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Original subtitles

Hi

my name is Jack from through that front

and I want to show you how to use the

design and motion chair kit

time.

After you download and unzip

the video file,

you will get this folder.

The structure of the folder is as follow.

The first folder

is where you will find

the main project

and some extra project

that I will explain to you later.

In this folder there are some files that

were used to create the structure of this

project.

You don't need to use these files.

The references folder is where you will

understand what content you can use in this

package.

In the animation folder

there are some guides.

The accessory folder is where you will find

all the available accessories

and the same

for the character folder.

The texture folder

is where you will import the characters and

the accessories that you need to use in

your project.

This folder

is where the tutorials are located.

The project you will need use initially is

the designinmotiontime dot AEP.

When you open the project you will probably

get this warning.

This is because this project was saved

in a older version of After Effects,

so

that project

is compatible with all versions of the

After Effects CC.

Initially you will find a welcome screen.

To navigate around it,

use the Page down button.

Read carefully because this tour will give

you a good idea on how to use this

template.

In this folder

you will have all the actions of your

character.

I will explain in more details when we talk

about animations.

In this place you will create your

character.

You have place to put textures for the left

and the right accessory hand.

There are also some folder for you to save

your texture.

There is also an utility

for you to create transitions between

characters.

Here in the folder two

are all the modules available for you

to use in your animations.

These are ready made animations that

connect to each other in a way that I will

describe in detail later.

Finally, you have an empty composition for

you to click and drop out these modules and

create your animation.

These are system folders.

You will not need to touch them

unless you want to explore how this

template was developed, which can be very

interesting.

The first step for you to start your

animation is choose which character you

want to use.

To do this, we will use

the references folder because here you have

the reference of all the characters

available in the kit.

To choose one of the characters, you will

need to use this code here.

Chart time

26.

That's the policeman.

It is the number that I will use

to import the texture into the after

effects.

So I will Click to import

and inside the text tree folder I will

locate the character

26.

Clicking on it, I will import the

character.

It's important

to import it as footage.

To apply it, you need to open the character

creation folder

and drag the texture into this composition,

which is the

character texture composition

by the full.

The texture of the boy will be already

applied here,

so you must delete it

and leave only the texture of the

policeman.

When you go into the composition of the

animations,

you will notice that all animations are

already applied to the policeman.

The Design and Motion Share Kit time has an

innovation

that is the shading mode.

You can have

the character

totally flat

as you see here,

or you can have the character shaded.

To do this you just need to click on the

character animations.

Composition

and in the first layer character setup.

In the effects panel

there is the shading option

to

create or adapt your character.

You have two ways.

You can do it directly in the After Effects

using the character texture composition,

or you can do it in your favorite drawing

software.

I will start explaining how to do this in

the After Effects.

The first step is to open the character

texture composition, but for this I will

give you a hint.

Click here on the composition name and select

New Composition Viewer.

Everything that you create in the character

texture composition will automatically be

seen in the final character.

Let me explain to you now the different

drawing areas that you have in the

character texture composition.

Notice that here in the composition, there

are some Gray areas that are the place

where you should draw.

I will explain to you what each of these

areas are for

and how you will use them as guides to know

how the drawing should be done.

There are two types of areas,

a lighter Gray area

and a darker Gray area.

This is because our character rotates.

When he's facing forward,

we can see a part of the texture.

When he is sideways, the texture slides

inside his body

so we can see other details of the texture.

This is why the texture composition is

organized in this way.

What you draw inside this Gray area is what

appears when he is facing you.

What you draw inside the dark Gray area is

what will appear

when the character is sideways.

Let me explain to you

what

each one of these spaces are for.

As you can see, I have ridden the

texture of the policeman

and I will draw

a new character

to explain each one of the spaces.

This part represents each of the feeds.

As I am drawing, you can see how the

character is building

here in the side.

I'm going to do it very simple.

It will be just A2 color shoes.

This version is for the legs.

You can create as many details as you want.

I will do it very simple to understand how

the creation or adaptation of character works.

This region is for drawing the body.

I will draw

the upper part of the paint here

and

at the top

I will put a orange rectangle that will

represent the shirt.

This is clearly the space for the arms and

the fingers.

I will draw a detail of the shirt to

represent the sleeves of the character

and the rest will be the arms and the

fingers.

I will choose a skin tone to represent them.

In this part we have

the head and

the ears.

The head is divided into a few layers.

This layer is masked by the face area,

So what you draw here will be limited by

a rounded shape.

You won't be able to make silhouette

details here,

but there are other layers for this

purpose.

This layer is a kind of head

foreground.

This is the one in the front of the face,

so you can do details like a depth for

example.

If you are drawing directly in the after

effects, you can use all the drawing tools

in the software.

In this case I will disable the fill

and create a thicker border

to create this hair detail.

Using the round cap

to make the corners round,

I will make the hair yellow.

OK, the character is not looking very

attractive,

but it's just to show you how the template works.

You are going to use the second layer

to draw the tails

that we will go

beyond the silhouette of the head,

but it will stay in the same depth of the head.

I will draw some hair here

to illustrate

what I'm saying to you.

As you can see, sometimes it's necessary to

draw some hair, the tails in this part of

the head

to

create some integration between

the other hairs that I

draw in the other layer.

It's important to see that there are two

layers that serves as a guide for you when

you are drawing.

I recommend you to create your content

between these two layers.

This way will be easy to understand where

exactly

you should draw.

I will draw a detail here to better

integrate the hair.

