's moving   wherever the head decides to go and that's great  for most characters but if you want a little bit   of additional rotation there's a technique you  can do to give yourself that so compare what you   just saw with chloe to willy here and notice as  i'm moving my head i've got a lot more control   over how much the head tilts without the body  you know fully tilting and moving with the head   as much it's got a little bit of pull and sway  but it's uh it's its own thing and so these are   basically you're controlling two parts with this  technique you're controlling the head and the   body and you have independent control over how  to move them all right so the basic way you get   this to work is you have two heads uh basically  even though it doesn't look like your character   has two heads what's really going on behind the  scenes is you're giving your character two heads   so i did several things with my character number  one the structure should look like this you've   got your main character that is not independent  that's different from what we normally tell you   it has a frontal group inside of it also not what  we normally tell you and that is not independent   also what we normally don't tell you and that  frontal group has been tagged not only as frontal   but also as a head so over in the tag section  that has been tagged as a head and then inside   that i've got my head and my body and this time  we're telling you to make the head independent   again we don't normally tell you to do that and  you've added an additional behavior to it the face   behavior so if i select this i now have an extra  face behavior which is different from the main   face behavior that comes in with my character in  fact the main face behavior i renamed to body up   here so i selected my top level group up here my  top level character and then i went to here this   used to be called face i clicked the menu icon  went to rename behavior and instead i called   this body because really that's what it's going to  be controlling and then to keep my character stuck   to the ground instead of putting the fixed handles  in the body group like i normally would i put them   in the willy group instead so basically you're  doing five or six things that i've told you not   to do in other tutorials but uh if you're at this  state you're probably a little more advanced and   so you're okay with taking things off the rails  a little bit and trying a different technique   so what i found with this technique is i really  turned down a lot of the parameters in the body   behavior aka the renamed face behavior and  i will really focus on the ones in the main   face behavior so for body for example if i change  you know position strength up higher then notice   the body's going to move a lot more as i move my  head i probably don't want that same with tilt if   i do too much tilt that's not going to look good  either so i want to keep that pretty far down   so really i'm scaling back the body because i  wanted the body movement to be a little more   subtle and i wanted the head to have a lot more  movement so when i get down to the head movement   i've got my tilt strength for example set to 75  so i get a lot more tilt now of course i could   go even higher with that and you know move it  more and you'll see it's still this independent   thing that's able to move um around or i can make  it more subtle if i wanted to i did change head   position strength here though down more if i turn  this up then it's going to um yeah you see what's   happening it's going to disconnect from the  head so you really have to fool around with   some of this stuff and and play around with making  certain things zero and cranking other things up   to uh have this effect so play around with it  it's a really cool technique um and i think it   just adds you know for this character he kind of  is tilting his head a lot shifting back looking up   looking down um all sorts of stuff like that  and i think it works really well for him and   a lot better than if i just had the minimal  controls that the the default setup would give   me next up the eyebrows and similar to what i was  doing with the pupils sometimes you want a system   that gives you a little bit more fine-tune control  for a particular feature by default with the   eyebrows when you tag samus left and right eyebrow  they're going to move with the performance capture   but sometimes you want a little more control  over that right you want your eyebrows to stay   raised or you want to kind of do a quizzical look  which you can do if you uncheck move eyebrows   together you can move them independently but then  you got to really have you know really flexible   eyebrows to be able to you know get those types of  looks and not everyone's gifted uh in that in that   realm so what i like to do with a character  like this is create a swap set system where   they've got a bunch of different eyebrows states  meaning their default state slightly raised kind   of angry maybe kind of that quizzical look and  be able to really quickly swap between them and   for me that gives me more control when i want  him to be angry i don't have to focus my face   and make sure i'm looking looking angry at that  moment i have the control of being able to just   press a button and do that instead so it's kind  of a you know it's all up to you if you want to   do the performance go for it but for a character  like this where i want precise timing for