Adobe Character Animator CC lets you animate any Photoshop or Illustrator file using your Adobe Character Animator CC允许您使用您的动画制作任何Photoshop或Illustrator文件的动画
face and voice with your computer’s webcam and microphone, making performance capture 使用计算机的网络摄像头和麦克风进行面部和语音处理，从而实现性能捕获
animation fun and accessible. 动画乐趣和可访问。
In this tutorial, we’ll walk through the steps of getting a basic head set up. 在本教程中，我们将介绍获取基本头部设置的步骤。
When you first open up Character Animator CC, you’ll see the Start workspace. 首次打开Character Animator CC时，您将看到“开始”工作区。
You can always reach this screen by clicking Start in the workspace bar at the top. 您始终可以通过单击顶部工作区栏中的“开始”来访问此屏幕。
Let’s start with the Blank Face template by clicking the picture on the left. 让我们通过单击左侧的图片开始使用Blank Face模板。
This does two things: imports this face into a Character Animator project, and also opens 这样做有两件事：将此面部导入Character Animator项目，并打开
up the master artwork in Photoshop. 在Photoshop中掌握主要作品。
We’ll start in Character Animator. 我们将从Character Animator开始。
In your Project panel you’ll see two items listed: a puppet and a scene. 在“项目”面板中，您将看到列出的两个项目：木偶和场景。
Think of puppets as your actors and scene as their stage. 把木偶视为你的演员和场景作为他们的舞台。
If you double-click a puppet, you’ll switch to Rig mode. 如果双击木偶，您将切换到Rig模式。
This is where you can prepare your puppet for animation using tags, behaviors, triggers, 这是您可以使用标签，行为，触发器准备您的木偶动画的地方，
and other animation tools. 和其他动画工具。
If you double-click the scene, you’ll enter Record mode, and see a live version of your 如果双击场景，您将进入录制模式，并查看您的实时版本
puppet reacting to your face and voice in the upper-right corner. 木偶在你的右上角对你的脸和声音作出反应。
The webcam and microphone icons should be blue, meaning they’re active. 网络摄像头和麦克风图标应为蓝色，表示它们处于活动状态。
Your webcam video should show up automatically, but if it doesn’t, try clicking the menu 您的网络摄像头视频应自动显示，但如果没有，请尝试单击菜单
icon in the panel header and select Switch to Default or Next Camera. 面板标题中的图标，然后选择切换到默认或下一个相机。
When you talk, you should see a green audio meter show up. 当你说话时，你会看到一个绿色的音频表出现。
If that doesn’t work by default, just go to Character Animator > Preferences on Mac 如果默认情况下不起作用，只需转到Mac上的Character Animator> Preferences
(or Edit > Preferences on Windows) and select a working microphone input. （或在Windows上编辑>首选项）并选择有效的麦克风输入。
To calibrate the webcam to your face, make sure you’re close to the camera and in a 要将网络摄像头校准到您的脸部，请确保您靠近相机并使用
well-lit area, relax your expression, look at the character in the scene panel, and click 光线充足的区域，放松表情，查看场景面板中的角色，然后单击
the “Set Rest Pose” button. “设置休息姿势”按钮。
This sets your current face position as the default starting point, and it’s a good 这会将您当前的面部位置设置为默认起点，这是一个不错的选择
practice to do this every time before performing. 每次表演前都要练习这样做。
Now try moving your head left and right. 现在尝试左右移动你的头部。
Look around with your eyes. 用眼睛环顾四周。
Blink. 眨。
Raise and lower your eyebrows. 提高和降低眉毛。
Say something. 说些什么。
Your natural movements and speech translate into a real-time animated character. 您的自然动作和语音转化为实时动画角色。
Let’s start customizing this character a little bit by going over to Photoshop, which 让我们通过转到Photoshop来开始自定义这个角色
should have the underlying PSD file already open. 应该已经打开了底层的PSD文件。
You can always edit your master artwork from Character Animator by selecting a puppet in 您可以随时通过选择木偶来设置角色动画师的主要艺术作品
