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These are the user uploaded subtitles that are being translated: 1 00:00:00,040 --> 00:00:00,440 Hi 2 00:00:00,720 --> 00:00:02,760 my name is Jack from through that front 3 00:00:03,120 --> 00:00:05,630 and I want to show you how to use the 4 00:00:05,640 --> 00:00:08,000 design and motion chair kit 5 00:00:08,400 --> 00:00:08,760 time. 6 00:00:13,080 --> 00:00:15,560 After you download and unzip 7 00:00:15,800 --> 00:00:17,400 the video file, 8 00:00:17,720 --> 00:00:19,600 you will get this folder. 9 00:00:21,160 --> 00:00:23,680 The structure of the folder is as follow. 10 00:00:23,760 --> 00:00:24,920 The first folder 11 00:00:25,160 --> 00:00:26,840 is where you will find 12 00:00:27,120 --> 00:00:28,240 the main project 13 00:00:28,520 --> 00:00:30,200 and some extra project 14 00:00:30,440 --> 00:00:32,680 that I will explain to you later. 15 00:00:32,840 --> 00:00:35,190 In this folder there are some files that 16 00:00:35,200 --> 00:00:38,030 were used to create the structure of this 17 00:00:38,040 --> 00:00:38,510 project. 18 00:00:38,520 --> 00:00:40,280 You don't need to use these files. 19 00:00:40,320 --> 00:00:43,350 The references folder is where you will 20 00:00:43,360 --> 00:00:47,670 understand what content you can use in this 21 00:00:47,680 --> 00:00:48,280 package. 22 00:00:48,600 --> 00:00:50,680 In the animation folder 23 00:00:50,920 --> 00:00:52,190 there are some guides. 24 00:00:52,200 --> 00:00:55,270 The accessory folder is where you will find 25 00:00:55,280 --> 00:00:57,280 all the available accessories 26 00:00:57,520 --> 00:00:58,200 and the same 27 00:00:58,520 --> 00:01:00,360 for the character folder. 28 00:01:00,960 --> 00:01:02,320 The texture folder 29 00:01:02,560 --> 00:01:05,910 is where you will import the characters and 30 00:01:05,920 --> 00:01:08,590 the accessories that you need to use in 31 00:01:08,600 --> 00:01:09,480 your project. 32 00:01:09,840 --> 00:01:11,120 This folder 33 00:01:11,360 --> 00:01:13,640 is where the tutorials are located. 34 00:01:15,920 --> 00:01:19,230 The project you will need use initially is 35 00:01:19,240 --> 00:01:22,880 the designinmotiontime dot AEP. 36 00:01:23,040 --> 00:01:25,630 When you open the project you will probably 37 00:01:25,640 --> 00:01:26,800 get this warning. 38 00:01:26,960 --> 00:01:29,680 This is because this project was saved 39 00:01:30,000 --> 00:01:32,880 in a older version of After Effects, 40 00:01:33,280 --> 00:01:33,760 so 41 00:01:34,000 --> 00:01:34,720 that project 42 00:01:35,000 --> 00:01:37,910 is compatible with all versions of the 43 00:01:37,920 --> 00:01:39,400 After Effects CC. 44 00:01:41,240 --> 00:01:44,440 Initially you will find a welcome screen. 45 00:01:44,880 --> 00:01:46,120 To navigate around it, 46 00:01:46,480 --> 00:01:48,440 use the Page down button. 47 00:01:51,440 --> 00:01:54,750 Read carefully because this tour will give 48 00:01:54,760 --> 00:01:57,430 you a good idea on how to use this 49 00:01:57,440 --> 00:01:58,040 template. 50 00:02:00,200 --> 00:02:01,360 In this folder 51 00:02:01,600 --> 00:02:04,680 you will have all the actions of your 52 00:02:04,760 --> 00:02:05,400 character. 53 00:02:05,640 --> 00:02:08,670 I will explain in more details when we talk 54 00:02:08,680 --> 00:02:10,120 about animations. 55 00:02:12,680 --> 00:02:14,950 In this place you will create your 56 00:02:14,960 --> 00:02:15,520 character. 57 00:02:15,640 --> 00:02:18,520 You have place to put textures for the left 58 00:02:18,680 --> 00:02:20,600 and the right accessory hand. 59 00:02:20,680 --> 00:02:24,510 There are also some folder for you to save 60 00:02:24,520 --> 00:02:25,640 your texture. 61 00:02:26,280 --> 00:02:28,000 There is also an utility 62 00:02:28,320 --> 00:02:30,670 for you to create transitions between 63 00:02:30,680 --> 00:02:31,520 characters. 