WEBVTT 1 00:00:04.475 --> 00:00:08.925 Realistic Basics Character Animation: Puppet Pin Tool and Expressions 2 00:00:27.075 --> 00:00:30.075 Hello everyone, I am your instructor, Choi Ji-won 3 00:00:30.075 --> 00:00:33.025 In this session, we will cover character animation, 4 00:00:33.025 --> 00:00:35.875 the Puppet Pin Tool, 5 00:00:35.875 --> 00:00:37.925 and Expressions 6 00:00:38.275 --> 00:00:41.875 Today's lesson will first explore 7 00:00:41.875 --> 00:00:45.025 the concept and application of the Puppet Pin Tool in After Effects 8 00:00:45.025 --> 00:00:48.075 by using it to create 9 00:00:48.075 --> 00:00:51.075 detailed character movements 10 00:00:51.075 --> 00:00:55.375 Secondly, we will practice applying Expressions to movements 11 00:00:55.375 --> 00:00:59.975 to create repetitive motions 12 00:00:59.975 --> 00:01:03.275 Understanding the Puppet Pin Tool and Expressions 13 00:01:03.975 --> 00:01:10.026 First, let's take a look at the Puppet Pin Tool 14 00:01:10.026 --> 00:01:14.326 For the Puppet Pin Tool 15 00:01:14.326 --> 00:01:20.876 The word "Puppet" means marionette or string puppet 16 00:01:20.876 --> 00:01:25.976 It represents how a marionette 17 00:01:25.976 --> 00:01:30.326 is segmented and controlled with pins 18 00:01:30.326 --> 00:01:33.226 to create movement 19 00:01:33.726 --> 00:01:35.676 Using this tool, 20 00:01:35.676 --> 00:01:43.626 you can create detailed and precise movements 21 00:01:44.776 --> 00:01:47.676 You add pins to each layer 22 00:01:47.676 --> 00:01:51.026 to create precise and detailed movements 23 00:01:51.026 --> 00:01:55.776 making it a fundamental step in rigging animation 24 00:01:57.976 --> 00:02:04.026 Some of you may have experience with 3D software like 25 00:02:04.026 --> 00:02:09.526 Blender, Unity, or Unreal, 26 00:02:09.526 --> 00:02:13.076 where you create rigging animations 27 00:02:13.076 --> 00:02:16.076 for naturally moving 3D characters 28 00:02:16.076 --> 00:02:25.526 After Effects supports both 2D and 3D 29 00:02:25.526 --> 00:02:28.126 making it a great tool 30 00:02:28.126 --> 00:02:32.326 for creating rigged 2D graphics 31 00:02:32.326 --> 00:02:37.676 before transitioning to full 3D 32 00:02:37.676 --> 00:02:40.126 The Puppet Pin Tool is particularly useful 33 00:02:40.126 --> 00:02:47.026 for achieving this 34 00:02:48.026 --> 00:02:52.026 In summary, the Puppet Pin Tool helps create 35 00:02:52.026 --> 00:02:57.176 smooth, natural movements 36 00:02:57.176 --> 00:03:00.426 in character animation 37 00:03:01.226 --> 00:03:05.426 When using 38 00:03:05.426 --> 00:03:09.176 the Puppet Pin Tool in After Effects, 39 00:03:09.176 --> 00:03:14.076 if you click and hold the Puppet Pin icon 40 00:03:15.126 --> 00:03:17.877 in the toolbar for 1-2 seconds 41 00:03:17.877 --> 00:03:23.377 five different functions will appear 42 00:03:24.327 --> 00:03:27.427 You can use these five functions 43 00:03:27.427 --> 00:03:32.227 to create detailed movements 44 00:03:33.377 --> 00:03:40.127 Let's first look at the Puppet Position Pin Tool, 45 00:03:40.127 --> 00:03:42.027 which is assigned to Cmd + P 46 00:03:42.027 --> 00:03:46.677 For Windows users, it would be Ctrl + P 47 00:03:47.577 --> 00:03:51.327 You can use this shortcut key accordingly 48 00:03:51.327 --> 00:03:54.827 This is the basic Puppet Pin function 49 00:03:54.827 --> 00:03:58.877 It allows you to set points with pins 50 00:03:58.877 --> 00:04:02.177 to modify positions 51 00:04:05.377 --> 00:04:11.377 A yellow circle is displayed on the layer 52 00:04:14.377 --> 00:04:18.577 Each one is displayed in a different color 53 00:04:19.377 --> 00:04:24.627 The default tool is marked with a yellow circle 54 00:04:24.627 --> 00:04:28.277 The icon itself looks just like a pin, right? 55 00:04:28.277 --> 00:04:34.927 Next is the puppet starch pin tool 56 00:04:36.477 --> 00:04:39.827 It looks like a pin, with a rounded tip 57 00:04:39.827 --> 00:04:43.977 It fixes the distorted parts of an object with pins 58 00:04:43.977 --> 00:04:48.427 It is displayed as a red circle on the layer 59 00:04:48.427 --> 00:04:51.427 The color is different, right? 60 00:04:51.427 --> 00:04:55.877 It functions to stabilize the distorted parts, 61 00:04:55.877 --> 00:04:58.677 so please keep that in mind 62 00:05:00.677 --> 00:05:03.077 It is marked with a red circle 63 00:05:03.877 --> 00:05:09.177 The third is the puppet bend pin tool 64 00:05:10.977 --> 00:05:14.977 The icon looks like it’s bending, right? 