Forum Replies Created
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Haha, wow, you REALLY meant a puppet! I thought we were talking vector animation here. You may consider doing more frames than 3, but with the same technique since these eyes are so big.
Also, I noticed this guy is pretty googli-eyed with different sized pupils and what not. One thing I like to do to add a little goofiness to a character is to make the blink in one eye delayed instead of simultaneous. If they’re offset just a little bit, it just sells goofiness. Might be worth trying if thats an effect you want.
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Sincerely,
George
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whoops, my b on the quick read.
You should still import the AI and convert it to shapes though.
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Sincerely,
George
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Yes, but it’s easy and random so it gives a pretty good effect.
You could also just make the eye blinking a precomp and hand draw the frames as you want in 3 frames (open, half closed, closed) and then do a time remap of that precomp and use the 3 keyframes as you like. Blinking is fast, so don’t worry about putting too many frames in there.
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Sincerely,
George
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change the delay way down, bring the amp wayyyy down, and move the keyframes further apart. See if you can make it work without it happening, then work your way back up. It always take a bunch of finagling for me, so I honestly mostly end up using amor type (which is free) even though it takes a while to render. The results are just better. I also usually precomp the text when using amortype and then create a proxy once I have it the way I like.
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Sincerely,
George
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Yes, you can get it removed by playing with the amount of keyframes the “amount” animates over and the amp, freq, and decay.
They all play off of eachother, but the whiplash effect you’re talking about is likely due to an amp that is too high.
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Sincerely,
George
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I think you can use a difference matte if I understand you correctly. That should take care of it for you.
https://www.youtube.com/watch?v=DKxoTLRcjdw
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Sincerely,
George
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George Goodman
March 19, 2014 at 2:48 pm in reply to: Sharp corners (elbows and kness) with Puppet toolI’m afraid this is more inline with the design of your puppet.
You’re using bones, yes?
One way around it would be to draw each shape separately (upper arm, forearm, hand) and link them with a controller on the hand. But it’s still tricky because you have to draw it such that it has the shape you want when bent, but not when straight. It’s been a while since I’ve created a puppet in that style, but maybe you could subtly animate the shape path along with the controller so that the arm would shape as you like when it moves.
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Sincerely,
George
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Import the AI file to AE. Then convert to shape paths, you shouldn’t be using solids.
Also, why are you bringing it into AE first? Can you just bring the AI file right into C4D?
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Sincerely,
George
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I just make the eyes open and eyes closed two different layers. Then I write a wiggle expression in the opacity of the open eyes that says if the wiggle value is over a certain number, then the opacity of that layer is 100, if it isn’t then it’s 0. Then I just place the closed eyes underneath – or you could write in expression in that opacity that says if the open eyes are 100, then opacity is 0 and if open eyes are 0 then opacity is 100.
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Sincerely,
George
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Amor type plugin will do that quite easily, but runs slow on CS6 and CC (but still works)
Here’s a more manual approach:
https://forums.creativecow.net/readpost/50/861257
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Sincerely,
George