64 00:02:32,320 --> 00:02:34,120 Here in the folder two 65 00:02:34,400 --> 00:02:36,960 are all the modules available for you 66 00:02:37,240 --> 00:02:39,200 to use in your animations. 67 00:02:39,960 --> 00:02:42,160 These are ready made animations that 68 00:02:42,240 --> 00:02:44,950 connect to each other in a way that I will 69 00:02:44,960 --> 00:02:46,960 describe in detail later. 70 00:02:47,160 --> 00:02:49,870 Finally, you have an empty composition for 71 00:02:49,880 --> 00:02:52,830 you to click and drop out these modules and 72 00:02:52,840 --> 00:02:54,280 create your animation. 73 00:02:54,600 --> 00:02:56,360 These are system folders. 74 00:02:56,400 --> 00:02:58,120 You will not need to touch them 75 00:02:58,400 --> 00:03:00,950 unless you want to explore how this 76 00:03:00,960 --> 00:03:03,470 template was developed, which can be very 77 00:03:03,480 --> 00:03:04,040 interesting. 78 00:03:07,800 --> 00:03:10,030 The first step for you to start your 79 00:03:10,040 --> 00:03:12,990 animation is choose which character you 80 00:03:13,000 --> 00:03:14,040 want to use. 81 00:03:14,680 --> 00:03:16,720 To do this, we will use 82 00:03:16,960 --> 00:03:20,270 the references folder because here you have 83 00:03:20,280 --> 00:03:22,830 the reference of all the characters 84 00:03:22,840 --> 00:03:24,320 available in the kit. 85 00:03:27,040 --> 00:03:29,270 To choose one of the characters, you will 86 00:03:29,280 --> 00:03:31,640 need to use this code here. 87 00:03:32,000 --> 00:03:32,720 Chart time 88 00:03:33,000 --> 00:03:34,240 26. 89 00:03:34,680 --> 00:03:35,920 That's the policeman. 90 00:03:36,560 --> 00:03:38,880 It is the number that I will use 91 00:03:39,120 --> 00:03:41,710 to import the texture into the after 92 00:03:41,720 --> 00:03:42,280 effects. 93 00:03:43,720 --> 00:03:45,720 So I will Click to import 94 00:03:46,160 --> 00:03:48,830 and inside the text tree folder I will 95 00:03:48,840 --> 00:03:50,680 locate the character 96 00:03:50,960 --> 00:03:52,080 26. 97 00:03:53,280 --> 00:03:55,150 Clicking on it, I will import the 98 00:03:55,160 --> 00:03:55,920 character. 99 00:03:56,320 --> 00:03:57,240 It's important 100 00:03:57,560 --> 00:03:59,920 to import it as footage. 101 00:04:03,320 --> 00:04:06,550 To apply it, you need to open the character 102 00:04:06,560 --> 00:04:08,000 creation folder 103 00:04:08,360 --> 00:04:11,550 and drag the texture into this composition, 104 00:04:11,560 --> 00:04:12,160 which is the 105 00:04:12,400 --> 00:04:14,560 character texture composition 106 00:04:16,280 --> 00:04:17,030 by the full. 107 00:04:17,040 --> 00:04:19,350 The texture of the boy will be already 108 00:04:19,360 --> 00:04:20,320 applied here, 109 00:04:20,680 --> 00:04:22,360 so you must delete it 110 00:04:22,640 --> 00:04:25,390 and leave only the texture of the 111 00:04:25,400 --> 00:04:26,080 policeman. 112 00:04:26,760 --> 00:04:29,350 When you go into the composition of the 113 00:04:29,360 --> 00:04:30,320 animations, 114 00:04:30,760 --> 00:04:33,560 you will notice that all animations are 115 00:04:33,680 --> 00:04:36,000 already applied to the policeman. 116 00:04:39,040 --> 00:04:42,470 The Design and Motion Share Kit time has an 117 00:04:42,480 --> 00:04:43,320 innovation 118 00:04:43,560 --> 00:04:45,560 that is the shading mode. 119 00:04:46,040 --> 00:04:47,040 You can have 120 00:04:47,320 --> 00:04:48,200 the character 121 00:04:48,440 --> 00:04:49,520 totally flat 122 00:04:49,800 --> 00:04:51,000 as you see here, 123 00:04:51,440 --> 00:04:54,400 or you can have the character shaded. 124 00:04:55,160 --> 00:04:58,120 To do this you just need to click on the 125 00:04:58,360 --> 00:04:59,880 character animations. 126 00:05:00,040 --> 00:05:00,680 Composition 127 00:05:01,320 --> 00:05:04,240 and in the first layer character setup. 