the Project Panel and going to Edit > Edit Original. 项目面板，然后转到编辑>编辑原始。
Take a look at the layers panel. 看看图层面板。
The structure and naming in the Photoshop file is important. Photoshop文件中的结构和命名很重要。
You always want a top-level group with a + symbol and your character’s name, and a 你总是想要一个带有+符号和你角色名字的顶级组，以及一个
group named Head inside it. 小组名为Head in it。
If you do this, any artwork inside this Head group will move with your own head movements 如果您这样做，此Head组内的任何艺术作品都会随着您自己的头部动作而移动
inside Character Animator. 里面的角色动画师。
We’ll cover the facial features in other videos, but for now, let’s give this puppet 我们将介绍其他视频中的面部特征，但是现在，让我们给这个木偶
a different background skin. 不同的背景皮肤。
Currently, that’s the dashed line oval layer at the bottom called “face background.” 目前，这是底部的虚线椭圆形图层，称为“面部背景”。
With face background selected, click the New Layer button below to add a new blank layer 选择面部背景后，单击下面的“新建图层”按钮以添加新的空白图层
above this one. 在这之上。
Then find the shape tool in your left toolbar - usually this is a rectangle by default - and 然后在左侧工具栏中找到形状工具 - 通常这是默认的矩形 - 和
hold over it to reveal more choices. 坚持下去以揭示更多选择。
Select the Ellipse tool, and make sure the type in the upper toolbar is set to Shape. 选择“椭圆”工具，并确保上部工具栏中的类型设置为“形状”。
Click the fill swatch and feel free to pick any color as the background skin. 单击填充色板并随意选择任何颜色作为背景外观。
Then start in the upper left corner of your canvas, and click and drag to make a new oval 然后从画布的左上角开始，单击并拖动以创建一个新的椭圆
background layer. 背景图层。
You can use the move tool to adjust its position, and then delete the old face background layer 您可以使用移动工具调整其位置，然后删除旧的面背景图层
below. 下面。
Go to File > Save. 转到文件>保存。
When you return to Character Animator, your edits will automatically sync up and appear. 当您返回Character Animator时，您的编辑将自动同步并显示。
This is the basic foundation for building custom characters. 这是构建自定义角色的基础。
You could add as many layers as you want with any kind of artwork inside your Head group, 您可以使用Head组中的任何类型的艺术作品添加任意数量的图层，
and it will show up in Character Animator. 它会出现在Character Animator中。
Feel free to experiment with your own style and have fun. 随意尝试自己的风格，享受乐趣。
Eyes and eyebrows in Adobe Character Animator CC give your character a wide variety of expressive Adobe Character Animator CC中的眼睛和眉毛为您的角色提供了各种各样的表现力
possibilities. 可能性。
When you look around, blink, or move your eyebrows, your animated character does the 当你环顾四周，眨眼或移动你的眉毛时，你的动画角色会做到
same. 相同。
We’ll continue with the Blank Face photoshop template from Character Animator’s start 我们将继续使用Character Animator开始的Blank Face photoshop模板
workspace. 工作区。
In Photoshop, at the top of the head group, we see two layers, +Left Eyebrow and +Right 在Photoshop中，在头部组的顶部，我们看到两个层，+左眉和+右
Eyebrow. 眉。
There are a few things to note here. 这里有几点需要注意。
First, when we talk about left and right here, we’re talking about the character’s left 首先，当我们在这里谈论左右时，我们正在讨论角色的左边
and right, not the left and right of the screen. 和右边，而不是屏幕的左右两边。
Second, when you add a + in front of a layer’s name, that’s a special code to Character 其次，当你在图层名称的前面添加一个+时，这就是Character的特殊代码
Animator to make that layer what we call “independent,” meaning it can move on its own without affecting 使该层成为我们所谓的“独立”的动画师，意味着它可以自行移动而不会影响
other layers. 其他层。