65 00:05:14.977 --> 00:05:19.077 This tool adds a rotation value to the puppet pin 66 00:05:19.077 --> 00:05:24.127 You can create twisting or bending movements for objects 67 00:05:24.927 --> 00:05:30.028 It is displayed as a brown circle on the layer 68 00:05:34.628 --> 00:05:36.778 Please remember the icon well 69 00:05:37.478 --> 00:05:44.828 The fourth one is the puppet advanced pin tool 70 00:05:47.228 --> 00:05:51.028 It allows you to control the puppet pin’s position, scale, and rotation 71 00:05:51.028 --> 00:05:54.578 This is a big trait of it 72 00:05:54.578 --> 00:05:58.528 It is displayed as a green circle on the layer 73 00:05:58.528 --> 00:06:01.528 This advanced pin tool will likely be used frequently 74 00:06:01.928 --> 00:06:10.128 Finally, we have the puppet overlap pin tool 75 00:06:10.128 --> 00:06:12.378 It is used to adjust the overlapping parts of objects 76 00:06:12.378 --> 00:06:17.478 by setting their front-to-back positioning 77 00:06:20.928 --> 00:06:27.328 And it is displayed as a blue circle on the layer 78 00:06:27.328 --> 00:06:30.478 Since each tool has a distinct color, 79 00:06:30.478 --> 00:06:34.778 It will be easier to recognize and distinguish them 80 00:06:34.778 --> 00:06:39.478 Placing too many puppet pins can make things really complex 81 00:06:39.478 --> 00:06:44.628 So it's crucial to organize them properly 82 00:06:45.378 --> 00:06:52.328 Once we’ve created movements using the puppet pin, 83 00:06:52.328 --> 00:06:58.128 if we continue placing pins to create more movements, 84 00:06:58.128 --> 00:07:01.928 it would require too much manual labor 85 00:07:01.928 --> 00:07:07.878 By applying expressions here 86 00:07:07.878 --> 00:07:15.428 we can generate repetitive movements without extra effort 87 00:07:16.678 --> 00:07:21.128 After using the puppet pin tool, 88 00:07:23.228 --> 00:07:27.378 hold down Alt on the position property 89 00:07:27.378 --> 00:07:30.228 and click on the stopwatch 90 00:07:32.378 --> 00:07:37.778 then enter the value LoopOut pingpong 91 00:07:37.778 --> 00:07:45.028 which allows you to create repetitive movements easily 92 00:07:47.829 --> 00:07:51.129 This is a very useful feature that you’ll use frequently, 93 00:07:51.129 --> 00:07:56.679 so make sure to remember it 94 00:07:57.229 --> 00:08:00.629 During our practice, we will use the puppet pin tool 95 00:08:00.629 --> 00:08:03.879 along with the expression function, 96 00:08:03.879 --> 00:08:10.579 but we will also add some extra effects 97 00:08:10.579 --> 00:08:14.879 So I’d like to introduce one of these effects 98 00:08:14.879 --> 00:08:19.229 First is the wave warp effect 99 00:08:19.229 --> 00:08:23.179 For those using the English version 100 00:08:23.179 --> 00:08:28.929 just type "Wave Warp" in the effects panel 101 00:08:28.929 --> 00:08:34.729 For those using the Korean version, type "파도 비틀기" 102 00:08:34.729 --> 00:08:38.029 in the effects panel, and you will be able to find it 103 00:08:38.029 --> 00:08:43.429 This effect creates a wavy distortion on the image 104 00:08:43.429 --> 00:08:48.279 It is one of the most commonly used distortion effects 105 00:08:48.279 --> 00:08:53.179 So type "wave warp" 106 00:08:53.179 --> 00:08:55.679 into the timeline panel’s source, 107 00:08:55.679 --> 00:08:59.379 then drag and apply the wave warp effect 108 00:08:59.379 --> 00:09:05.379 As soon as you apply it, the effect control panel 109 00:09:05.379 --> 00:09:09.629 will display multiple settings 110 00:09:09.629 --> 00:09:17.429 First, "wave type" determines the shape of the wave 111 00:09:17.429 --> 00:09:20.129 Second, "wave height" 112 00:09:20.129 --> 00:09:24.479 creates vertical wave motion 113 00:09:24.479 --> 00:09:28.729 Next, "wave width" 114 00:09:28.729 --> 00:09:32.529 adjusts the horizontal wave motion 115 00:09:32.529 --> 00:09:34.679 Then, the "direction" setting 116 00:09:34.679 --> 00:09:38.029 determines the wave’s direction 117 00:09:38.029 --> 00:09:40.379 Next, "wave speed" 118 00:09:40.379 --> 00:09:44.579 controls the speed of the wave motion 119 00:09:46.679 --> 00:09:53.830 depending on the speed, the wave’s shape and feel will vary 120 00:09:53.830 --> 00:09:57.680 It could feel playful, elegant, or anything in between 121 00:09:58.780 --> 00:10:01.530 If you adjust the speed carefully, 122 00:10:01.530 --> 00:10:06.980 you can create the desired effect 123 00:10:07.980 --> 00:10:11.530 So be mindful of the speed setting 124 00:10:11.530 --> 00:10:14.630 Next is "pinning" 125 00:10:14.630 --> 00:10:22.130 It allows you to set a direction to prevent wave distortion 126 00:10:24.580 --> 00:10:27.680 This function fixes the direction 127 00:10:27.680 --> 00:10:29.880 Next is "phase" 128 00:10:29.880 --> 00:10:33.530 Phase determines the starting point of the wave 129 00:10:33.530 --> 00:10:38.130 so keep that in mind 130 00:10:38.130 --> 00:10:40.030 Anti-aliasing 131 00:10:40.830 --> 00:10:45.380 This is a technique to reduce jagged edges 132 00:10:45.380 --> 00:10:53.030 It allows you to set the quality 133 00:10:53.030 --> 00:11:01.180 You will primarily adjust direction, height, width, and speed 134 00:11:01.180 --> 00:11:04.530 If you carefully fine-tune these settings 135 00:11:04.530 --> 00:11:11.880 you can create the desired wave distortion 136 00:11:12.230 --> 