128 00:05:04,840 --> 00:05:06,560 In the effects panel 129 00:05:06,960 --> 00:05:09,200 there is the shading option 130 00:05:11,240 --> 00:05:11,400 to 131 00:05:15,220 --> 00:05:17,260 create or adapt your character. 132 00:05:17,420 --> 00:05:19,340 You have two ways. 133 00:05:19,460 --> 00:05:22,210 You can do it directly in the After Effects 134 00:05:22,220 --> 00:05:25,380 using the character texture composition, 135 00:05:25,860 --> 00:05:29,090 or you can do it in your favorite drawing 136 00:05:29,100 --> 00:05:29,820 software. 137 00:05:30,320 --> 00:05:33,030 I will start explaining how to do this in 138 00:05:33,040 --> 00:05:33,960 the After Effects. 139 00:05:35,920 --> 00:05:38,750 The first step is to open the character 140 00:05:38,760 --> 00:05:41,470 texture composition, but for this I will 141 00:05:41,480 --> 00:05:42,320 give you a hint. 142 00:05:42,840 --> 00:05:45,960 Click here on the composition name and select 143 00:05:46,320 --> 00:05:48,360 New Composition Viewer. 144 00:05:52,040 --> 00:05:54,430 Everything that you create in the character 145 00:05:54,440 --> 00:05:57,350 texture composition will automatically be 146 00:05:57,360 --> 00:05:59,720 seen in the final character. 147 00:06:01,800 --> 00:06:04,440 Let me explain to you now the different 148 00:06:04,480 --> 00:06:06,870 drawing areas that you have in the 149 00:06:06,880 --> 00:06:09,200 character texture composition. 150 00:06:11,920 --> 00:06:14,710 Notice that here in the composition, there 151 00:06:14,720 --> 00:06:17,680 are some Gray areas that are the place 152 00:06:17,720 --> 00:06:18,920 where you should draw. 153 00:06:20,800 --> 00:06:23,560 I will explain to you what each of these 154 00:06:23,600 --> 00:06:24,840 areas are for 155 00:06:26,480 --> 00:06:30,520 and how you will use them as guides to know 156 00:06:30,680 --> 00:06:32,960 how the drawing should be done. 157 00:06:38,680 --> 00:06:40,960 There are two types of areas, 158 00:06:41,520 --> 00:06:43,360 a lighter Gray area 159 00:06:43,800 --> 00:06:45,800 and a darker Gray area. 160 00:06:47,640 --> 00:06:50,640 This is because our character rotates. 161 00:06:52,000 --> 00:06:53,680 When he's facing forward, 162 00:06:53,960 --> 00:06:56,440 we can see a part of the texture. 163 00:06:57,640 --> 00:07:01,840 When he is sideways, the texture slides 164 00:07:01,880 --> 00:07:03,160 inside his body 165 00:07:04,000 --> 00:07:07,080 so we can see other details of the texture. 166 00:07:08,560 --> 00:07:11,430 This is why the texture composition is 167 00:07:11,440 --> 00:07:13,200 organized in this way. 168 00:07:15,880 --> 00:07:19,310 What you draw inside this Gray area is what 169 00:07:19,320 --> 00:07:21,840 appears when he is facing you. 170 00:07:22,480 --> 00:07:25,750 What you draw inside the dark Gray area is 171 00:07:25,760 --> 00:07:27,120 what will appear 172 00:07:27,480 --> 00:07:30,000 when the character is sideways. 173 00:07:30,360 --> 00:07:31,720 Let me explain to you 174 00:07:32,040 --> 00:07:32,440 what 175 00:07:32,680 --> 00:07:35,000 each one of these spaces are for. 176 00:07:36,680 --> 00:07:39,480 As you can see, I have ridden the 177 00:07:39,760 --> 00:07:41,240 texture of the policeman 178 00:07:41,480 --> 00:07:42,360 and I will draw 179 00:07:42,600 --> 00:07:43,760 a new character 180 00:07:44,000 --> 00:07:46,720 to explain each one of the spaces. 181 00:07:47,120 --> 00:07:49,920 This part represents each of the feeds. 182 00:07:50,440 --> 00:07:53,110 As I am drawing, you can see how the 183 00:07:53,120 --> 00:07:54,400 character is building 184 00:07:54,680 --> 00:07:55,760 here in the side. 185 00:07:56,320 --> 00:07:58,400 I'm going to do it very simple. 186 00:07:58,760 --> 00:08:01,560 It will be just A2 color shoes. 187 00:08:03,280 --> 00:08:05,640 This version is for the legs. 188 00:08:06,640 --> 00:08:10,240 You can create as many details as you want. 189 00:08:10,520 --> 00:08:14,230 I will do it very simple to understand how 190 00:08:14,240 --> 00:08:17,320 the creation or adaptation of character works. 