If you were to take the + off of the eyebrow layers and return to Character Animator, notice 如果您要从眉毛层取下+并返回Character Animator，请注意
how the eyebrows are pulling and warping other layers as they move. 眉毛在移动时如何拉动和扭曲其他层。
If the layer names start with + instead, they’ll move on their own. 如果图层名称以+开头，则它们将自行移动。
A plus in Photoshop or Illustrator gets translated into this crown icon in Rig mode in Character Photoshop或Illustrator中的加号会在角色的Rig模式下转换为此皇冠图标
Animator, allowing you to easily toggle and experiment with making parts independent. 动画师，让您轻松切换和实验使零件独立。
Because the layers were precisely named “Left Eyebrow” and “Right Eyebrow,” when the 因为这些层被精确地命名为“左眉”和“右眉”
artwork was imported those layers got automatically tagged as eyebrows. 艺术品被导入，这些图层被自动标记为眉毛。
You can check this in Rig mode by selecting the layer and looking at the Tags section 您可以通过选择图层并查看标签部分，在Rig模式下进行检查
in the right properties panel. 在右侧属性面板中。
You can toggle between a visual or text-based tags system. 您可以在可视或基于文本的标签系统之间切换。
So if I had just named this layer eyebrow or brow or Layer 472 Final, I can easily tag 因此，如果我刚刚命名这一层眉毛或眉毛或第472层决赛，我可以很容易地标记
it here. 在这里。
The character is controlled by a set of rules called behaviors. 角色由一组称为行为的规则控制。
When you import a character, you get a standard behavior set automatically, which you can 导入角色时，您可以自动获得标准行为设置
see in Record mode in the properties panel on the right. 在右侧的属性面板中以记录模式查看。
The eyebrow controls are in the Face behavior, so twirling that open reveals several options 眉毛控件处于Face行为中，因此旋转打开会显示出几种选择
to customize the eyebrows. 定制眉毛。
Eyebrow strength exaggerates or minimizes the amount of vertical eyebrow movement as 眉毛强度夸大或最小化垂直眉毛的运动量
you move your own eyebrows in the webcam - high numbers move up and down a lot, while 0 means 你在网络摄像头中移动自己的眉毛 - 高数字上下移动很多，而0表示
no vertical movement at all. 根本没有垂直运动。
Raised and lowered eyebrow tilt determines how much and in which directions the eyebrows 升高和降低的眉毛倾斜度决定了眉毛的多少和朝向
will pivot in their highest and lowest positions. 将在最高和最低位置转动。
You can experiment with these parameters to customize the level of expressiveness that 您可以试验这些参数来自定义表达水平
you want. 你要。
Let’s take a closer look at the eyes back in Photoshop. 让我们仔细看看Photoshop中的眼睛。
Each eye has its own group, Left Eye and Right Eye, each with three layers inside, an eyeball, 每只眼睛都有自己的组，左眼和右眼，每组有三层，眼球，
pupil, and blink layer. 瞳孔和眨眼层。
The relationship is pretty simple: the pupil stays inside the shape of the eyeball, and 这种关系非常简单：瞳孔保持在眼球的形状内，并且
because we want it to move around without pulling on other layers, we add a + to make 因为我们希望它在不拉动其他图层的情况下移动，我们添加一个+来制作
it independent. 它是独立的。
The blink layer only shows up when you blink, and doing so will hide the other layers in 闪烁层仅在您闪烁时显示，这样做会隐藏其他图层
its group - the eyeball and pupil. 它的群体 - 眼球和瞳孔。
If you return to your scene in Record mode in Character Animator, you can see that eyes 如果您在角色动画师的录制模式中返回场景，您可以看到那双眼睛
are controlled by the Eye Gaze behavior, which has several options. 由Eye Gaze行为控制，有几种选择。
A red dot means that something is armed for recording, so by default we can see that eye 红点表示有东西可以录音，所以默认情况下我们可以看到那个眼睛
gaze is looking for camera input, following your own eyes in the webcam. 凝视正在寻找相机输入，在网络摄像头中亲眼目睹。
If we also arm Mouse & Touch input, we can control the pupils by dragging a mouse or 如果我们还设置鼠标和触摸输入，我们可以通过拖动鼠标或控制瞳孔