00:11:15.230 Next, I’ll introduce another effect 137 00:11:15.230 --> 00:11:19.130 It's "turbulent displace," also known as "뒤틀기 변위" 138 00:11:19.130 --> 00:11:23.780 that’s how it’s named in the Korean version 139 00:11:23.780 --> 00:11:27.280 If you type "turbulent" in Korean, it won’t appear 140 00:11:27.280 --> 00:11:32.430 Korean users must type "뒤틀기 변위" 141 00:11:32.430 --> 00:11:36.130 to find and apply the effect 142 00:11:37.980 --> 00:11:42.280 This effect creates texture on the layer 143 00:11:42.280 --> 00:11:47.930 However, you need to carefully adjust the detailed settings 144 00:11:48.580 --> 00:11:52.580 Character Animation Practice 145 00:11:53.630 --> 00:11:59.430 Now that we understand the basic concepts, 146 00:11:59.430 --> 00:12:02.681 Let’s proceed with the character animation practice 147 00:12:02.681 --> 00:12:10.631 First, we will import a single PNG file and apply it 148 00:12:10.631 --> 00:12:16.981 A single PNG file is sufficient, 149 00:12:16.981 --> 00:12:23.881 but when using an AI file, we will need separate layers 150 00:12:23.881 --> 00:12:27.181 for the arms, legs, face, and eyes 151 00:12:27.181 --> 00:12:33.081 so we will discuss how to properly import separated AI files, 152 00:12:33.081 --> 00:12:36.881 starting from the import process, 153 00:12:36.881 --> 00:12:43.131 then using the puppet pin tool to create puppet-like movements, 154 00:12:43.131 --> 00:12:46.331 and finally applying expression-based looping movements 155 00:12:46.331 --> 00:12:49.381 We will practice applying these techniques 156 00:12:49.381 --> 00:12:52.381 If you open the file I provided 157 00:12:54.531 --> 00:12:58.931 you will find the third composition, 158 00:12:58.931 --> 00:13:02.781 titled "Character Motion 1 Practice" 159 00:13:02.781 --> 00:13:09.681 Inside, you’ll see a PNG file of a wizard character 160 00:13:09.681 --> 00:13:19.781 This wizard character is holding a magic wand in one hand 161 00:13:21.531 --> 00:13:26.581 Since it's a single file, it's not separated into parts 162 00:13:28.281 --> 00:13:33.931 So we'll slightly adjust this single file 163 00:13:33.931 --> 00:13:39.631 to add a small motion to the wand-holding pose, 164 00:13:41.281 --> 00:13:45.975 creating a bit of movement 165 00:13:48.731 --> 00:13:53.131 We'll use the puppet pin tool for this 166 00:13:54.781 --> 00:13:57.581 Adjust the size and position accordingly, 167 00:13:57.581 --> 00:14:02.681 make sure the indicator is at zero, 168 00:14:02.681 --> 00:14:06.531 and confirm that the PNG file is selected 169 00:14:06.531 --> 00:14:10.132 Now go to the toolbar— not the pen tool, 170 00:14:10.132 --> 00:14:15.932 where's the puppet pin tool? it's at the very end—select it 171 00:14:15.932 --> 00:14:19.582 If you hold down the puppet pin tool for 1-2 seconds, 172 00:14:19.582 --> 00:14:21.882 the five functions we covered earlier 173 00:14:21.882 --> 00:14:25.332 will be displayed 174 00:14:29.482 --> 00:14:37.782 We will use the first, basic tool 175 00:14:37.782 --> 00:14:40.732 Set "mesh" to "show" 176 00:14:40.732 --> 00:14:43.582 so that you can clearly see the applied effect 177 00:14:44.282 --> 00:14:50.032 Set "expansion" to 3, 178 00:14:50.032 --> 00:14:53.332 and "density" to around 12 179 00:14:55.682 --> 00:15:03.132 This is a standard setting that 180 00:15:03.132 --> 00:15:06.582 makes the mesh clearly visible 181 00:15:06.582 --> 00:15:11.582 Place your cursor over the composition characte 182 00:15:12.932 --> 00:15:16.132 I'll describe the positions from my viewpoint 183 00:15:16.132 --> 00:15:20.982 The right arm is holding the magic wand 184 00:15:20.982 --> 00:15:24.432 So click on the shoulder 185 00:15:24.432 --> 00:15:27.782 As soon as you click, the mesh appears 186 00:15:27.782 --> 00:15:30.932 When the mesh appears, check the timeline, 187 00:15:30.932 --> 00:15:40.582 where you’ll see "mesh 1" created under the puppet effect 188 00:15:42.032 --> 00:15:47.132 Make sure to check this Let's do it again 189 00:15:48.382 --> 00:15:55.882 I placed a pin on the left shoulder from my viewpoint 190 00:15:58.532 --> 00:16:04.582 Then, on the leg—though it's not clearly visible, let’s call it the thigh 191 00:16:04.582 --> 00:16:16.932 place puppet pins on both the right and left thighs 192 00:16:17.682 --> 00:16:21.583 Once you've placed the pins, let's check 193 00:16:22.783 --> 00:16:26.783 Press shortcut key "U" to view them, 194 00:16:26.783 --> 00:16:31.833 and you will see all the puppet pins you've placed 195 00:16:35.383 --> 00:16:41.475 So you can confirm that you've selected four pins so far 196 00:16:47.433 --> 00:16:53.283 The position values are active at zero 197 00:16:53.283 --> 00:16:56.333 This means it's ready to move 198 00:16:57.983 --> 00:17:03.233 Now, with the wizard PNG file still selected, 199 00:17:03.233 --> 00:17:10.033 hold down the puppet pin tool in the toolbar again for 1-2 seconds 200 00:17:10.033 --> 00:17:13.083 select the "puppet advanced pin tool" 201 00:17:13.083 --> 00:17:17.183 Let’s try using this advanced tool 202 00:17:18.433 --> 00:17:20.483 Where should we place it? 203 00:17:27.583 --> 00:17:35.633 Place one on the neck 204 00:17:38.883 --> 00:17:42.883 Where else should we place a center point? 