191 00:08:21,320 --> 00:08:23,880 This region is for drawing the body. 192 00:08:24,400 --> 00:08:25,280 I will draw 193 00:08:25,840 --> 00:08:28,880 the upper part of the paint here 194 00:08:29,560 --> 00:08:29,920 and 195 00:08:30,160 --> 00:08:30,880 at the top 196 00:08:31,240 --> 00:08:34,390 I will put a orange rectangle that will 197 00:08:34,400 --> 00:08:35,760 represent the shirt. 198 00:08:37,920 --> 00:08:40,430 This is clearly the space for the arms and 199 00:08:40,440 --> 00:08:41,120 the fingers. 200 00:08:42,600 --> 00:08:45,150 I will draw a detail of the shirt to 201 00:08:45,160 --> 00:08:47,240 represent the sleeves of the character 202 00:08:48,480 --> 00:08:50,510 and the rest will be the arms and the 203 00:08:50,520 --> 00:08:51,080 fingers. 204 00:08:51,400 --> 00:08:54,160 I will choose a skin tone to represent them. 205 00:09:03,640 --> 00:09:05,440 In this part we have 206 00:09:05,680 --> 00:09:06,440 the head and 207 00:09:06,680 --> 00:09:07,560 the ears. 208 00:09:10,760 --> 00:09:13,800 The head is divided into a few layers. 209 00:09:16,720 --> 00:09:19,880 This layer is masked by the face area, 210 00:09:20,280 --> 00:09:23,560 So what you draw here will be limited by 211 00:09:23,840 --> 00:09:25,040 a rounded shape. 212 00:09:27,400 --> 00:09:29,470 You won't be able to make silhouette 213 00:09:29,480 --> 00:09:30,440 details here, 214 00:09:32,440 --> 00:09:34,430 but there are other layers for this 215 00:09:34,440 --> 00:09:35,040 purpose. 216 00:09:38,640 --> 00:09:41,040 This layer is a kind of head 217 00:09:41,320 --> 00:09:42,000 foreground. 218 00:09:42,640 --> 00:09:46,080 This is the one in the front of the face, 219 00:09:46,280 --> 00:09:48,830 so you can do details like a depth for 220 00:09:48,840 --> 00:09:49,400 example. 221 00:09:52,400 --> 00:09:54,390 If you are drawing directly in the after 222 00:09:54,400 --> 00:09:57,630 effects, you can use all the drawing tools 223 00:09:57,640 --> 00:09:58,480 in the software. 224 00:09:59,680 --> 00:10:02,640 In this case I will disable the fill 225 00:10:02,920 --> 00:10:05,440 and create a thicker border 226 00:10:06,840 --> 00:10:09,000 to create this hair detail. 227 00:10:10,560 --> 00:10:12,120 Using the round cap 228 00:10:12,400 --> 00:10:14,440 to make the corners round, 229 00:10:16,520 --> 00:10:18,800 I will make the hair yellow. 230 00:10:20,320 --> 00:10:22,590 OK, the character is not looking very 231 00:10:22,600 --> 00:10:23,400 attractive, 232 00:10:23,680 --> 00:10:27,440 but it's just to show you how the template works. 233 00:10:29,280 --> 00:10:31,840 You are going to use the second layer 234 00:10:32,080 --> 00:10:33,240 to draw the tails 235 00:10:33,480 --> 00:10:34,840 that we will go 236 00:10:35,120 --> 00:10:37,720 beyond the silhouette of the head, 237 00:10:38,160 --> 00:10:42,040 but it will stay in the same depth of the head. 238 00:10:42,520 --> 00:10:44,600 I will draw some hair here 239 00:10:44,840 --> 00:10:45,800 to illustrate 240 00:10:46,080 --> 00:10:47,320 what I'm saying to you. 241 00:10:48,200 --> 00:10:50,470 As you can see, sometimes it's necessary to 242 00:10:50,480 --> 00:10:53,830 draw some hair, the tails in this part of 243 00:10:53,840 --> 00:10:54,400 the head 244 00:10:54,760 --> 00:10:54,880 to 245 00:10:55,240 --> 00:10:57,760 create some integration between 246 00:10:58,000 --> 00:10:59,720 the other hairs that I 247 00:11:00,040 --> 00:11:01,440 draw in the other layer. 248 00:11:01,800 --> 00:11:04,750 It's important to see that there are two 249 00:11:04,760 --> 00:11:08,590 layers that serves as a guide for you when 250 00:11:08,600 --> 00:11:09,480 you are drawing. 251 00:11:09,720 --> 00:11:12,240 I recommend you to create your content 252 00:11:12,520 --> 00:11:14,360 between these two layers. 