fingers on a touch enabled screen. 手指在启用触摸的屏幕上。
Towards the bottom, Snap eye gaze is checked by default, meaning the eyes will dart around 在底部，默认情况下会检查Snap眼睛注视，这意味着眼睛会飞来飞去
to one of 9 different common positions depending on where you’re looking in the webcam, but 9个不同的常见位置之一取决于您在网络摄像头中的位置，但是
unchecking this will make the pupils more free-moving. 取消选中这将使学生更自由移动。
So, these eyebrows and eyes are a basic example, but you could customize them into whatever 所以，这些眉毛和眼睛是一个基本的例子，但你可以将它们定制成任何东西
size, shape, and color you want in your own unique style. 您想要的大小，形状和颜色以您自己独特的风格。
Once you save, any edits will automatically show up in Character Animator. 保存后，任何编辑都将自动显示在Character Animator中。
For more advanced users, there’s also the option of tracking your upper and lower eyelids, 对于更高级的用户，还可以选择跟踪上眼睑和下眼睑，
or adding clipping masks to prevent the pupils from floating off of the eyeballs. 或添加剪贴蒙版以防止瞳孔浮出眼球。
The eyes are one of the most expressive parts of a character, so it’s worth spending some 眼睛是角色中最具表现力的部分之一，因此值得花一些时间
time tweaking the parameters until you get the effect that best fits your character. 时间调整参数，直到你得到最适合你角色的效果。
When a puppet in Adobe Character Animator CC hears a voice, it analyzes the sound in 当Adobe Character Animator CC中的木偶听到声音时，它会分析声音
realtime, and picks a mouth shape that fits. 实时，并选择适合的嘴形。
So as you talk, the mouth is constantly switching to match whatever syllable is heard, resulting 所以当你说话的时候，嘴巴会不断切换到与听到的任何音节相匹配的结果
in automatic, instant lip sync. 自动，即时唇形同步。
Continuing with the Blank Face photoshop template from Character Animator’s start panel, you 继续使用Character Animator的开始面板中的Blank Face photoshop模板
can twirl open the Mouth group to see all the different potential mouth shapes. 可以旋转打开嘴组，看看所有不同的潜在嘴形状。
There are 14 total here so let’s break them down. 总共有14个，所以让我们分解它们。
3 of these - Neutral, Smile, and Surprised, are silent mouths, and only show up when nothing 其中3个 - 中立，微笑和惊讶，都是沉默的嘴巴，只有在没有任何东西时才会出现
is being said. 正在说。
In these cases, the shape of your mouth in the webcam will control what shows up here. 在这些情况下，网络摄像头中的嘴巴形状将控制这里显示的内容。
Neutral is the default state and the one that any puppet with a mouth should have. 中立是默认状态，是任何有嘴的木偶应该具有的状态。
Smile and surprised are additional silent mouth shapes that will get triggered if you 微笑和惊讶是额外的无声嘴形状，如果你将被触发
smile - or open your mouth in surprise. 微笑 - 或者惊讶地张开嘴。
The other 11 are audio-based mouths, called visemes, and they’ll show up when something 其他11个是基于音频的嘴，叫做视位，它们会在什么时候出现
is said. 据说。
These are Ah, D, Ee, F, L, M, Oh, R, S, Uh, and W-Oo. 它们是Ah，D，Ee，F，L，M，Oh，R，S，Uh和W-Oo。
By naming these mouth shapes exactly this way and putting them in a Mouth group, Character 通过这种方式命名这些嘴形状并将它们放入嘴组，角色
Animator will know what to do with them once they’re imported. 动画师会在进口后知道如何处理它们。
Armed with this knowledge, you can create your own custom mouth sets, either by tweaking 有了这些知识，您可以通过调整来创建自己的自定义嘴集
a template mouth like the one provided in the blank face template, or creating your 模板嘴就像空白面模板中提供的那样，或者创建你的模板
own from scratch. 从头开始拥有。
Making a responsive mouth set takes some time and experimentation, so the one included in 制作敏感的嘴巴需要一些时间和实验，所以包括在内
the blank face template is a great starting point - feel free to use it exactly as is 空白面板模板是一个很好的起点 - 随意使用它