205 00:17:42.883 --> 00:17:46.683 Place another pin in the center of the torso 206 00:17:49.583 --> 00:17:56.683 Then, place one on the knee 207 00:18:03.333 --> 00:18:06.983 To ensure they are properly placed, press "U" 208 00:18:06.983 --> 00:18:12.183 and keep checking them for accuracy 209 00:18:15.133 --> 00:18:16.983 double-check everything 210 00:18:18.433 --> 00:18:24.583 Now, place one more pin on the elbow of the wand-holding arm 211 00:18:24.583 --> 00:18:27.225 Check again to make sure it's placed correctly 212 00:18:35.584 --> 00:18:37.434 How many pins do we have in total? 213 00:18:37.434 --> 00:18:51.134 Make sure you've applied a total of nine puppet pins 214 00:18:52.184 --> 00:18:54.634 Because if you lose track of how many you’ve placed, 215 00:18:54.634 --> 00:19:01.884 later on, it will be difficult to manage them 216 00:19:01.884 --> 00:19:07.534 and may cause confusion when adding expressions 217 00:19:12.934 --> 00:19:17.534 Now, let’s add some movement 218 00:19:22.634 --> 00:19:26.234 Switch from the puppet pin tool 219 00:19:26.234 --> 00:19:31.384 to the selection tool ("V") and adjust the rotation slightly 220 00:19:33.984 --> 00:19:36.784 First, place the indicator at zero 221 00:19:38.184 --> 00:19:42.684 Adjust the default pose slightly 222 00:19:43.934 --> 00:19:47.984 and observe how it responds 223 00:19:47.984 --> 00:19:51.534 Check how it changes in the composition panel 224 00:19:54.034 --> 00:20:00.184 When I placed a pin on the neck, Puppet Pin 5 was activated 225 00:20:00.184 --> 00:20:04.184 Adjusting the value slightly to the negative made the head tilt 226 00:20:06.584 --> 00:20:10.984 Try placing a pin on the knee as well 227 00:20:17.284 --> 00:20:20.884 Check how many pins you have placed 228 00:20:22.034 --> 00:20:25.684 You can adjust the numerical values in the timeline, 229 00:20:25.684 --> 00:20:30.084 but you can also move them directly in the composition panel, 230 00:20:30.084 --> 00:20:33.834 and the changes will be applied instantly 231 00:20:34.634 --> 00:20:39.284 Try moving the shoulder as well 232 00:20:39.284 --> 00:20:46.385 to understand how the pinned areas change with movement 233 00:20:46.385 --> 00:20:50.635 This helps you determine how to apply motion properly 234 00:20:50.635 --> 00:20:53.935 Once you get a sense of it, 235 00:20:53.935 --> 00:21:00.935 move the indicator to 10 frames like I did 236 00:21:03.835 --> 00:21:11.485 Now, let’s make immediate adjustments in the composition panel 237 00:21:11.485 --> 00:21:15.685 The current display shows the default pose 238 00:21:15.685 --> 00:21:22.235 We’ll make the head tilt slightly while moving the wand-holding arm 239 00:21:22.235 --> 00:21:28.185 Let's animate it accordingly 240 00:21:28.185 --> 00:21:34.535 Make sure the indicator is set at 10 frames, not zero 241 00:21:34.535 --> 00:21:39.035 Move each joint slightly 242 00:21:39.035 --> 00:21:49.675 By doing so, create a subtle distortion in the body 243 00:22:04.535 --> 00:22:11.635 I realized that adding pins to the wand and hand 244 00:22:11.635 --> 00:22:15.435 would make the motion appear much more natural, 245 00:22:15.435 --> 00:22:21.835 so I added two more pins 246 00:22:22.535 --> 00:22:27.735 But be careful when placing these pins 247 00:22:27.735 --> 00:22:33.035 If you place them at 10 frames, the starting position will change 248 00:22:33.035 --> 00:22:39.585 That’s why, at 0 frames, 249 00:22:39.585 --> 00:22:42.535 you must set a keyframe (diamond) 250 00:22:42.535 --> 00:22:47.285 Only then will the motion be properly created 251 00:22:47.285 --> 00:22:51.536 Since we're animating only from 0 to 10 frames 252 00:22:53.036 --> 00:22:57.636 having just one keyframe won’t generate motion 253 00:22:57.636 --> 00:23:00.786 You must set two keyframes 254 00:23:00.786 --> 00:23:03.736 for the motion to occur 255 00:23:04.186 --> 00:23:07.336 If you placed a puppet pin but 256 00:23:07.336 --> 00:23:10.086 it doesn’t move, 257 00:23:10.086 --> 00:23:15.236 check if you have two keyframes in the timeline 258 00:23:15.236 --> 00:23:21.086 Ensure that none are missing 259 00:23:25.686 --> 00:23:27.136 How does it look, everyone? 260 00:23:27.136 --> 00:23:35.186 The body tilts slightly as the hand holding the wand shakes, right? 