In this lesson, we're going to learn how to make complex movements using the cell in the previous lessons,
we learned how to use this plug in, this plug in and how we can write characters and make them move
a certain way.
So for this lesson, we have a little bit of a challenging scene to animate, and that is a basketball
player about to shoot the ball into the hoop.
So not only are we working with the arms and the legs, but we need him to follow this structure, so
we need to make him follow these structures one by one.
So not only is he bending his knees, he's also jumping and he is stretching out his arm.
The ball also gets detached from his hands, so it's a little bit more complex than what we had because
this is not a looping thing.
We need to work frame by frame and finish the scene from start to finish.
So in the beginning, he will be traveling the ball a bunch of times and then he's going to shoot the
ball and it will score and the ball will have to bounce away.
We will be doing something like this using what we learned so far.
So go ahead and bring in the two files that is in the resource pack.
One of them is the basketball composition and the other one is the reference image.
So let's first go ahead and organize our timeline.
Can I look at all these layers?
It's too much to look at.
Let's go ahead and group each one by.
Changing their colors.
Remember that body and hip are independent.
Ball and who are in one layer and background, it's just there.
Let's look at the background in place and also in control.
Why and get.
Something in the back, so we don't have this transparent background.
Put that below.
Now it looks like this.
We could also just make it this color.
OK, that's better to eat this and lock this in place as well.
So I thought we did this, let's go ahead and work with the limbs.
One by one.
So we're going to hide that toggle switches and modes.
Let's hide all of the layers except for the.
Not the background had all of the players, except for the hand, the left arm did this and we just
have these guys now.
So let's go ahead and be sure of their placement, and then we want to select all three Ludwig Purcell
rigging.
Go to structures and we're going to get one for the arm, go in this little circle.
And choose arm for our enhanced.
OK.
And now we have this structure.
We just need to put them where they belong.
So the arm is over here.
I want to put it up here going to solo the bicep layer so I can see exactly where it needs to go with
this arm layer.
So put it in the middle.
Make sure you're not too up or too down.
So we're here, let's do solar that's get the forearm and solar that would be forearm so we can bring
this guy.
Do you select form and just bring this guy in the middle?
They select and then we have the hand that just goes over here.
And also solar, these two together to make sure that it's on the right spot.
Hold on.
Alton, zoom in to make sure it's there, I can see we've kind of missed it there, and then we have
the arm chip, which we're also going to bring in.
It's right here at the armed tip and put it right here.
All right, let's bring these back, and now the arm is ready to move.
So once we have all of these, let's parent them.
So bicep bell, just call this Farmville, so they match Farmville.
Before we do that, let's make the colors of this red.
So they all match.
So red layers are the left arm.
We're going to parent this arm to the arm layer, forearm to forearm, hand to hand.
And that is for the armchair would be connected to the body, which we don't have right now.
It's like this find a body and hide this and the arm is connected to the body.
Now let's select all of these new slayers.
Go to do it all again.
Reagan IQ.
There we are, we have a I can't for the hand.
Let's set the arm to the body again, usually disconnects.
And now the arm is just moving like an arm, what we do need to turn off a few things so controls need.
Makes her reverse.
Sorry, stretch is turned off.
So when we do this, the arm doesn't stretch.
You can see it holds the shape, which is just how arms work.
You can't dislocate your limbs every time you're trying to stretch out and you can leave reverse turned
on.
Because this is the correct direction.
OK.
So we have that.
And again, these are all colors are not part of your illustration, they're just there for the rigging
part one to export this, you're not going to get these icons.
So under controller layer, I'm going to change the color of the icon because it's kind of hard to see
kind of make it a vibrant yellow.
OK.
Let's also make the controller play your read, and we're good to go.
So these guys are ready.
Let's hide this away.
OK.
Let's bring the other sets of arms so aren't shy these we're going to work with the other arm now.
Come here, select all of these layers and we're going to go to the cell and do the same thing for this
arm.
OK, then I'm going to.
So, like all of them, make them yellow, so they're in one group.
Then to call this foreign right.
Put these where they belong, so these two layers, so we get to see exactly where we need to go.
Bring them back.
Solo the forearms.
Because the forearm to the cell layer put it right at the joint and then bring the hand layers and the
hand tip to all three.
Had the hand layer and put it at the rest.
And then we have the armed tip, which goes at the tip of this guy's fingers.
Zoom in and make sure, OK.
The sky, it's good.
Let's bring these back.
And then we can go ahead and connect to the layers, so.
Forearm goes to forearm, arm goes to arm and goes to hand, and the s aren't into a prison cell layer
goes to body.
So like all of these other two cell, make another artery and chain.
There we have it seemed to select his back and body to do it after you made your order.
All right.
Now we have another controller, which I'm also going to turn into yellow.
And the arm is just moving the right way if your arm was moving the opposite way.
So if I turn as reverse, you can move me.
Let me get the controller in there.
I can see that it's moving the wrong way, so if that's happening to you, all you have to do is to
hit the reverse.