253 00:11:14,640 --> 00:11:17,630 This way will be easy to understand where 254 00:11:17,640 --> 00:11:18,120 exactly 255 00:11:18,360 --> 00:11:19,360 you should draw. 256 00:11:20,040 --> 00:11:22,590 I will draw a detail here to better 257 00:11:22,600 --> 00:11:23,600 integrate the hair. 258 00:11:24,120 --> 00:11:25,880 Look here how it works. 259 00:11:28,880 --> 00:11:29,960 The last layer 260 00:11:30,200 --> 00:11:31,120 of the head 261 00:11:31,360 --> 00:11:32,440 is usually 262 00:11:32,840 --> 00:11:37,200 used to create the tails that go behind the 263 00:11:37,400 --> 00:11:38,480 character's head. 264 00:11:39,840 --> 00:11:42,910 If a girl have a long hair for example, you 265 00:11:42,920 --> 00:11:43,880 do it here. 266 00:11:46,080 --> 00:11:47,960 I will do some 267 00:11:48,360 --> 00:11:51,520 hair details here to show you how it works. 268 00:11:53,840 --> 00:11:56,030 The difference between each one of these 269 00:11:56,040 --> 00:11:56,750 spaces. 270 00:11:56,760 --> 00:11:57,840 Basically, the depth, 271 00:11:59,400 --> 00:12:00,560 as you can see 272 00:12:00,880 --> 00:12:02,880 when you move the head around, 273 00:12:03,760 --> 00:12:05,990 each of the layers of the head will have a 274 00:12:06,000 --> 00:12:07,240 kind of parallax. 275 00:12:07,880 --> 00:12:09,840 Given us the illusion of depth. 276 00:12:14,400 --> 00:12:18,400 We also have these spaces to draw the ears. 277 00:12:18,800 --> 00:12:19,880 I'm going to draw 278 00:12:20,200 --> 00:12:21,200 the ear here. 279 00:12:21,280 --> 00:12:21,840 In these 280 00:12:22,120 --> 00:12:23,000 two regions. 281 00:12:25,280 --> 00:12:26,040 The darker 282 00:12:26,280 --> 00:12:30,840 part is where the ear will be masked by the head. 283 00:12:31,080 --> 00:12:33,830 This whole area is where you can draw the 284 00:12:33,840 --> 00:12:37,310 ears and accessories like earrings and that 285 00:12:37,320 --> 00:12:38,280 sort of thing. 286 00:12:38,480 --> 00:12:39,520 So I will draw 287 00:12:39,800 --> 00:12:41,720 two circular ears here. 288 00:12:43,360 --> 00:12:46,360 Here in the left you have a vision to draw 289 00:12:46,600 --> 00:12:47,560 all the mount 290 00:12:47,840 --> 00:12:48,280 eyes 291 00:12:48,560 --> 00:12:51,560 and different facial expressions of your 292 00:12:51,760 --> 00:12:52,400 character. 293 00:12:52,920 --> 00:12:55,270 In each slot you are going to put a 294 00:12:55,280 --> 00:12:57,440 different facial expression. 295 00:12:57,640 --> 00:13:00,680 Later on you will use these controllers 296 00:13:00,920 --> 00:13:02,120 to animate it. 297 00:13:02,440 --> 00:13:05,510 In this case I'm not going to draw every 298 00:13:05,520 --> 00:13:06,680 single expression. 299 00:13:06,760 --> 00:13:09,280 I'm going to import it from another 300 00:13:09,480 --> 00:13:12,600 character that over exists the policeman. 301 00:13:13,040 --> 00:13:14,990 I'm going to take the tester of the 302 00:13:15,000 --> 00:13:17,950 policeman and I'm going to mask just the 303 00:13:17,960 --> 00:13:19,480 mouth and the eyes. 304 00:13:21,720 --> 00:13:23,830 I wanted to do this in this way to 305 00:13:23,840 --> 00:13:26,830 demonstrate to you how you can use parts 306 00:13:26,840 --> 00:13:28,640 from other characters 307 00:13:28,880 --> 00:13:30,280 to build your own. 308 00:13:32,760 --> 00:13:34,120 OK, it's not good. 309 00:13:34,360 --> 00:13:36,600 I will take the mounts and the eyes from 310 00:13:36,640 --> 00:13:39,470 another character to make this one a 311 00:13:39,480 --> 00:13:40,000 little. 312 00:13:40,080 --> 00:13:40,600 Vedder. 313 00:13:51,040 --> 00:13:52,760 Yeah, it looks a little better now. 314 00:13:53,520 --> 00:13:57,670 We have 4 space that are very important and 315 00:13:57,680 --> 00:13:59,880 give you a lot of flexibility when 316 00:14:00,160 --> 00:14:03,280 it comes to creating your characters. 