261 00:23:35.836 --> 00:23:45.836 Even with 2D graphic animation characters, 262 00:23:45.836 --> 00:23:49.436 just small body movements like this 263 00:23:50.436 --> 00:23:57.086 combined with background, weather, and other motions 264 00:23:57.086 --> 00:24:02.536 can create an adorable animation 265 00:24:03.036 --> 00:24:08.086 Even without separately divided arms, legs, or faces 266 00:24:08.086 --> 00:24:19.675 you can still create a puppet-like animation 267 00:24:21.786 --> 00:24:25.286 Actively use the puppet pin tool 268 00:24:25.286 --> 00:24:30.136 to create character animations 269 00:24:31.736 --> 00:24:41.736 Now, let's open the "Character Motion 2" practice 270 00:24:43.436 --> 00:24:46.086 This is the fourth composition 271 00:24:46.086 --> 00:24:49.736 Unlike before, this one includes a background 272 00:24:49.736 --> 00:24:53.836 The character is an AI file 273 00:24:53.836 --> 00:24:57.136 This character has a lot of layers 274 00:24:57.436 --> 00:25:00.836 The layers include the mouth, right eye, left eye 275 00:25:00.836 --> 00:25:07.487 right leg, left leg, head, and so on 276 00:25:08.437 --> 00:25:14.637 This was imported as separate AI file footage 277 00:25:14.637 --> 00:25:16.687 If you look at the project panel, 278 00:25:17.337 --> 00:25:22.837 you can see the names of the separated AI files, 279 00:25:22.837 --> 00:25:27.787 and they have been placed in the timeline panel as they are 280 00:25:29.887 --> 00:25:32.637 Right-click in the project panel, 281 00:25:32.637 --> 00:25:39.587 select "Import - File," and you'll see "avocado.ai" 282 00:25:39.587 --> 00:25:44.587 This avocado AI file contains all the separated layers 283 00:25:45.637 --> 00:25:49.787 If you import these separated layers directly 284 00:25:50.937 --> 00:25:54.987 they will all be imported at once 285 00:25:54.987 --> 00:25:58.037 So, do not import it as a composition 286 00:25:58.037 --> 00:26:03.087 Instead, import it as footage first 287 00:26:03.087 --> 00:26:05.987 If you want to import it as a composition, select "Create Composition" 288 00:26:05.987 --> 00:26:07.887 This allows you to bring them in all at once 289 00:26:07.887 --> 00:26:10.537 But since we need them separated, 290 00:26:10.537 --> 00:26:13.237 import them as "Footage" and click "Import" 291 00:26:14.587 --> 00:26:22.387 The moment you click Import, it asks how you want to bring in the file 292 00:26:22.387 --> 00:26:28.587 Here, you have the options: Merged Layers and Choose Layer 293 00:26:28.587 --> 00:26:30.987 We will select Choose Layer 294 00:26:30.987 --> 00:26:34.987 So we will choose a specific layer 295 00:26:34.987 --> 00:26:41.987 You can see options like eye R, eye L, mouth, and head 296 00:26:42.937 --> 00:26:51.137 We will select "head" to make it visible 297 00:26:51.137 --> 00:26:53.387 There are also options like "circle" and "background" 298 00:26:53.387 --> 00:27:01.087 Let's choose "Head" 299 00:27:02.487 --> 00:27:07.437 After clicking OK, you will see in the project panel 300 00:27:07.437 --> 00:27:11.187 that only the "head.ai" file has appeared 301 00:27:11.187 --> 00:27:15.838 Double-clicking it will show the footage in the composition panel 302 00:27:15.838 --> 00:27:17.538 Now, close it again 303 00:27:18.188 --> 00:27:20.988 This way, you can import separated layers one by one 304 00:27:20.988 --> 00:27:24.438 and work on them individually 305 00:27:25.438 --> 00:27:26.788 Let's try it one more time 306 00:27:26.788 --> 00:27:31.788 Right-click - Import - File, then select "avocado" 307 00:27:31.788 --> 00:27:34.538 Next, under "Import As," 308 00:27:34.538 --> 00:27:39.788 choose "Footage" for importing 309 00:27:39.788 --> 00:27:43.188 This time, we will select "Merged Layer" 310 00:27:43.188 --> 00:27:47.338 Now, the "avocado.ai" file appears as a whole 311 00:27:47.338 --> 00:27:49.638 It is displayed as footage 312 00:27:50.138 --> 00:27:54.138 If you want to import everything at once, 313 00:27:54.138 --> 00:27:58.338 just use "Merged Layer" 314 00:27:58.338 --> 00:28:00.638 If you want to import it as a composition, 315 00:28:00.638 --> 00:28:02.588 you can bring it in as a composition 316 00:28:02.588 --> 00:28:07.988 It will be automatically converted, and the icon will no longer be an AI file 317 00:28:07.988 --> 00:28:11.288 Instead, it will have a composition icon 318 00:28:11.288 --> 00:28:14.038 This will appear instantly 319 00:28:15.238 --> 00:28:17.888 So when importing AI files, 320 00:28:17.888 --> 00:28:22.188 you can either separate them, merge them, 321 00:28:22.188 --> 00:28:28.388 or bring them in as a composition 322 00:28:29.738 --> 00:28:31.888 Make sure to use this knowledge frequently 323 00:28:31.888 --> 00:28:37.788 Now, let's check these multiple layers in the project panel 324 00:28:37.788 --> 00:28:40.988 We can also see them in the timeline panel 325 00:28:41.888 --> 00:28:48.488 The order of layers is crucial in such cases 326 00:28:48.488 --> 00:28:51.288 What is the topmost layer? 