💥 Rigging a Full Turnaround in Adobe Animate 💥 Advanced SMR

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Freshly Flanimated!

Freshly Flanimated!

Күн бұрын

Пікірлер: 29
@FreshlyFlanimated
@FreshlyFlanimated 9 ай бұрын
✅ To get the full picture, read this important article about rigging Turnarounds: flash-powertools.com/advanced-smr-2-rig-architecture/ 🔥 Also, check this newer video where we demonstrate a 5th gen 360° rig: kzbin.info/www/bejne/r3zdXoWGbNOhf6c
@luicandeias8471
@luicandeias8471 Жыл бұрын
I would love to have explanation in this on how to create blank frames, how you're actually creating the skeleton. It seems like basic knowledge is needed of this plugin prior to seeing this tutorial. Is there a video I can watch to get the basics?
@FreshlyFlanimated
@FreshlyFlanimated Жыл бұрын
Please, follow these links: flash-powertools.com/character-rigging-for-flash-animation/ flash-powertools.com/smart-magnet-rigs-where-to-start/
@vikneshg5524
@vikneshg5524 2 жыл бұрын
Hi pls rig a character like MademoiselleD (a more human type character ) because your tutorials are greate i have rigged characters in 3/4 angle using Edapt tool but adding dinamics like this robot was a bit hard in a more humanoid puppets. So plz a tutorial for a humanoid rig with a front back 3/4 and a side view ❤ U guys r awesome. ❤❤❤
@actiontoons
@actiontoons 2 жыл бұрын
Question - How would you handle a character whose arms and hands need to be able to both be behind and in front of the character in different situations? Thanks!
@FreshlyFlanimated
@FreshlyFlanimated 2 жыл бұрын
The only option in Flash/Animate is, unfortunately, to re-layer. Sometimes you need to do it in the middle of a tween. This requires to add two extra keyframes in the middle of said tween, so that you can split it. In such cases it is often practical to keep the whole, unsplit tween behind, even if in parts it is duplicated in front of the torso. The elements perfectly overlap and this shouldn't be an issue. In this way, if some adjustments are needed later, you can easily do them there and alt-drag to the front to update.
@actiontoons
@actiontoons 2 жыл бұрын
@@FreshlyFlanimated Thanks! I appreciate your help.
@chloelewis5603
@chloelewis5603 2 жыл бұрын
@@FreshlyFlanimated You can just keyframe the opacity of any duplicate asset that's in a different layer position right? When it's not needed.
@FreshlyFlanimated
@FreshlyFlanimated 2 жыл бұрын
@@chloelewis5603 The duplicates I described above are purely cosmetic. No need to dial anything down to 0% opacity. The part which has to temporarily appear in front of another element perfectly overlaps with the original one. This is usually done when animation is complete. Real duplicated elements will give you Duplicate ID error in SMR, and KineFlex will not work. If some feature of the rig needs to be always in front and behind something else, this has to be rigged properly, with the help of Element Welder ( kzbin.info/www/bejne/ipmvgGeGhsumoJY )
@abccba7301
@abccba7301 Жыл бұрын
Why do you place the mouth and eyes inside the head symbol? My issue is when I use one side of the head (e.g. Side View) the mouth frame will be the same for all Side Views outside the symbol. If I go inside of the Head symbol to change mouth frame, it changes for all the frames outside of the symbol. Wouldn't it make more sense to have eyes and mouth and other child symbols in the main scene and weld them to the parent symbols? Wouldn't that give you more control and flexibility over your rig?
@FreshlyFlanimated
@FreshlyFlanimated Жыл бұрын
First watch this: kzbin.info/www/bejne/g5eWpXyDabypfbM Then, if you want to learn more, read these articles: flash-powertools.com/workflow/ flash-powertools.com/character-rigging-for-flash-animation/ flash-powertools.com/advanced-smr-2-rig-architecture/
@FreshlyFlanimated
@FreshlyFlanimated Жыл бұрын
ps. Welding facial features at character level is not a good idea, because it creates more problems than it solves: - It complicates unnecessarily your character timeline - Syncing lips at character level will require keyframes to be placed independently of poses, and this is practically impossible to control and maintain
@peachycardinal
@peachycardinal 2 жыл бұрын
Can you also rig the fingers?
@FreshlyFlanimated
@FreshlyFlanimated 2 жыл бұрын
Sure, you can. Just do it inside the hand container to not overcomplicate the character timeline.
@Pharaohof145thSt
@Pharaohof145thSt 2 жыл бұрын
Could this be done in After Effects using Precomps in place of Symbols?
@FreshlyFlanimated
@FreshlyFlanimated 2 жыл бұрын