317 00:14:04,080 --> 00:14:07,510 This bottom left space is mainly used to 318 00:14:07,520 --> 00:14:09,400 draw skirts, for example. 319 00:14:09,680 --> 00:14:12,670 What you draw down here, we extrapolate the 320 00:14:12,680 --> 00:14:14,920 silhouette of the character's body. 321 00:14:15,160 --> 00:14:17,040 You can see it's happening now. 322 00:14:17,840 --> 00:14:21,840 This space is mainly used to create skirts 323 00:14:21,880 --> 00:14:24,150 or jackets that are wider than the 324 00:14:24,160 --> 00:14:25,200 character's body. 325 00:14:27,400 --> 00:14:30,790 The upper left space is used to create 326 00:14:30,800 --> 00:14:33,320 accessories that will extrapolate 327 00:14:33,560 --> 00:14:35,240 the silhouette of the body. 328 00:14:38,320 --> 00:14:41,240 In this case of the policeman, for example, 329 00:14:41,440 --> 00:14:44,160 he wears a radio and a bag in his belt. 330 00:14:44,600 --> 00:14:46,240 These objects are drawn 331 00:14:46,480 --> 00:14:47,720 in this quadrant. 332 00:14:48,360 --> 00:14:50,950 In this way, the objects are outside the 333 00:14:50,960 --> 00:14:52,120 silhouette of the body. 334 00:14:54,040 --> 00:14:57,990 The upper right space is used if you want 335 00:14:58,000 --> 00:15:00,920 to extend the clothing over the legs. 336 00:15:01,440 --> 00:15:04,520 For example, if you want to create a jacket 337 00:15:04,920 --> 00:15:05,520 or a coat 338 00:15:05,840 --> 00:15:07,160 that extends 339 00:15:07,440 --> 00:15:09,440 over the character's leg. 340 00:15:11,120 --> 00:15:12,480 I will create here to UC 341 00:15:13,280 --> 00:15:15,120 the extension of this shirt. 342 00:15:15,600 --> 00:15:16,720 As you can see 343 00:15:17,400 --> 00:15:18,120 in the 344 00:15:18,440 --> 00:15:19,400 upper part 345 00:15:20,000 --> 00:15:20,280 it 346 00:15:20,840 --> 00:15:23,000 respects the limits of the body, 347 00:15:23,280 --> 00:15:26,120 but in the bottom part of this element 348 00:15:26,440 --> 00:15:27,480 it exceeds 349 00:15:27,720 --> 00:15:29,920 the normal silhouette of the body. 350 00:15:31,960 --> 00:15:34,910 This last quadrant will be used to make the 351 00:15:34,920 --> 00:15:36,240 tails that are 352 00:15:36,600 --> 00:15:39,240 on the back of the character. 353 00:15:39,840 --> 00:15:43,310 For example a tail or a backpack or 354 00:15:43,320 --> 00:15:44,200 accessories 355 00:15:44,640 --> 00:15:45,960 in our character. 356 00:15:46,080 --> 00:15:47,200 I will draw a tail 357 00:15:47,560 --> 00:15:50,590 for you to understand how this region can 358 00:15:50,600 --> 00:15:51,480 be used. 359 00:15:53,120 --> 00:15:56,520 These are all the regions that you will use 360 00:15:56,600 --> 00:15:59,440 to create or adapt your character. 361 00:16:10,960 --> 00:16:13,040 The other option that you have 362 00:16:13,360 --> 00:16:16,520 is to use your favorite software. 363 00:16:17,280 --> 00:16:17,920 For this 364 00:16:18,360 --> 00:16:21,270 you can use some of the guides that I 365 00:16:21,280 --> 00:16:22,800 created to help you. 366 00:16:23,840 --> 00:16:25,560 Inside the text tree folder, 367 00:16:25,880 --> 00:16:27,640 you will have a folder called 368 00:16:28,040 --> 00:16:29,200 Character guides. 369 00:16:30,560 --> 00:16:32,760 Here we have a guide for Photoshop, 370 00:16:33,400 --> 00:16:34,760 a guide for Illustrator, 371 00:16:35,240 --> 00:16:38,550 and a PNG version that you can use in your 372 00:16:38,560 --> 00:16:40,760 favorite illustration software. 373 00:16:41,960 --> 00:16:44,880 I created all my texture in Illustrator. 374 00:16:45,440 --> 00:16:47,680 I will open up the Illustrator guide 375 00:16:47,920 --> 00:16:50,080 to show you how it is organized. 376 00:16:51,200 --> 00:16:54,030 Just as in the After Effects, I organized 377 00:16:54,040 --> 00:16:55,800 the character texture guide 378 00:16:56,080 --> 00:16:57,520 into three layers. 