With everything we’ve worked on, your rig should be close to ready to be put into an animated scene. All we need to do is fix and polish a few things and refine the behavior strengths, and we should be ready to go. However, there are also additional features we can take advantage of. Some of these are style choices, while others can enhance any rig you’re using. To achieve this, we will cover the following topics in the chapter:
After this, you will have more options for animating your character, opening up style possibilities and enhanced control. With that said, let’s get going!
Make sure to have Character Animator open with Version 4 loaded under the Chat_With_Chaz project file. Additionally, we will be referencing the PSD files labeled Chaz_Host_v5_fixed_eyes and Chaz_Host_v6_eyelids.
With the rig set up as it is, we cannot take advantage of animating eyelids. The reason for this is the blink layers we have inserted into the eye groups cancel this feature out, even if we properly label and set the rig up for it. Simply disabling the visibility of the blink layers won’t work either. We also only have one eyelid for each eye. To do this, we will require two.
To test the current layer switch for the blink, go to the Record tab and try blinking. While it may be hard to tell (since you’re closing your eyes and can’t see the screen) the blink layers come in and replace the eye for that moment. You can try winking with one eye or create a small recording to test this as well. We can animate the lids in real time, like the pupils, head, or mouth, for a more fluid motion.
Is it better to track eyelids or simply have the layer switch over? It really comes down to your rig layout and aesthetic preferences. Let’s see what our character looks like with animated lids.
To test a character with eyelids that can be animated, let’s bring in a version of Chaz equipped with bottom eyelids:
Figure 8.1: Clicking on the file path to select a new .psd file
Figure 8.2: Choosing Chaz_Host_v6_eyelids.psd to test how we can animate eyelids
Figure 8.3: Chaz looks a bit odd with eyelids, but don’t worry, this is just a temporary test
Since the artist didn’t name the eyelids to be Character Animator-friendly, we will need to add some tags so the lids will properly track movement. You may also want to hide the Angry and Worried eyebrow layers again for a cleaner work area.
Tagging the eyelids is just like tagging any other body part. Here’s what we need to do:
Figure 8.4: The Left Eye’s layers for 3/4th Head
Figure 8.5: The diagram displays both the bottom and top lids for each eye
The tag, in this case, Left Eyelid Bottom, will also display on the Puppet panel.
Figure 8.6: Once the eyelid is tagged, you will see the label update on the rig
Figure 8.7: If you leave the lids dependent, it will affect the scale of the face when animating
Figure 8.8: It’s always best to make sure your tags and origin points match the artwork
With the new eyelids properly tagged and origin points set, we can test out those eyelids:
Note how the eyelids track your eye movements.
Figure 8.9: The lids should separate and come together when tracking the actor’s blinks
Again, having lids that interact like this is completely optional. Leave your rig like this if you prefer it. For this book, we will use the swap-to-blink layer method, as we designed the rig with that choice in mind. However, before we swap the .psd file back, let’s look at other optional handles.
While Character Animator can lip-sync by switching mouth poses based on phonemes, we can enhance this effect even further by adding a Nutcrack Jaw behavior. This will allow the jaw to drop based on what the mouth is doing. As with the eyelids, this is an optional feature. We will also add a Breathing behavior for further exploration:
Figure 8.10: The new handle can be placed below the mouth
Figure 8.11: Adding the Nutcracker Jaw behavior to the mouth will allow us to control the parameters when recording
Figure 8.12: The Breathe handle will be the focal point of the transformation effect
For this book, we won’t be using the Jaw or Breathe behaviors. It really comes down to a style choice and we will go back to Chaz_Host_v5_Fixed_Eyes.psd and remove the Jaw and Breathe handles and behaviors.
With a rig set up properly, it can react to the actor turning their head on camera, and as with most behaviors, it can be modified and controlled using a keyboard and mouse if desired. All it takes is setting the proper tags, duplicating layers, and adjusting some values.
As you have seen, our Chaz rig comes with various layers to create a head turn. The three main poses are left ¾, left profile, and front. We went through and refined the rig structure. Now, we just need to tell Character Animator how to react.
Let’s tag the phases and set up the behavior:
Figure 8.13: The Head & Body Turner behavior enables us to animate head turns
Figure 8.14: Tagging the head turns requires selecting the appropriate phase for the layer you’re tagging
As you can see from the diagram, if you have other phases, such as right facing or tilting up or down, we can include those as well. Since the artist only provided three head phases, we will just focus on the left views.
Jump into the Record panel and start turning your head. If set up correctly, the character’s head phases will switch according to what you’re doing. Now, your character has more movement than before!
If you’re having issues, go back through and check to make sure the following applies:
One little adjustment or setting can throw the whole rig off. It’s not uncommon to have to test things a few times to get everything right. This is especially true for more advanced rigs. You can also refer to Version 5 in the Character Animator project file to see the completed result.
After some refining and polishing, our rig is now closer than ever to being ready for animation. Sometimes, going back to the PSD file multiple times is required if additions are needed or errors need correcting. Depending on your needs, you can choose to animate eyelids or jaws. Head turns add yet another dimension to your project.
Up next, we will look at how to use preset animation to help speed up the production workflow of your project.