But for me, it was working well when I had reverse turned on, so I don't need to do so like that.
OK, so there's my controller working great.
I'm going to just move it in your original position, which was somewhere around here, you can go ahead
and hide all of these layers, except body.
And I can actually hide this.
So the arms are ready, let's go ahead and fix the legs.
Most important part, this needs to jump on these layers look for.
The pink category on Chinese turned this back on.
So we're dealing with literally layers at a time.
Select all of these layers for left like create a leg structure.
Sure, all of these are turned on and you're on the human option and not dogs or horses.
And now we can select the corresponding layers, so of them.
So like that and just put them where they need to be.
Let's bring them back.
The Cavalier.
So bring this right in the middle of that circle.
Bring it back.
We had the layer and that's the final layer.
Bearing the foot right at the ankle.
And.
Now we have this for the hill and the tip toe, you got to just zoom in.
So heel is all the way their toes are in like that.
Effort to heal.
That's the last of two toes first, then tip toe and then heel.
So everything fits in.
And now we are going to select and parents thigh to five foot, two foot calf to cat.
And also we want to color code these two.
I believe it's peach.
Yes.
Peach color.
Select all the requisite layers.
Go to the South Ranking on Oregon Medicaid.
OK and also makes this pitch.
Now, after we've done the ordering and like we can parent as 30 to 40, we're actually not in the party
to the hip, which we need to get.
They're going to hip.
And we can go ahead and hide all of these layers after we've parented them.
Make sure you check to see if it's working or right.
OK, so the direction is good, too.
I don't need to turn off.
OK, reverse is turned off by itself.
Just turn off auto stretch.
What's hide all of these layers?
We can also hide body.
We need to bring hip in the game.
The Thai seafood as well.
Who for the final layer, this guy and also bring in the hip while we're here.
OK.
Let's rename this.
Well, it's a copy.
And we're going to select all, and I'm just doing this for each of the layers.
Remember to do your toes first.
And then your tiptoes.
And then your heel.
Here's an order.
All right, so let's select all of these layers, and just parents have to have foot two foot side to
side.
And then select all of these layers and make the controller in there.
All right.
We now have two controller layers.
Let's turn this.
Guess sea foam was the color.
And now connect thigh to hip.
OK, so we have all of these layers.
Let's turn this off and now bring in the layers that we want to work with so that see foot, which is
our right foot.
Let me just sort of to put our.
So we want this layer, we don't want the heel to tip toe and all that turned herself.
We need to see foot, so this is actually the left leg, so foot, well, we need this one.
Don't need the heel and all that.
And we have a controller for the hand.
See which hand that is the right hand right click.
And are turn this thing on.
Turn off all the layers, we have another one for Hand L.
Bring that back on, and we need the.
We need the party to help.
We don't need a Kaci or the other illustrator layers.
We do need to head all the.
OK.
So now we have a few layers that we can work with.
You have to move the right hand underneath, so let's go back here at the right hand layers.
Turn this back off.
Right hand, there's were the layers of bring those.
A little body will everything, actually.
Well, everything except the background, then you'd be on the.
Other sides completely.
And we just brought in the structure layers, we forgot the actual victor layers bring those below the
structural layers.
There we are.
That makes more sense.
The legs are OK, the hand is fighting, we can just turn this back on.
And now we only have some controller layers for the characters to work with.
We can bring the controller layers up all of them.
So we have had to right and left foot, Bill, but ah.
And the body.
The hip, the head, one connect connected to the body, so let's first get the anchor point and bring
it.
Right below.
Then connect head to body, body to hip and a bowl.
We could just leave the ball for now.
We're mainly going to focus on the character right now.
OK, so we have adjusted everything.
What I did want to do was to change the I can color right now.
They're all red, so on foot, or let's make it another color, let's make it green.
And for the.
Other which actually we didn't make it green.
Become an icon.
Make it green here.
OK.
Another foot it's read.
We don't want it to look the same, go for pink.
This way, you will you won't get confused when you're dealing with the controllers.
OK, now all of the four layers you want to check them and make sure they're.
Working right.
And you see that the right foot is behind everything, that's good.
The left foot, let's check to make sure it's working.
All right.
And well, look.
All right.
Spending all right.
The right hand is also OK, so now we also want to check these guys to pee real quick.
And have a look.
Ted Nunn put him to boarding.
OK, so hip goes on party the other way, and now all our character can sit and stand, is standing,
is sitting, is squatting.
It all works, OK?
Always check your controllers.
If you saw that maybe the forearm is dislocated or it's not connected, would you go back to your layers
and make sure that there are it to one another?
Your vector layers need to be parented to the structural layers or the bone layers that you can see
here that we connected.
You want to make sure that the psi layers or the top layer, which here would be the arm here would
be the thighs.
Those layers are connected to the tip of the structures, too.
You just want to make sure everything is connected.
If not, go back to your layers and check one more time.
Now that we have prepped our character, we can go ahead and start animating.
I'll see you guys in the next lesson.