those   eyebrow positions doing something like this works  a little better and the way i'm going to do it is   actually with keyframes all right so in rig mode  here i'm going to get rid of the existing tags   for my left and right eyebrow i don't need them  i don't character animator doesn't need to know   that these are going to move with performance  capture so i'm getting rid of those and instead   i'm going to select both of these go over to my  behavior column here click the plus next to one   of these and add transform behaviors to both  of these what does that mean well that means   both of these are now going to allow me to move  them uh position x y scale rotate whatever i want   to do so now i have independent control over  them and this works a little bit better than   dragger in this case because dragger i'd just be  able to you know drag them and move them around   in this case i also want to rotate them maybe  i want to scale them up and down a little bit   so i've got a little bit more fine tune control  this with this method so let's go ahead and set   some keyframes for our different eyebrow states  so here i see transformed left eyebrow and right   eyebrow have been added to my character so i'm  going to go ahead and make sure i'm set at 0 0   and start adding keyframes so i'm going to  click the stopwatch icon next to position   x y and rotation for each of these because for  the eyebrows that's probably all i want to do is   move them you know to the left to right up and  down and tilt them slightly so now that i've   done that i've got these six keyframes that are  showing up over here and what i'm going to do is   create basically a range of uh of you know this  this initial starting position from zero to one   so i'm going to select all of these i'm going  to copy them command c on mac control c on   windows and at one second i'm going to paste  them command v on mac control v on windows so   now i know from 0 to 1 i have a range where in  there is going to be my default eyebrow position   let's change that at 2 seconds now i'm gonna  paste the exact same starting position but i'm   gonna change these slightly i'm gonna rotate  you know this one let's say this is my raised   position so i'm gonna rotate this one up and then  maybe for the other one i'm going to raise that   a little bit maybe i'll move it over a little  bit because it's getting lost there in the hat   and let's rotate that one as well so that's going  to be my raised state and then let's copy this   and command c over at three seconds  command v and now i know anywhere in   this range those eyebrows are gonna be raised  so in zero to one they're gonna be uh default   two to three they're gonna be raised and then  let's say from four to five um let me get a copy   from the original position and paste them here  so now let's say i want to do kind of a quizzical   look for this character so let's say uh you know  one eye is going to be slightly raised like this   let's bring it up a little bit and then this other  one is going to be kind of lower into the side and   down a little bit so he's not so sure about you  know whatever he's talking about here and then   again i'm going to copy these and paste them so i  know from four to five i've got the quizzical look   so i could keep expanding this system as much as i  want but let's say for now i'm going to set it as   these are my three main eyebrow positions that i  care about and so now i'm going to go through the   process of turning them into takes and then i'm  going to blend them and then i'm going to turn   them into replays and triggers i know that's a  lot of character animator jargon i'm throwing out   there oh yeah i'm just going to turn the takes and  blend them and replays and trick like only like   five people know what i actually just said right  it's kind of all over the place um there's a lot   of terms but i'm going to walk through it slowly  and hopefully this will make a little more sense   when i walk through it step by step so let's start  with these first keyframes let's select everything   here i'm going to uh my zero to one so that whole  set of keyframes i'm going to right click them and   i'm going to say create take from keyframes  that's going to turn that range of keyframes   into recorded takes just like i was recording them  and the keyframes didn't even exist let's do the   same thing for this second set of keyframes as  well right click create take from keyframes and   then finally my last set i might have to scroll  down a little bit because this is getting a little   vertical and create take from keyframes okay so  now i can twirl all these up i don't care about   all the different you know take positions all i  care about is that i've got data for each of these   at this point i don't need my keyframes anymore my  keyframes have been converted into takes and so i   can get rid of them um you might want to keep them  just to give you peace of mind if you need to go   back to them for any reason but for me now all i  care about are these rectangles so i'm just going   to go through these and delete all of my keyframes  all right and now that i've done that let's add   the blends so i'm going to select everything and  just like i did for the pupils i'm going to click   this little blend handle in the upper left corner  drag it just a couple of frames and then give it   a longer tail at the end something like that so  i have these three distinct areas my default my   raised and