Possibly, but the specifics would be different and you should ask someone who specialises in AE.
@Pharaohof145thSt
@Pharaohof145thSt 2 жыл бұрын
@@FreshlyFlanimated Thanks for your reply. I found a way to do similar in AE, but it involves writing some code (instead of magnetically snapping to the skeleton's alternate angles). The instructor was using a Head Turn Slider and a Body Turn Slider, however, I'm not yet sure if that is enough to provide the ability to change the views of the arms, legs, & feet individually as you were able to show here at 2:05. Maybe this requires a 3rd slider to move Lower Body (Hips & Legs) independently of Torso & Arms? Yours is the most complete rigging method I have found for extreme poses.
@FreshlyFlanimated
@FreshlyFlanimated 2 жыл бұрын
Thank you very much for sharing your thoughts and experience so far! Very interesting. We are now working on a large two-part article on Advanced SMR which covers multi-view rigging in more detail. Some of the recent videos on Magnet Targets and metadata will be part of the illustrations for the article. I know that you are mostly interested in AE, but it may be worthwhile having a look at it when published to get some ideas which can be ported over there. It will probably go up on the site in a week or two. Good luck with your explorations and projects!
@chloelewis5603
@chloelewis5603 2 жыл бұрын
@@Pharaohof145thSt Yeah you can create views of the a limb in after effects by pre-comping different angels or positions of a hand for instance and then enable time remapping on that comp which allows you to key frame the time-line and even link that to a slider too which you can also be keyframed. The project can start to get heavy tho to render preview on your computer.
@minghongliang6343
@minghongliang6343 2 жыл бұрын
when I did the roll over rig info from my rigged character, the magnet targets are not copied into the unrigged characters. Am I missing something?
@FreshlyFlanimated
@FreshlyFlanimated 2 жыл бұрын
If you have different symbols for the same body part, you need to copy paste the Magnet Targets by entering the symbols. RORI only transfers the external metadata IDs. It is often best to copy/paste the whole MagnetTargets layers and then snap the MT to position it where you need. Have a look here: kzbin.info/www/bejne/ZmbYooOda852i5I
@minghongliang6343
@minghongliang6343 2 жыл бұрын
@@FreshlyFlanimated Thanks!
@minghongliang6343
@minghongliang6343 2 жыл бұрын
when you say element, does that mean symbol?
@FreshlyFlanimated
@FreshlyFlanimated 2 жыл бұрын
Yes, symbol, but also more specifically when we say 'element' we mean symbols which are part of a Smart Magnet Rig.
@minghongliang6343
@minghongliang6343 2 жыл бұрын
@@FreshlyFlanimated and when you say container, does that mean symbol within a symbol?
@FreshlyFlanimated
@FreshlyFlanimated 2 жыл бұрын
A container is a general term again referring to a Graphic symbol, esp. when used to hold other symbols, but can also mean just a Graphic symbol that holds individual frames for an asset. A hand container holds various hand gestures, a mouth container holds mouth positions, a head container will hold facial features, which will be symbols themselves (mouth, eyes, etc. all of them also containers of variations). You may have a look at our articles on fundamentals and character setup. They should make terminology more clear. flash-powertools.com/character-rigging-for-flash-animation/ flash-powertools.com/workflow/
@YellowDogAnimations
@YellowDogAnimations Жыл бұрын
This is awesome thanks a lot! My only question really is tweening the inbetween perspectives. For example taking the front view to the 3 qtr view and tweening the inbetween shapes from one perspective to another. Like how toon boom would change from one perspective to another. How would you do that or is it not possible. Thanks.
@FreshlyFlanimated
@FreshlyFlanimated Жыл бұрын
Full 360° rig would be very tedious and impractical to do in Flash. However, there are techniques to tween between views, when necessary. These are usually achieved by having animated sections within the body part containers. If you want to dig into this, we would suggest reading these two articles and watching all the videos: flash-powertools.com/advanced-smr-1-the-invisible-force/ flash-powertools.com/advanced-smr-2-rig-architecture/
@YellowDogAnimations
@YellowDogAnimations Жыл бұрын
@@FreshlyFlanimated hey thanks I really appreciate it I’ll check it out. That’s the only question I wondered if it would work in animate thanks again I really appreciate it
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