or just a guide for your own custom creations. 或者只是您自定义创作的指南。
In Character Animator, if you double click the Blank Face scene in the Project Panel 在角色动画中，如果双击项目面板中的空白面部场景
on the left, it will automatically open up in Record Mode. 在左侧，它将在记录模式下自动打开。
If the microphone icon is on and the Lip Sync behavior is armed, then you’re ready to 如果麦克风图标已打开并且Lip Sync行为已启用，则您已做好准备
record audio. 录制音频。
For now, you could disarm all the other behaviors by clicking the red dots next to them. 现在，您可以通过单击旁边的红点来解除所有其他行为的武装。
If you click the red record button in the scene panel and start talking, Character Animator 如果单击场景面板中的红色记录按钮并开始说话，角色动画师
will record data for the armed lip sync behavior. 将记录武装唇形同步行为的数据。
Clicking the record button again to stop will create two things in the timeline: a waveform 再次单击录制按钮停止将在时间轴中创建两件事：波形
of your audio and a lip sync take with all of the individual visemes below. 您的音频和唇形同步与下面的所有个人视位。
By dragging the left and right edges of any viseme, you can trim or expand how long it 通过拖动任何视位的左右边缘，您可以修剪或扩展它的长度
appears. 出现。
You can also slow down playback by clicking the number next to the timeline controls and 您还可以通过单击时间轴控件旁边的数字来减慢播放速度
selecting a slower speed, making timing edits a little easier. 选择较慢的速度，使定时编辑更容易一些。
You can also right-click any viseme to swap it out with any other one, with some accompanying 您也可以右键单击任何视频，将其与任何其他视频交换出来，并附带一些视频
suggestions to help guide you for sounds that share the same viseme. 建议，以帮助指导您共享相同的viseme的声音。
Tapping the first letter of a viseme on your keyboard will also do a switch. 点击键盘上第一个字母的字母也可以进行切换。
You can remove a viseme by right-clicking and choosing Silence, and right-clicking on 您可以通过右键单击并选择“静音”并右键单击来删除视位
an empty area of the viseme track will allow you to create a new viseme. viseme轨道的空白区域将允许您创建一个新的视位。
Audio doesn’t need to be recorded live - if you’re working with voice actors or recording 音频不需要实时录制 - 如果您正在与配音演员或录音合作
in another program, you can go to File > Import and bring in external audio files for your 在另一个程序中，您可以转到文件>导入并为您带来外部音频文件
voices. 声音。
You can then drag them into your scene, select the puppet you want to apply the lip sync 然后，您可以将它们拖动到场景中，选择要应用唇形同步的木偶
to, and go to Timeline > Compute Lip Sync From Scene Audio. 到，然后转到时间轴>从场景音频计算唇形同步。
This will analyze the audio file and create the lip sync track from its contents. 这将分析音频文件并从其内容创建唇形同步轨道。
Accurate looking lip sync is a critical part of a believable animated performance, so it’s 准确的唇形同步是可信的动画表演的关键部分，所以它是
worth spending the time to make your mouth look as great as possible. 值得花时间让你的嘴看起来尽可能好。
When setting up a body in Adobe Character Animator CC, you can add rigging information 在Adobe Character Animator CC中设置主体时，您可以添加绑定信息
to determine how a character moves and which parts you can control. 确定角色如何移动以及您可以控制哪些部分。
In the Start panel, let’s take a look at a simple human character by clicking Chloe, 在“开始”面板中，让我们通过单击Chloe来查看一个简单的人物角色，
which opens her up in Character Animator and Photoshop. 这在Character Animator和Photoshop中打开了她。
Because this version of Chloe already has body rigging associated with it, we can start 因为这个版本的Chloe已经与它相关联，所以我们可以开始了
from scratch by making a new copy of her. 从头开始制作她的新副本。
