The Main Idea
We will want our character to have two sets of arms. One set in the layer beneath the head and another one on top of it. Doing that the traditional way would end up in bigger file size, double rigging work and extra work on every change we will later want to make to our arms and hands. We can avoid that! By taking advantage of the “make artwork shareable” feature in Adobe Character Animator we will be able to create two sets of arms in a click of a button.
Follow these 8 simple steps and your character will be able to move the arms in front and behind the face.
The first step would be creating the artwork for the arms in your design software. Follow the hierarchy that is advised by the Adobe community, just as you would do until now. Your left and right arms should be in the body folder. Under each arm draw the arm and put all the artwork for hand gestures in the left/right hands folders.
Now it is time to make preparations for the front arms set. (We don’t need to create the arms themselves, but we need to create the folder/layer to place them later on).
- Create a new layer (Name it anything you like, I named it “upper”).
- Drag this new layer into our character hierarchy, above the head layer.
- Draw a little square/dot (anything) on the character, and change its opacity to 1%.
- Make sure it is placed as part of the “upper” layer.
- Select left arm in the Puppet panel.
- Use the puppet handle tool to mark the shoulder, elbow and wrist.
- Tag each of them in the tags section in the properties panel.
- Mark the wrist as “Draggable” (In the bottom part of tags section in properties panel).
- Use the stick handle tool to draw a ‘bone’ between shoulder and elbow, then between elbow and wrist.
- Repeat all the steps for the right arm.
- Add “Arm IK” behavior to the upper level of the puppet.
- Click on the left hand’s folder with the right mouse button and select “Create Swap Set”.
- Go to the triggers panel and assign keyboard keys for each of the gestures. (Enable ‘Latch’ option if you don’t want to keep holding the key to keep the gesture triggered).
- Perform the same process for the right hand gestures.
- With the right mouse button click on the left arm and select ‘make “Left Arm” shareable’. You will see the ‘Left Arm’ appear in the Project panel.
- Do the same for the ‘Right Arm’.
- Drag the ‘Left Arm’ from the project panel into the ‘upper’ layer we created earlier.
- Select the attachment style to be ‘Weld’ the properties panel (under layer section).
- Do the same for the right arm.
- Click the + in the top corner of the triggers panel and select ‘Create new swap set’.
- Change its name to something meaningful. ( I named it ‘Front and Back Hands’).
- Drag the ‘Upper’ layer into the swap set.
- Click on the +, once again and select ‘Create new trigger’.
- Name it ‘Back Hands’. (Or something else…).
- Drag the left and right arms that are placed inside the body.
- Now drag the hall trigger (‘Back Hands’) into the ‘Front and Back hands’ swap set.
- Mark one of the arm sets as default and assign a keyboard key to trigger the other one (Enable ‘Latch’ option for the last one).
Now your character is ready for awesome animations. Create new triggers and swap sets. Create replays and start the production process.
Stay tuned for new tutorials.
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this is an anmazing feature – the only problem with it is that when switching hand triggers most of them stop showing neither in front nor on back
Hi Raybo, thanks, I find this to be a useful feature as well. This way there is no need to switch between puppets when animating front and back gestures. The issue you are describing with the hand triggers should not occur. The trigger for each hand gesture should include the gestures of both hands
(front and back) , this way if you activate the trigger it will appear no matter which arms set is activated.