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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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