In Photoshop double-click the name of the top +Chloe group, and rename it to +Zoey. 在Photoshop中，双击顶部+ Chloe组的名称，并将其重命名为+ Zoey。
Then we can go to File > Save As, and save her as a new file named Zoey. 然后我们可以转到文件>另存为，并将她保存为名为Zoey的新文件。
Back to Character Animator, you can click File > Import, find Zoey and import her. 返回Character Animator，您可以单击文件>导入，找到Zoey并导入她。
Double-clicking Zoey will open her up in Rig mode. 双击Zoey将在Rig模式下打开她。
We’ll come back here in a minute, but for now let’s add her into a new scene by clicking 我们将在一分钟后回到这里，但现在让我们通过点击将她添加到一个新的场景中
the clapboard icon in the bottom left corner of the Project Panel. 项目面板左下角的隔板图标。
This adds the puppet to a new scene. 这会将木偶添加到新场景中。
If you select the scene in the project panel by clicking it once, you’ll see the scene 如果通过单击一次在项目面板中选择场景，您将看到场景
properties on the right. 右边的属性。
Here you can customize the scene’s parameters like the width, height, duration and framerate. 在这里，您可以自定义场景的参数，如宽度，高度，持续时间和帧速率。
If you wanted to reposition your character, you could make sure it’s selected in the 如果你想重新定位你的角色，你可以确保它被选中
timeline below, twirl open the Transform properties on the right, and adjust the X or Y position 下面的时间轴，旋转打开右侧的变换属性，并调整X或Y位置
values as needed. 根据需要的价值。
Returning back to Rig mode, we can see that the top level Zoey group has two groups inside 回到Rig模式，我们可以看到顶级Zoey组内部有两个组
- a Head group and a Body group. - 头组和身体组。
Setting up a file like this ensures the body will always move along with the head as expected. 设置这样的文件可确保身体始终按照预期与头部一起移动。
Note that neither of these groups are independent - if we made the Head independent by adding 请注意，这些组都不是独立的 - 如果我们通过添加使Head独立
a + in front of it in Photoshop or toggling on the crown icon in Rig mode in Character 在Photoshop中使用前面的+ +或在角色的Rig模式下切换表冠图标
Animator, it would move on its own, and look disconnected from the body. 动画师，它会独立移动，看起来与身体脱节。
So it’s best to keep both non-independent. 所以最好保持两个非独立。
But if we look at Zoey’s scene, her feet are swaying back and forth with her head, 但如果我们看看Zoey的场景，她的脚就会在她的头上来回摇晃，
and not connected to the ground like we probably want. 并没有像我们想要的那样连接到地面。
We can fix this by returning to Rig mode and adding what we call handles, or invisible 我们可以通过返回Rig模式并添加我们称之为句柄或不可见的方法来解决这个问题
data points that determine how the artwork behaves. 确定图稿行为方式的数据点。
To add a handle that will pin the feet to the ground, make sure the Body group is selected, 要添加将脚固定到地面的手柄，请确保选中“身体”组，
click the handle circle in the lower toolbar, click a foot to place a new handle there, 单击下方工具栏中的手柄圆，单击一个脚以在其中放置新手柄，
and tag it as Fixed via the right hand properties panel. 并通过右侧属性面板将其标记为“固定”。
Because Fixed handles are commonly used, there’s also a shortcut - the pushpin icon. 由于固定手柄是常用的，因此还有一个快捷方式 - 图钉图标。
Clicking on the artwork with this, known as the Pin tool, will quickly create fixed handles, 单击带有此工具的图片（称为Pin工具）将快速创建固定手柄，
so you can add several to keep her grounded. 所以你可以添加几个以保持她的接地。
Returning to the scene will confirm that feet are stationary as expected. 返回现场将确认脚是按预期静止的。
Back to Rig mode, we can see that Zoey has three items inside her Body group - a right 回到Rig模式，我们可以看到Zoey在她的Body组中有三个项目 - 右边
arm group, a left arm group, and a body background layer. 手臂组，左臂组和身体背景层。
The arm groups are independent, marked with crown icons, because we want them to move 手臂组是独立的，标有冠图标，因为我们希望它们移动