379 00:16:57,800 --> 00:17:00,430 The top guide is just a stroke without the 380 00:17:00,440 --> 00:17:03,840 feel so you can see how far you can draw. 381 00:17:04,240 --> 00:17:06,040 The bottom guide with the 382 00:17:06,480 --> 00:17:10,510 darker and lighter Gray zones will help you 383 00:17:10,520 --> 00:17:12,000 to understand what to draw. 384 00:17:12,200 --> 00:17:14,630 You will make your drawing here in the 385 00:17:14,640 --> 00:17:16,200 middle layer called 386 00:17:16,440 --> 00:17:17,080 character 387 00:17:17,320 --> 00:17:18,000 textures. 388 00:17:18,440 --> 00:17:20,120 I will save this texture, 389 00:17:21,440 --> 00:17:23,200 then when I import it, 390 00:17:23,440 --> 00:17:24,360 I will choose 391 00:17:24,680 --> 00:17:27,360 just the character texture layer 392 00:17:29,760 --> 00:17:32,800 and I will choose the option document size. 393 00:17:33,680 --> 00:17:36,680 In that way, when I use this texture, 394 00:17:36,920 --> 00:17:40,800 which will be very similar to what we did before 395 00:17:41,120 --> 00:17:43,600 because I will split the screen 396 00:17:44,080 --> 00:17:46,990 and in one side we will have the after 397 00:17:47,000 --> 00:17:47,480 effects 398 00:17:47,880 --> 00:17:49,120 and the other side. 399 00:17:49,440 --> 00:17:51,040 Here we have the illustrator 400 00:17:51,400 --> 00:17:53,670 and everything that I draw in the 401 00:17:53,680 --> 00:17:54,400 illustrator 402 00:17:54,720 --> 00:17:55,520 and save 403 00:17:55,880 --> 00:17:58,280 will be automatically send it 404 00:17:58,600 --> 00:18:00,080 to the after effects. 405 00:18:00,880 --> 00:18:03,070 I will Draw Something here so you will 406 00:18:03,080 --> 00:18:03,680 understand. 407 00:18:12,040 --> 00:18:15,000 Choosing accessories for the character to 408 00:18:15,040 --> 00:18:17,840 use in their hands is very similar 409 00:18:18,160 --> 00:18:18,960 to choose 410 00:18:19,280 --> 00:18:20,040 characters. 411 00:18:20,880 --> 00:18:23,240 The first thing that you should do 412 00:18:23,520 --> 00:18:26,840 is go into the reference folder and then 413 00:18:26,880 --> 00:18:29,160 enter in the accessories folder. 414 00:18:30,480 --> 00:18:32,760 Here you will have a picture representing 415 00:18:32,840 --> 00:18:35,400 each of the available accessories. 416 00:18:37,360 --> 00:18:38,560 You will use 417 00:18:38,800 --> 00:18:41,670 the the accessory number to locate it in 418 00:18:41,680 --> 00:18:42,720 the texture folder. 419 00:18:43,520 --> 00:18:47,400 In the case of this gun, its number is 31, 420 00:18:47,960 --> 00:18:48,400 so you 421 00:18:48,800 --> 00:18:50,800 Click to import a new file. 422 00:18:51,160 --> 00:18:52,760 Now just drop it 423 00:18:53,200 --> 00:18:55,990 in one of the accessory texture 424 00:18:56,000 --> 00:18:56,840 composition. 425 00:18:57,160 --> 00:19:00,720 It can be the left hand or the right hand 426 00:19:00,920 --> 00:19:03,120 depending on what you want to do. 427 00:19:03,280 --> 00:19:06,030 Just by doing this, your character will 428 00:19:06,040 --> 00:19:08,440 already have an accessory in hand, 429 00:19:08,680 --> 00:19:10,870 and in the case of the accessories you have 430 00:19:10,880 --> 00:19:13,160 the option to extrude them. 431 00:19:13,600 --> 00:19:15,760 Let me explain you how it works. 432 00:19:16,920 --> 00:19:19,910 I will import a larger object to make it 433 00:19:19,920 --> 00:19:21,160 easier to understand. 434 00:19:21,960 --> 00:19:23,280 As you can see here, 435 00:19:23,560 --> 00:19:26,120 this object has a little bit of depth, 436 00:19:27,920 --> 00:19:30,320 the template itself that creates this depth. 437 00:19:31,480 --> 00:19:33,080 You can edit this depth, 438 00:19:33,600 --> 00:19:34,950 you just need to come here. 439 00:19:34,960 --> 00:19:35,960 In the first layer 440 00:19:36,320 --> 00:19:38,520 on the character animation composition 441 00:19:38,840 --> 00:19:41,720 and in the effect panel you will find 442 00:19:42,000 --> 00:19:43,440 these accessories options. 