327 00:28:52.188 --> 00:28:57.138 Most likely, it's the eyes and mouth 328 00:28:57.838 --> 00:29:02.838 If the star, 329 00:29:02.838 --> 00:29:04.638 which is the background, 330 00:29:04.638 --> 00:29:09.388 gets moved to the top layer, 331 00:29:09.388 --> 00:29:13.938 it will cover the character's appearance 332 00:29:13.938 --> 00:29:16.338 What does this tell us? 333 00:29:17.688 --> 00:29:20.638 The topmost layer in the timeline 334 00:29:20.638 --> 00:29:27.139 is also the top layer in the composition 335 00:29:28.439 --> 00:29:34.039 That’s why repeated practice is important 336 00:29:34.739 --> 00:29:37.039 Since repetition is key, 337 00:29:37.039 --> 00:29:41.439 let's place pins on these separated layers again 338 00:29:45.189 --> 00:29:47.839 We will add pins once more 339 00:29:47.839 --> 00:29:50.739 Let's start with the basic pin 340 00:29:53.739 --> 00:29:56.239 What should we do before placing the pins? 341 00:29:56.239 --> 00:30:03.239 You need to decide where to place the pins in the timeline panel 342 00:30:08.339 --> 00:30:12.289 Once you’ve decided where to place them, 343 00:30:12.289 --> 00:30:16.839 you can proceed with pinning 344 00:30:16.839 --> 00:30:21.889 From my perspective, let’s start with the left leg 345 00:30:23.639 --> 00:30:28.639 Place a pin on "leg L" 346 00:30:28.639 --> 00:30:34.889 Let’s place five pins—one, two, three, four, five 347 00:30:36.089 --> 00:30:41.989 After placing the pins, the mesh will appear 348 00:30:41.989 --> 00:30:45.889 What was the shortcut? Press "U" like I did to open it 349 00:30:45.889 --> 00:30:51.139 When you press "U," you can see that five puppet pins have been placed 350 00:30:51.139 --> 00:30:56.239 Likewise, the position is now activated 351 00:30:57.239 --> 00:31:00.139 You can confirm that the position is active 352 00:31:00.139 --> 00:31:02.239 Shall we apply it right away? 353 00:31:02.239 --> 00:31:11.039 Move the indicator to 10 frames and adjust the motion directly in the composition panel 354 00:31:11.039 --> 00:31:15.589 Let’s move the pins to create motion 355 00:31:16.089 --> 00:31:23.839 Try moving it in the direction you want 356 00:31:24.739 --> 00:31:28.139 I aimed to create a slight jumping motion 357 00:31:28.139 --> 00:31:31.689 To check the results, move the indicator 358 00:31:31.689 --> 00:31:36.840 and observe how it changes 359 00:31:37.590 --> 00:31:44.890 Now, let's do the same for "leg R" 360 00:31:44.890 --> 00:31:48.490 Let’s apply the same adjustments to the right leg 361 00:31:48.490 --> 00:31:54.690 Select it and place five puppet pins 362 00:31:58.490 --> 00:32:00.190 Why isn’t it moving? 363 00:32:01.590 --> 00:32:03.990 This is a very important point 364 00:32:03.990 --> 00:32:07.140 If you move the indicator back and forth, 365 00:32:07.140 --> 00:32:11.440 you won’t know exactly when the pin was placed 366 00:32:11.440 --> 00:32:14.340 That’s why you must check carefully before proceeding 367 00:32:17.540 --> 00:32:22.590 So, reset the indicator to 0 frames and place five pins again 368 00:32:22.590 --> 00:32:26.490 And if you press "U," you can see the pins are placed 369 00:32:26.490 --> 00:32:28.540 Next, you just need to move them 370 00:32:28.540 --> 00:32:36.240 Move it to 10 frames so that it jumps along with the left foot 371 00:32:36.240 --> 00:32:40.340 Adjust it this way 372 00:32:53.440 --> 00:32:56.390 Check it using the indicator 373 00:33:02.790 --> 00:33:07.440 Now, you can see the playful foot movement 374 00:33:07.440 --> 00:33:13.890 Just moving the feet alone might be boring, so let's animate the arms too 375 00:33:16.640 --> 00:33:22.190 Since the legs have more bending points, we placed five pins 376 00:33:22.190 --> 00:33:28.340 For the arms, we will place only three pins on the left side 377 00:33:28.940 --> 00:33:30.890 Three pins have been placed 378 00:33:31.790 --> 00:33:36.340 Make sure to place them at 0 frames; don’t get confused 379 00:33:36.340 --> 00:33:41.390 Then, move the indicator to 10 frames 380 00:33:42.690 --> 00:33:45.291 Now, adjust the hand position 381 00:33:47.741 --> 00:33:53.391 Make it look as natural as possible 382 00:33:53.391 --> 00:33:58.341 Adjust it carefully, and if it looks good, 383 00:34:05.491 --> 00:34:08.991 place three pins on the right arm as well 384 00:34:08.991 --> 00:34:17.041 Don’t place them at 10 frames, go back to 0 frames first 385 00:34:19.341 --> 00:34:25.091 Then, apply subtle movement at 10 frames 386 00:34:25.641 --> 00:34:28.741 Make sure it doesn’t look awkward 387 00:34:28.741 --> 00:34:35.541 Tweak it carefully to maintain smooth movement 388 00:34:35.541 --> 00:34:40.691 Since this is a character animation, it doesn’t have to look hyper-realistic 389 00:34:40.691 --> 00:34:45.641 You can approach it in a more exaggerated or humorous way 390 00:34:45.641 --> 00:34:49.391 Now, the motion has been applied like this 391 00:34:51.941 --> 00:35:00.391 So far, we've animated the arms and legs quite a bit 392 00:35:00.941 --> 00:35:02.941 But it still looks a bit plain 393 00:35:05.191 --> 00:35:08.991 Where else can we add movement? 