Ok, now let’s see what happens in Record mode, when we click 1. We need to use it anytime we want to substitute one element with another. When selected, it will hide the other elements that are in the same group, in this case the normal hand. For now, I don’t need Vicky, our puppet, to hold her finger pointed for a long time so I will leave Latch unselected.īelow Latch, there’s Hide Others in Group. If Latch is not selected you will need to hold the trigger key for the point hand to be visible. If you select Latch, when recording, you will need to press the trigger key only once and the new element (the point hand) will stay visible until you press the key again. I chose the 1 key, but you can choose any letter or number.īelow Key, there’s Latch. This is the keyboard key that when clicked will show the point hand. There are Layer, Layer Mesh, Tags and Trigger.įirst you have Key. Click on the point layer and in the Properties panel all its settings will open. Here’s where the Keyboard Triggers come into play. Let’s click Save and see how the changes are incorporated in Character Animator.Īs you can see, the new group with the two hands appears in Character Animator. Leave the pointing hand invisible, so we can see only the normal hand. Now in the group +arm2 we have the arm – from the shoulder to the wrist and a Hand group containing the normal hand and the pointing one. Let’s draw a hand pointing its index finger and group it with the normal hand. Now you have a separate hand and arm (from the shoulder to the wrist). Select the original +arm2 and this time delete only the hand. Put it inside the +arm2 group, or if you are using Photoshop, group it with the +arm2 layer. Rename the remaining group (layer in Photoshop) to “normal”. Using the Eraser tool, delete everything else but the hand. Open the Illustrator (or Photoshop file) and duplicate the arm. First we have to draw a pointing hand and rearrange the whole arm a bit. Let’s say we want our Vicky puppet to point. It’s very useful for changing hand gestures, putting objects in the hand of the puppet, adding other mouth shapes and a lot more. What this behavior does is to add a new element or substitute an element with a new one, through a keyboard shortcut. These are the Keyboard Triggers and the Cycle Layers. Last time we opened the topic of Behaviors, today we will continue with two very interesting and commonly used behaviors. Welcome to Part 6 of our Adobe Character Animator Tutorial series.
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