my quizzical look okay and then the  blinds is going to allow them to seamlessly move   between each other so if i go from raised to  quizzical or default to quizzical or raised to   default it doesn't matter what direction i go in  they're all going to be smooth quick transitions   so we need a new swap set for these to live inside  so let's go to plus create swap set and let's just   call this browse if i could spell it correctly  there we go and let's start adding things into it   so first i'll select my default right click  create replay and trigger and swap set find   that new swaps that i just created and call it  browse same with the second one let's select those   right click add into browse and the third one  the quizzical one right click and add into   browse okay so i know this one was my default i'm  pressing enter to rename these each this one was   my raised and this one was uh my quizzical  or ray you could call it whatever you want   now that i've got this system i'm going to set  this my main one as default i know that's the one   that i always want kind of as my base to come back  to and then the other ones raised in quizzical i   can set to let's say o and p i think i still have  those available i'll have to check and make sure   and i want to latch both of those okay so if i've  set this up correctly now i've got my default   eyebrows they're not moving with my own eyebrows  but when i press o i'm going to get the raised and   when i press p i'm going to get the quizzical and  i can move between these in any variation that i   want and so now i've got an eyebrow system that  i can reliably go back to so i know when i want   stuff to be raised i press this key it's gonna  stay raised and they're both gonna stay in one   place all right that brings us to our last point  and uh if you've made it this far i haven't scared   you off yet i'm assuming you're a little bit more  advanced you can handle this um recording replays   so if you've ever tried to record a character with  replays before particularly replays and a swap set   your timeline can get indecipherable it can get  absolutely insane and just crazy and and have all   this junk in it and you're like what did i just do  what how did i record this and it's really hard to   make sense of it so i'll show you an example of  that and how i deal with all this so let's take   our character here and go to xero and i'm not  gonna press anything i'm just gonna record and   i'm not pressing any buttons i'm just gonna  move my head around and talk and that's all   i'm doing it's just doing a basic performance  where i'm just doing a few things like this   now with those minimal inputs you wouldn't think  that my timeline would look really complicated   right well you are dead wrong because look at this  look how much stuff is showing up in my timeline   right like eyebrows i didn't press any buttons  for the eyebrows and pupils and track it like   all this stuff is showing up in my timeline and  it makes it really really confusing i look at   this and i think this is a mess like i don't know  what is happening what i did here the the problem   is what's happening is this character has a lot of  swap sets right so i have swap sets for you know   the mouth for the eyelids for the hands um for the  eyebrows for the pupils and the arms and so those   seven or eight swap sets um if they have a default  set that default is going to record when i press   the record button so the eyebrows i didn't press  any buttons for the eyebrows but the eyebrows do   have a default that is associated with a replay  over here so when i press record it's saying okay   you want me to put those takes of the eyebrows and  show those in your timeline that's why i have six   takes at the bottom here for these these eyebrows  because position x y and rotation it's thinking i   want all of those in uh in my timeline and  i want because they were set as my default   so it's basically showing me those were recorded  as part of my performance now it's going to be a   lot easier let's get rid of this let's get rid  of the defaults for a lot of these swap sets so   i don't want my default for the arms i don't want  my default for the pupils i already got rid of the   one for the eyebrows now if i've got swap sets  that do that don't have replays associated with   them so the mouth the mouth is really simple it's  just a when i press one he gets an upset mouth if   i press it again he's happy again if i got rid of  this swap set he doesn't have a mouth i probably   want this character have a mouth so i'm gonna  keep that default on same thing with his lids   if i turn that off well now he doesn't have any  eyes or his hands so i'm okay with having defaults   if they don't have replays associated with them  that's fine but where you run into problems and   your timeline gets really bloated is when you have  a replays associated with those different triggers   so now with all that stuff off let's see how it  goes i'm going to press record and then do the   same sort of thing where i'm just gonna move my  head around and talk for a few seconds and now   let's see if our timeline looks any better so  yeah that is way simpler this is way easier to   decipher right i can see i've always had my audio  my lip sync and then the only reason i'm having   two things for the body and face is because i did  that i think was it step three where i did the   the um the separated separated a head and the  body so i'm seeing two separate