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