Look here how it works.

The last layer

of the head

is usually

used to create the tails that go behind the

character's head.

If a girl have a long hair for example, you

do it here.

I will do some

hair details here to show you how it works.

The difference between each one of these

spaces.

Basically, the depth,

as you can see

when you move the head around,

each of the layers of the head will have a

kind of parallax.

Given us the illusion of depth.

We also have these spaces to draw the ears.

I'm going to draw

the ear here.

In these

two regions.

The darker

part is where the ear will be masked by the head.

This whole area is where you can draw the

ears and accessories like earrings and that

sort of thing.

So I will draw

two circular ears here.

Here in the left you have a vision to draw

all the mount

eyes

and different facial expressions of your

character.

In each slot you are going to put a

different facial expression.

Later on you will use these controllers

to animate it.

In this case I'm not going to draw every

single expression.

I'm going to import it from another

character that over exists the policeman.

I'm going to take the tester of the

policeman and I'm going to mask just the

mouth and the eyes.

I wanted to do this in this way to

demonstrate to you how you can use parts

from other characters

to build your own.

OK, it's not good.

I will take the mounts and the eyes from

another character to make this one a

little.

Vedder.

Yeah, it looks a little better now.

We have 4 space that are very important and

give you a lot of flexibility when

it comes to creating your characters.

This bottom left space is mainly used to

draw skirts, for example.

What you draw down here, we extrapolate the

silhouette of the character's body.

You can see it's happening now.

This space is mainly used to create skirts

or jackets that are wider than the

character's body.

The upper left space is used to create

accessories that will extrapolate

the silhouette of the body.

In this case of the policeman, for example,

he wears a radio and a bag in his belt.

These objects are drawn

in this quadrant.

In this way, the objects are outside the

silhouette of the body.

The upper right space is used if you want

to extend the clothing over the legs.

For example, if you want to create a jacket

or a coat

that extends

over the character's leg.

I will create here to UC

the extension of this shirt.

As you can see

in the

upper part

it

respects the limits of the body,

but in the bottom part of this element

it exceeds

the normal silhouette of the body.

This last quadrant will be used to make the

tails that are

on the back of the character.

For example a tail or a backpack or

accessories

in our character.

I will draw a tail

for you to understand how this region can

be used.

These are all the regions that you will use

to create or adapt your character.

The other option that you have

is to use your favorite software.

For this

you can use some of the guides that I

created to help you.

Inside the text tree folder,

you will have a folder called

Character guides.

Here we have a guide for Photoshop,

a guide for Illustrator,

and a PNG version that you can use in your

favorite illustration software.

I created all my texture in Illustrator.

I will open up the Illustrator guide

to show you how it is organized.

Just as in the After Effects, I organized

the character texture guide

into three layers.

The top guide is just a stroke without the

feel so you can see how far you can draw.

The bottom guide with the

darker and lighter Gray zones will help you

to understand what to draw.

You will make your drawing here in the

middle layer called

character

textures.

I will save this texture,

then when I import it,

I will choose

just the character texture layer

and I will choose the option document size.

In that way, when I use this texture,

which will be very similar to what we did before

because I will split the screen

and in one side we will have the after

effects

and the other side.

Here we have the illustrator

and everything that I draw in the

illustrator

and save

will be automatically send it

to the after effects.

I will Draw Something here so you will

understand.

Choosing accessories for the character to

use in their hands is very similar

to choose

characters.

The first thing that you should do

is go into the reference folder and then

enter in the accessories folder.

Here you will have a picture representing

each of the available accessories.

You will use

the the accessory number to locate it in

the texture folder.

In the case of this gun, its number is 31,

so you

Click to import a new file.

Now just drop it

in one of the accessory texture

composition.

It can be the left hand or the right hand

depending on what you want to do.

Just by doing this, your character will

already have an accessory in hand,

and in the case of the accessories you have

the option to extrude them.

Let me explain you how it works.

I will import a larger object to make it

easier to understand.

As you can see here,

this object has a little bit of depth,

the template itself that creates this depth.

You can edit this depth,

you just need to come here.

In the first layer

on the character animation composition

and in the effect panel you will find

these accessories options.

The first option is automatic.

When it's active, it means that the project

is featuring

the depth information

from the accessory texture file.

If you disable this option,

you can choose the depth.

When this veil is 0, it leaves the texture

completely depthless and the accessory will

always be facing the camera.

We will not have any perspective on it,

but as you increase this veil, the object

will get its perspective from the hand

in which it is

and you will be able to increase the depth

as you need.

If you want to adapt or create a new

accessory,

it can be done in the same way

that you has done with the character

itself.

There is you can draw directly here in the

after effects in the texture composition

or you can use one of the guide files

that I made for you that is in the texture

accessories and guide folder.

As in the case of the character texture,

you will have a guide for Illustrator

and not another for Photoshop, and a PNG

file that you can import in your favorite

drawing software.

This black square

is for telling the after effects how deep

this object should be.

To edit the depth of this object in this

texture file,

you will need to do the following.

First,

reenable the automatic mode in the After

Effects.

Now let me open this texture in the

Illustrator to show you how it.

As you modify the grey tone

or the brightness veil,

you define how big the extrusion of the

object will be.

One hander percent briedness hor.

White color

will mean that the object will have the

maximum intrusion allowing this.

If the square is black or has a brightness of 0,

there will be no extrusion at all in this

accessory.

You can choose any value between 0 and 100

and it will tell after effects

what is the desired

depth of this object.

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