takes for that   so that's much much simpler right i'm it's not  recording any triggers because i didn't press any   triggers and i also don't have any default set for  those uh swap sets with replays so the way that i   tackle recording replays is i do them one at  a time i will focus on just the eyebrows or   just the pupils or just the hand positions and i  will only set the default for when i am recording   that particular section and when i'm done with  it i'm going to turn that default off and i'm   going to move on to the next one so i'll show you  what i mean so let's say i wanted to record a take   um with pupils so i'm going to set now make sure  all my other defaults are off for anything with   replays in it and he swaps this with replays i'm  going to turn the default back on for pupils and   then over here on the right i don't care about any  of this other stuff all i care about is triggers   that's the only thing that i'm worried about  right now so that's the only behavior that i'm   going to arm and then i would press record  and if i'm dealing with an audio track or   whatever i can you know press buttons and you'll  see as i'm doing that i'm doing his different   eye positions and when i press something twice  it's going to go back to the default position   and i'm just listening to what the audio would  be saying and doing a recording like that okay   so let's say that's good i stop it and now i've  got um my you know my my takes that are showing   up here now it might show up like this by default  if it does don't be scared just go over here and   twirl it up until it's um using the the little  carrots over here to twirl it up into something   that looks a little bit nicer and now i know that  i've got my eye you know position i can get rid of   the audio here um there are all my eye positions  and if i really want to dig in and you know say   okay here i want to move this one later or earlier  i have the ability to do that but most of the time   i'll try to get it right i'll try to say okay i'm  going to record for 5 or 10 seconds and i'm going   to perform these eyes going in these directions  i'm going to stop when it gets back to the default   and then let's move on to the next 10 seconds or  the next 15 seconds or whatever you want to do   okay and now when that is set all done i'm happy  about that i can use this nice little shy icon   this is saying we added in the last release i can  turn the shine on for these and uh you know make   make them shy which means they will hide when i  do the shy toggle and then i can just click this   little shy guy up here hide shy and that's going  to make them go away so i don't need to see them   anymore i don't need to see them in my timeline  instead i can focus on whatever's next so let's   say i want to move on to the eyebrows now so i can  turn off pupils the default for pupils and turn it   on for eyebrows and now i can go through a similar  step where i press record and let's see i've got   like nzx those are my different keys so i can  listen and do the different positions as i want   press them like that whatever i've got stop  and now i'm going to get again a really scary   timeline at first with like the you know these  staircases but i can twirl those open or twirl   those up and because i did the keyframes for  x y and rotation all of those are showing up   so it does look a little bit crazy like all  these tracks for eyebrows that's a little crazy   we know this and we want to make this better  in the future and we have plans to do that   but for now this is how i have to deal with it  so now i've just got my eyebrow track and that's   looking pretty good and you know i if i did the  unshine here i would see my dragger tracks my um   my pupils as well and if i wanted to move on to  the next thing okay let's uh you know let's add   maybe shy these guys as well and get rid of them  hit the hide shy and move on to the next step   so that's my process for moving through this  stuff is uh do it one at a time record it   turn those defaults on only for the recording  and then turn it back off and your timeline will   look a lot nicer and it makes a lot more sense  kind of going through it step by step like this   and that's it so hopefully there was something  in here that everyone got you know something   interesting or something didn't know about before  um these are more advanced techniques but really   this will help separate your character uh from  from you know beginner type characters and make   it feel a little bit more professional  a little bit more polished and give you   a little bit of extra control we would love to  see anything you've made with this so please use   hashtag characteranimator when sharing on social  media of any of these techniques we'd love to see   what you're working on and uh if you have any  questions about anything i've talked about here   or any other issues you're running into the  best place to ask questions or search for   answers to existing questions is the official  character animator forums that's it for me for   2020 i'm looking forward to much better times  in 2021 thanks so much for watching and have fun
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Channel: Okay Samurai
Views: 64,412
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Id: p05NNzb0lzo
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Length: 32min 48sec (1968 seconds)
Published: Thu Dec 17 2020
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