394 00:35:12.591 --> 00:35:18.241 Adding small movements to various elements 395 00:35:18.241 --> 00:35:23.491 makes the animation feel more realistic 396 00:35:23.891 --> 00:35:28.991 Let’s animate the eyeballs a bit 397 00:35:36.791 --> 00:35:42.791 We’ll only adjust the position of the eyes Let’s start with the left eye 398 00:35:42.791 --> 00:35:48.741 Under "Transform," set the current position at 0 frames 399 00:35:48.741 --> 00:35:53.191 Move to 10 frames and rotate the eyeball 400 00:35:53.191 --> 00:35:56.342 The Y-axis doesn’t need much movement 401 00:35:56.342 --> 00:36:02.492 Just move it along the X-axis 402 00:36:02.492 --> 00:36:07.892 A small arrow will appear over the numbers when you move them 403 00:36:07.892 --> 00:36:12.242 Make sure to watch for that 404 00:36:12.242 --> 00:36:15.942 Drag to move the position 405 00:36:15.942 --> 00:36:18.992 Dragging lets you adjust it quickly 406 00:36:18.992 --> 00:36:21.792 You don’t have to manually input numbers 407 00:36:23.792 --> 00:36:26.142 It applies automatically 408 00:36:26.142 --> 00:36:29.892 Once done, move the indicator back to 0 frames 409 00:36:31.492 --> 00:36:35.592 Now, set the default position for the right eye 410 00:36:35.592 --> 00:36:38.592 Move it sideways along the X-axis 411 00:36:39.892 --> 00:36:42.842 Now, the eyeball movement is complete 412 00:36:46.542 --> 00:36:51.692 It looks much cuter with the eyes moving 413 00:36:52.642 --> 00:36:54.642 Now, here’s what we’ll do next 414 00:36:54.642 --> 00:36:59.942 If we only use puppet pins, it might look too stiff 415 00:36:59.942 --> 00:37:03.592 So, we’ll apply one of the effects I introduced earlier 416 00:37:03.592 --> 00:37:10.642 In the right effects panel, search for "Wave Warp" 417 00:37:10.642 --> 00:37:14.192 For those using Korean, search for "파도 비틀기" 418 00:37:14.192 --> 00:37:18.492 Drag and apply it to the mouth 419 00:37:18.492 --> 00:37:21.342 Then, in the upper left effect control panel, 420 00:37:21.342 --> 00:37:24.992 you’ll see adjustment options 421 00:37:26.342 --> 00:37:31.392 You can check the various attributes of the Wave Warp effect 422 00:37:31.392 --> 00:37:35.392 First, move the indicator back to 0 frames 423 00:37:36.642 --> 00:37:45.342 Set the wave height to 3 424 00:37:45.342 --> 00:37:54.892 Adjust the width accordingly, around 65 425 00:37:54.892 --> 00:38:01.742 Set the direction to about 60 426 00:38:01.742 --> 00:38:05.793 Now, you can see it moving in a wavy motion 427 00:38:05.793 --> 00:38:09.893 Now, the lips have animation too 428 00:38:13.793 --> 00:38:19.243 We’re almost done. While it would be great to animate everything, 429 00:38:20.793 --> 00:38:25.693 the head is the only part that remains static 430 00:38:25.693 --> 00:38:31.193 Let’s add slight movement to the head as well 431 00:38:31.193 --> 00:38:35.543 Under "Transform," go to "Position" 432 00:38:38.343 --> 00:38:42.593 Since the arms and legs are moving, set the head’s position at 0 frames too 433 00:38:42.593 --> 00:38:49.043 Move it slightly along the X-axis by dragging 434 00:38:49.043 --> 00:38:50.843 A little rotation would also be nice 435 00:38:50.843 --> 00:38:54.243 Set the rotation keyframe at 0 frames 436 00:38:54.243 --> 00:38:57.143 Rotate it slightly 437 00:38:57.143 --> 00:39:00.143 Don’t rotate too much—just a subtle twist 438 00:39:00.693 --> 00:39:04.493 The eyes look a bit too hollow now 439 00:39:04.493 --> 00:39:07.943 Let’s move the eyes slightly to fix that 440 00:39:11.493 --> 00:39:13.993 Although the hollow eyes give a fun effect 441 00:39:15.893 --> 00:39:20.093 adjusting them a bit 442 00:39:20.093 --> 00:39:25.343 will make the character look more polished 443 00:39:25.343 --> 00:39:27.293 Where are the eyes? 444 00:39:31.443 --> 00:39:33.393 In the "R" section 445 00:39:33.393 --> 00:39:37.193 When modifying, always make sure to click the diamond keyframe 446 00:39:37.193 --> 00:39:39.243 That ensures the existing keyframe is edited 447 00:39:39.243 --> 00:39:41.943 If you don’t, a new keyframe will be created instead 448 00:39:41.943 --> 00:39:44.593 So, to avoid confusion, 449 00:39:44.593 --> 00:39:47.843 just like I did, make sure to select the diamond you want to edit 450 00:39:47.843 --> 00:39:51.393 before making any modifications 451 00:39:51.393 --> 00:39:57.143 Now, the movement looks really cute 452 00:39:59.493 --> 00:40:02.543 Now, we want this movement 453 00:40:02.543 --> 00:40:05.393 to be applied repeatedly 454 00:40:05.393 --> 00:40:10.343 So, we’ll add an expression 455 00:40:11.793 --> 00:40:17.943 First, we will apply it to "leg L" 456 00:40:17.943 --> 00:40:20.143 We will apply it to the left leg 457 00:40:20.143 --> 00:40:24.894 There should be a knee section in "leg L." 458 00:40:26.794 --> 00:40:31.794 If you expand Puppet Pins 1 to 5, 459 