With our PSD file streamlined and ready, we can now step over to Character Animator and begin the tagging process. Tagging is the process where we identify layers and points so Character Animator knows what to do with them. Some of the work we did in the previous chapter will help us here, as Character Animator will automatically tag some layers because of the way they’re named.
In this chapter, we will learn about the following:
We will use both Character Animator and Photoshop in this chapter, so have both apps ready and let’s get going!
In the previous chapter, we went into Photoshop and made adjustments to a rig to make it more friendly for Character Animator. While this is the preferred way, you can make minor layer adjustments in Character Animator as well. This can be nice for quick fixes but lacks granular control. You can also change the PSD in Photoshop and the file will update in real time in Character Animator.
To see all this in action, let’s import our character first.
We imported a .svg file in Chapter 2, so we have some knowledge of how to import a character. Here is a refresher:
Once complete, we see the following interface:
Figure 4.1: Chaz rig’s layers revealed in the Rig tab
You will also see the character appear in the Rig tab. The character should look the same as they did in Photoshop.
Figure 4.2: Chaz inside of the Rig tab
With the character imported into Character Animator, we can make some modifications.
With the CHAZ file, we can see the layers. The order and name of these layers should seem familiar, as it’s the same list from Photoshop.
You may recall that we created independent groups in the rig using a + sign in the name. These layers act differently and allow them to work without interference from other layers. It’s important to know how to identify and change independence in Character Animator. Here’s how we can do that:
Figure 4.3: When the crown is white (or yellow when selected), the layer is independent
When we toggle independence, it will not reflect this change in the original .psd file. We’re essentially overlaying new rules on top of the original.
However, if we go back to the .psd file in Photoshop and make a change, once we hit Save, it will instantly reflect the change in Character Animator. To see an example of this, follow these steps:
Figure 4.4: Right-clicking on the puppet reveals four useful options
Figure 4.5: A stylish pair of glasses
Figure 4.6: It’s easy to work between two projects in Photoshop with the tabs
Figure 4.7: Our layer structure will transfer from Photoshop to Character Animator seamlessly
Figure 4.8: Glasses will sit on top of the list under Front Head
Figure 4.9: Glasses placed on the Front Head face
Figure 4.10: Character Animator will refresh the file when changes are made to the .psd file
Not only will the layers update to reflect the current .psd version, but the character’s appearance will reflect the change, as well.
Figure 4.11: What Chaz looks like in Character Animator. The yellow outline indicates his boundaries when all layers are accounted for
This can be of great use if you need to make additions or minor changes. Just note that if you move ahead with rigging and later decide to make big changes, such as character proportions, you may have to go back to your rig to redo it to accommodate those changes. That’s why it’s always best to lock down the key components of your design before proceeding to animation.
Let’s say when you change your rig, you don’t want to override the original. This may be useful if you’re unsure of your changes and want to keep the original design as a backup. Here’s something we can do:
Figure 4.12: Saving a copy of a .psd file
Figure 4.13: Versions of .psd files follow a similar naming style to the versions in Character Animator
Figure 4.14: You can change the .psd path at anytime by clicking on the file link.
What we’ve done here is create a new rig with glasses while retaining the original without. We can swap between these puppets if needed. To do this, follow these steps:
Figure 4.15: This links to your source .psd
Figure 4.16: We will want to bring the rig with glasses in
The puppet will refresh and the glasses should be back in the layer list.
Again, this is useful if you change a rig but don’t want to alter the original, as you never know when you may need to reference it again.
We may end up making minor adjustments in Photoshop as we continue to work. That’s why it’s important to create a breadcrumb trail of files in case you need to step back. Remember, we can create versions of the project in Character Animator as well.
Next, we will prepare the head and mouth of our rig using tags.
While some of the naming conventions we used for our layers will help Character Animator identify and implement features, some areas still need a little work from us. Tagging is the practice of adding identifiers to existing layers so that Character Animator can automate more of the animation process. To practice this, we’re going to tag the head phases and the mouth.