443 00:19:44,680 --> 00:19:46,920 The first option is automatic. 444 00:19:47,320 --> 00:19:49,950 When it's active, it means that the project 445 00:19:49,960 --> 00:19:50,720 is featuring 446 00:19:51,040 --> 00:19:52,480 the depth information 447 00:19:52,800 --> 00:19:55,520 from the accessory texture file. 448 00:19:56,200 --> 00:19:57,800 If you disable this option, 449 00:19:58,040 --> 00:19:59,680 you can choose the depth. 450 00:20:01,840 --> 00:20:05,030 When this veil is 0, it leaves the texture 451 00:20:05,040 --> 00:20:08,080 completely depthless and the accessory will 452 00:20:08,160 --> 00:20:10,760 always be facing the camera. 453 00:20:10,920 --> 00:20:13,240 We will not have any perspective on it, 454 00:20:15,840 --> 00:20:18,550 but as you increase this veil, the object 455 00:20:18,560 --> 00:20:21,280 will get its perspective from the hand 456 00:20:21,720 --> 00:20:22,720 in which it is 457 00:20:23,200 --> 00:20:26,320 and you will be able to increase the depth 458 00:20:26,400 --> 00:20:27,280 as you need. 459 00:20:29,160 --> 00:20:31,870 If you want to adapt or create a new 460 00:20:31,880 --> 00:20:32,760 accessory, 461 00:20:33,160 --> 00:20:35,480 it can be done in the same way 462 00:20:35,800 --> 00:20:38,350 that you has done with the character 463 00:20:38,360 --> 00:20:38,880 itself. 464 00:20:39,120 --> 00:20:41,350 There is you can draw directly here in the 465 00:20:41,360 --> 00:20:43,720 after effects in the texture composition 466 00:20:44,080 --> 00:20:46,920 or you can use one of the guide files 467 00:20:47,240 --> 00:20:50,600 that I made for you that is in the texture 468 00:20:50,800 --> 00:20:53,080 accessories and guide folder. 469 00:20:53,240 --> 00:20:55,760 As in the case of the character texture, 470 00:20:56,080 --> 00:20:58,480 you will have a guide for Illustrator 471 00:20:58,800 --> 00:21:01,670 and not another for Photoshop, and a PNG 472 00:21:01,680 --> 00:21:04,790 file that you can import in your favorite 473 00:21:04,800 --> 00:21:05,760 drawing software. 474 00:21:05,880 --> 00:21:07,120 This black square 475 00:21:07,400 --> 00:21:09,990 is for telling the after effects how deep 476 00:21:10,000 --> 00:21:11,600 this object should be. 477 00:21:18,600 --> 00:21:21,310 To edit the depth of this object in this 478 00:21:21,320 --> 00:21:22,160 texture file, 479 00:21:23,120 --> 00:21:24,800 you will need to do the following. 480 00:21:28,800 --> 00:21:29,240 First, 481 00:21:29,800 --> 00:21:32,470 reenable the automatic mode in the After 482 00:21:32,480 --> 00:21:33,000 Effects. 483 00:21:35,320 --> 00:21:37,920 Now let me open this texture in the 484 00:21:38,040 --> 00:21:39,960 Illustrator to show you how it. 485 00:21:45,080 --> 00:21:47,080 As you modify the grey tone 486 00:21:47,360 --> 00:21:48,800 or the brightness veil, 487 00:21:49,720 --> 00:21:52,910 you define how big the extrusion of the 488 00:21:52,920 --> 00:21:53,840 object will be. 489 00:21:57,240 --> 00:21:59,320 One hander percent briedness hor. 490 00:22:00,040 --> 00:22:00,880 White color 491 00:22:01,120 --> 00:22:02,990 will mean that the object will have the 492 00:22:03,000 --> 00:22:04,840 maximum intrusion allowing this. 493 00:22:14,120 --> 00:22:17,560 If the square is black or has a brightness of 0, 494 00:22:17,880 --> 00:22:20,430 there will be no extrusion at all in this 495 00:22:20,440 --> 00:22:21,440 accessory. 496 00:22:25,000 --> 00:22:29,000 You can choose any value between 0 and 100 497 00:22:29,400 --> 00:22:31,600 and it will tell after effects 498 00:22:31,920 --> 00:22:33,280 what is the desired 499 00:22:33,520 --> 00:22:34,950 depth of this object. 31639

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