on their own without necessarily pulling the rest of the body. 在他们自己没有必要拉动身体的其余部分。
By default, the independent group’s origin shows up right in the middle of the artwork, 默认情况下，独立组的原点显示在艺术作品的中间，
and a dotted green line shows what’s controlling it - in this case, the origin of the group 绿色虚线表示控制它的是什么 - 在这种情况下，是组的起源
it’s inside - the Body group. 它在里面 - Body组。
But we want our arm to pivot from the shoulders, not the belly button - so we can use the select 但我们希望我们的手臂从肩膀转动，而不是腹部按钮 - 所以我们可以使用选择
tool from the bottom toolbar and drag the origin until it hits the shoulder. 底部工具栏中的工具并拖动原点直到它撞到肩部。
As soon as the origin overlaps with other artwork it can connect to, the connecting 一旦原点与其他艺术品重叠，它就可以连接到连接处
artwork turns green, and the origin gets a green circle around it. 艺术品变成绿色，原点围绕它变成绿色圆圈。
Now that her Right Arm is properly connected, we can add another handle to let us move this 现在她的右臂已正确连接，我们可以添加另一个手柄让我们移动它
arm with our mouse or fingers on a touch-enabled device. 用我们的鼠标或手指在支持触摸的设备上。
With the right arm group still selected, select the Dragger tool in the bottom toolbar, and 在仍然选择右臂组的情况下，选择底部工具栏中的Dragger工具，然后选择
click on the hand to add a draggable handle. 点击手上添加一个可拖动的手柄。
Now when we return to our scene, if we click and drag, we can move and control the arm 现在，当我们返回现场时，如果我们点击并拖动，我们就可以移动并控制手臂
group. 组。
By default, it’s bending like a spaghetti noodle, and we may want to add some more structure 默认情况下，它像意大利面条一样弯曲，我们可能想要添加更多结构
to it. 它。
Back in Rig mode, still with the right arm group selected, you can click the Stick tool 返回Rig模式，仍然选择右臂组，您可以单击Stick工具
and drag over top where the forearm and bicep would be to draw some simple scaffolding, 并拖过前臂和二头肌的顶部，以绘制一些简单的脚手架，
leaving a little room in the middle for the elbow. 在肘部中间留一个小房间。
Returning to the scene, now the arm bends more like we might expect from a human arm. 回到现场，现在手臂的弯曲更像我们对人类手臂的期望。
The Dragger behavior on the right determines how draggable handles work. 右侧的Dragger行为决定了可拖动句柄的工作方式。
If “After Move” is set to “Return to Rest,” then when you let go of a dragger 如果“After Move”设置为“Return to Rest”，那么当你松开拖拉机时
handle, it will return to its initial position. 处理，它将返回其初始位置。
Changing the return duration value eases the handle back to that default position over 更改返回持续时间值可使句柄返回到默认位置
a period of time. 一段时间。
Changing “After Move” to “Hold in Place” will instead make dragger poses stick in place, 将“After Move”改为“Hold in Place”会改变拖拉机的姿势，
kind of like an action figure. 有点像一个动作人物。
You can do the same with the left arm group. 你可以对左臂组做同样的事情。
Drag the origin to the shoulder. 将原点拖动到肩部。
Add a draggable handle to the hand. 为手添加一个可拖动的手柄。
And finally, draw two sticks for the forearm and bicep. 最后，为前臂和二头肌画两根棍子。
And with that, you’ve now got the foundation of a basic animated character. 有了它，你现在已经拥有了一个基本动画角色的基础。
Other characters might have a lot more bells and whistles, but most of them follow this 其他角色可能有更多的花里胡哨，但大多数人都遵循这个
general Head and Body grouping structure. 一般头部和身体分组结构。
In the Start Panel you’ll find several other example templates to learn from, and clicking 在“开始”面板中，您将找到要学习的其他几个示例模板，然后单击
the “See More” link above takes you to a page where you can download even more. 上面的“查看更多”链接将您带到可以下载更多内容的页面。
Good luck creating - and have fun. 祝你好运 - 玩得开心。