You have two ways of working with tags in Character Animator. We will be taking a look at both of these methods. To tag the head, do the following:
A diagram will appear on the side labeled Tags, representing a character:
Figure 4.17: The Show Tags as Pictures view
Smile is the current view we’re on, so click on the A to change the tag view:
Figure 4.18: The Show Tags as Text option
The list view is harder to decipher, especially for newcomers. We will use Show Tags as Pictures moving forward, but you can use Show Tags as Text if you wish.
With Character Animator, when we tag something as left or right, we are referring to the character’s left or right, which means that what’s left on our screen is actually right for the character.
As an example, under 3-4th Head, click on Right Eye.
Figure 4.19: The screen’s left is the character’s right
You’ll see that the selected eye is on the left of the screen (be assured, this isn’t an error in the naming convention; this is correct):
Figure 4.20: Note how the character’s right eye, outlined in yellow, sits on our left
What about Side Head? We will dig into this more when creating a head turn, but Side Head has the character looking to the right. That means the eye and eyebrow visible are on his left:
Figure 4.20: Luckily, we only need to deal with one eye and brow with the side view
So, when the time comes to tag that view, we know what direction we need to account for.
Next, we will tag the main Heads group and the three phases:
Figure 4.22: Simply click on the Heads group
Figure 4.23: Click the head outline to properly tag the head
Now, we’re going to focus on the layers that make up 3-4th Head.
Figure 4.24: Clicking the eye outlines to tag each eye
Figure 4.25: Blinks and eyelids appear above the head in the diagram
However, you will need to click on Top Lid as it may not automatically tag:
Figure 4.26: We only have the top lid to work with. You don’t need to include every layer the diagram shows
We now need to tell Character Animator how to work with the pupils:
Figure 4.27: Clicking on the A button will reveal more tags than shown in the diagram
If you test the eye gaze now, the eyeball acts as a mask or boundary, but also moves based on the position of your pupils:
Figure 4.28: The pupils should now be using the eyeballs as a border and mask
You can adjust the strength of the behavior, as well as other behavior attributes, when recording, but for now, we should be okay with the default choices.
With that, you now have an idea of what to look out for if rig issues crop up in the future. While it’s best to correct these issues early on, sometimes things are missed or changes are made that affect the outcome. But, if you take a moment and backtrack, the issue can be corrected. Hopefully, this gives some idea of how such a process could play out.
To tag the mouth poses, follow these steps:
Figure 4.29: The eight phonemes, or mouth poses, we will be tagging
Figure 4.30: Selected items in the diagram will always highlight in blue
Now, with the head and mouth layers tagged, we can move on to the body layers.
Like the head and mouth, we need to tag the body properly. Tagging the body parts works a little differently – we will need to add puppet handles and then tag them so the software knows how to react.
A puppet handle is essentially a control point we put on the rig, which can behave in various ways. Right now, we need to decide which parts of the rig need handles. Luckily, the Tags diagram makes it easy to keep track of which points go where on a character. Let’s get going:
Figure 4.31: The body layers
Figure 4.32: The circle with the dot in the middle is the Handle tool
Figure 4.33: The three tags will represent the left hip, knee, and ankle
Figure 4.34: Click on the handle on your rig then select the point on the diagram
Figure 4.35: Tags will also be visible so you can identify them at a glance
Figure 4.36: Two tags for the feet – toes and heels
Figure 4.37: The back leg will be considered the right leg
Figure 4.38: Tagging the front arm
Tagging the back or right arm will follow a similar process. Just be sure to use the Right tags:
Figure 4.39: Tagging the back arm
Figure 4.40: Tagging the body
With the body tagged, everything should be laid out for us to start testing and refining the rig. We may come back and make some minor modifications if certain things don’t line up. But for now, this is looking good!
As you can see, setting up a rig in Character Animator can be a bit time-consuming. However, it’s important that we take the time to get it right. That way, when we animate, we can focus on the production and not have to work around defects of the rig. The good thing is you can retag, rename, and rearrange your layers as you see fit, and you can choose whether you want to make select modifications in Character Animator or Photoshop.
You can find the completed product of our work in this chapter by accessing Version 1 of the rig inside the book’s project file history.
Up next, we’re going to go further with the rig, test out some animation, and add even more functionality to the handles with various behaviors.