![]() ![]() To do this I create a separate shape layer and animate it frame by frame to create a small dust cloud. To add more detail to the animation I want to show contact and force in the kick-off part of the animation where the foot touches down and pushes away from the ground. I then create a revolving background that appears to continually spin and I add some foliage and trees for a bit more interest. ![]() Using the controllers from Duik I create those two main poses and then I focus on the tweens, the timing and the animation curves to make the animation more exciting. The main two poses I want are going to be the kick-off with the characters foot about to leave the ground & the pose at the relief of the push off before crouching down again. Once I have the rig set-up I move onto blocking out the animation. If you need a bit of help understanding and using Duik there are plenty of tutorials currently available that cover the process end to end. We have used Duik before in our videos, for example we used it to rig and animate Charlie from our short 2016 animation Charlie’s Boombox. Any donations will allow Rainbox to continue improving this free plug-in and also help them to produce tutorials, user guides and all other non-profit actions. ![]() Duik is worth supporting and they have a donation page on their website here. The latest version at time of writing is 15.5. This is a free plug-in and is a fantastic tool to help with rigging characters within After Effects. Very useful!įor the rigging process within After Effects I will be using a plug-in from Rainbox called Duik. This will have all of our layers in the order we created them. I import my character file as a composition. I keep my layers organized so that they can be easily re-positioned for other potential resolution sizes further down the line. For this project I will be creating my main composition at 1920×1080. The next step brings us to After Effects where we will be rigging and animating our character. Happy with my final design, I save the character as an AI file. On each of these sub layers I add a gradient and choose colours I think will compliment the rest of the palette. Side, front right, front left and the peak. To break the hat design down, I separate it into four different sub layers. I then think about any props or costume extras that could be attributed to the character that could tie-in with the design and decide to include the crazy multi-coloured hat from the second film. With these layers separated it will certainly help the rigging process in After Effects. ![]() Right arm, Right hand, Hair, Head, Torso, Neck, Waist, Right shoe, Right leg, Left shoe, Left leg, Left arm. Here is a generic layer structure I would normally create for a humanoid character: However the character will be a little more complicated to setup for the rigging process within After Effects. I am not worried about the hoverboard as this will be placed onto its own layer. It is important to remember that layer structure and labelling is very important at this stage. I place the design on a bottom layer and begin to recreate the design making any changes I feel are necessary along the way. I am happy with the design and colour scheme so I move onto the next phase of the project and import them into Illustrator. ![]()
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