00:40:36.394 --> 00:40:41.244 find Puppet Pin 2’s position value 460 00:40:41.244 --> 00:40:45.544 Hold "Alt" and click the position stopwatch 461 00:40:45.544 --> 00:40:48.744 and then type in loopOut(“pingpong”) 462 00:40:48.744 --> 00:40:50.244 Make sure to type it exactly as shown 463 00:40:50.244 --> 00:40:59.294 The "O" in "loopOut" must be capitalized, 464 00:40:59.294 --> 00:41:01.794 and "pingpong" must be enclosed in double quotes 465 00:41:01.794 --> 00:41:04.944 for the motion to loop correctly 466 00:41:04.944 --> 00:41:09.894 Now, the left foot moves repeatedly 467 00:41:12.644 --> 00:41:19.044 With this movement set, 468 00:41:22.994 --> 00:41:28.094 select both diamond keyframes in position 469 00:41:30.244 --> 00:41:48.444 and apply "Easy Ease" 470 00:41:49.994 --> 00:41:55.044 So, select the two diamond keyframes 471 00:41:56.844 --> 00:42:02.644 and press "F9" to create a smooth transition 472 00:42:06.594 --> 00:42:10.644 Now, let’s do the same for the right leg 473 00:42:12.844 --> 00:42:19.294 We will apply it to Puppet Pin 2 again 474 00:42:19.294 --> 00:42:23.194 Hold "Alt" and click the position stopwatch 475 00:42:23.194 --> 00:42:26.794 You can simply copy and paste it 476 00:42:26.794 --> 00:42:30.194 Type "loopOut" with a capital "O" 477 00:42:30.194 --> 00:42:35.245 and place "pingpong" inside double quotes 478 00:42:36.945 --> 00:42:40.095 Enter "loopOut(“pingpong”)" 479 00:42:40.095 --> 00:42:42.745 Then, apply "Easy Ease" in the same way 480 00:42:42.745 --> 00:42:46.795 Now, both the left and right feet should move the same way 481 00:42:48.595 --> 00:42:53.145 Since we did the legs, let’s also animate the arms 482 00:42:57.595 --> 00:43:09.145 Find the arm section and apply the same process 483 00:43:17.895 --> 00:43:22.395 You will see that three Puppet Pins have been applied 484 00:43:24.295 --> 00:43:33.695 Hold "Alt," click the position stopwatch, and copy-paste the expression 485 00:43:33.695 --> 00:43:37.545 Type "loopOut(“pingpong”)” and apply it to both keyframes 486 00:43:38.395 --> 00:43:42.545 Make sure it transitions smoothly 487 00:43:42.545 --> 00:43:59.545 We will apply it to just one arm first 488 00:44:02.795 --> 00:44:04.995 Apply "Easy Ease" 489 00:44:05.995 --> 00:44:12.045 Copy and paste it onto the other arm as well 490 00:44:12.045 --> 00:44:14.395 Apply "Easy Ease" again by pressing F9 491 00:44:15.645 --> 00:44:18.595 It’s done! Everything is now moving 492 00:44:18.595 --> 00:44:21.945 In this session, we explored the Puppet Pin tool 493 00:44:21.945 --> 00:44:26.445 and used it to create detailed character movements 494 00:44:26.795 --> 00:44:29.695 We also learned about expressions 495 00:44:29.695 --> 00:44:34.195 and used them to generate looping animations 496 00:44:34.845 --> 00:44:36.996 By utilizing the Puppet Pin tool 497 00:44:36.996 --> 00:44:39.946 you can animate various elements 498 00:44:39.946 --> 00:44:43.246 from illustrations or drawings 499 00:44:43.246 --> 00:44:45.496 and turn them into motion graphics 500 00:44:45.796 --> 00:44:49.996 Now, let’s summarize what we’ve learned today 501 00:44:49.996 --> 00:44:51.196 Thank you 502 00:44:51.846 --> 00:44:52.496 Understanding Puppet Pin Tool and Expressions 503 00:44:52.496 --> 00:44:53.096 Puppet Pin Tool: Adds pins to each layer to create detailed and localized movements 504 00:44:53.096 --> 00:44:53.746 A fundamental step in creating rigged animations 505 00:44:53.746 --> 00:44:54.346 Used for character animation to generate smooth motion 506 00:44:54.346 --> 00:44:54.996 Puppet Pin Tool Attributes Puppet Position Pin Tool, Puppet Starch Pin Tool 507 00:44:54.996 --> 00:44:55.596 Puppet Bend Pin Tool, Puppet Advanced Pin Tool, Puppet Overlap Pin Tool 508 00:44:55.596 --> 00:44:56.196 Expressions A function to create repetitive movements easily 509 00:44:56.196 --> 00:44:56.796 Wave Warp (파도 비틀기) Turbulent Displace (뒤틀기 변위) 510 00:44:56.796 --> 00:44:57.296 Character Animation Practice Applying the Puppet Pin Tool to a single PNG file 511 00:44:57.296 --> 00:44:57.796 Placing the Puppet Pin at desired points in the composition 512 00:44:57.796 --> 00:44:58.296 Press "U" to check the created Puppet Pins 513 00:44:58.296 --> 00:44:58.796 Move the indicator and adjust the Puppet Pins by dragging them in the composition panel 514 00:44:58.796 --> 00:44:59.296 Applying the Puppet Pin Tool to separated AI files 515 00:44:59.296 --> 00:44:59.796 Placing Puppet Pins at the desired points on the separated layers 516 00:44:59.796 --> 00:45:00.296 Applying small movements to all elements using the same method 517 00:45:00.296 --> 00:45:00.796 Applying Expressions 518 00:45:00.796 --> 00:45:01.296 After using the Puppet Pin Tool, hold "Alt" - activate "Position," then type loopOut(“pingpong”) 519 00:45:01.296 --> 00:45:01.796 Make sure to use the correct capitalization and symbols Apply "Easy Ease"