WEBVTT 1 00:00:04.475 --> 00:00:08.925 Realistic Basics - Character Animation with Background Duik Bassel Script and Expression 2 00:00:23.675 --> 00:00:26.625 Hello everyone, this is your instructor, Choi Ji-won 3 00:00:26.625 --> 00:00:30.175 In this session, we will cover character animation with a background 4 00:00:30.425 --> 00:00:33.475 and discuss Duik Bassel script and expressions 5 00:00:33.475 --> 00:00:35.375 We will explore these topics in detail 6 00:00:35.375 --> 00:00:37.825 Today's lesson will first cover 7 00:00:37.825 --> 00:00:40.225 installing the Duik Bassel script 8 00:00:40.225 --> 00:00:43.275 and practicing its functionality 9 00:00:43.275 --> 00:00:45.625 to use scripts in After Effects 10 00:00:45.625 --> 00:00:49.425 for creating rigged animations 11 00:00:49.425 --> 00:00:53.625 Secondly, we will practice creating a walk cycle animation 12 00:00:53.625 --> 00:00:55.725 to make the animation more realistic and polished 13 00:00:55.725 --> 00:00:58.675 focusing on creating high-quality rigging animations 14 00:00:58.675 --> 00:01:02.675 Installing Duik Bassel Script 15 00:01:02.675 --> 00:01:06.775 First, we need to install the Duik Bassel script 16 00:01:06.775 --> 00:01:11.925 before we can use it 17 00:01:11.925 --> 00:01:15.625 So, open your web browse 18 00:01:15.625 --> 00:01:18.475 We need to access the website 19 00:01:18.475 --> 00:01:24.625 so follow along with me 20 00:01:24.625 --> 00:01:52.424 Type http://rainboxlab.org/tools/duik/ in your browser 21 00:01:55.324 --> 00:02:01.224 Here, we need to find where we can download it 22 00:02:01.224 --> 00:02:06.924 Click on the Download button in the middle of the page 23 00:02:06.924 --> 00:02:12.974 When you click Download, you will see Your contribution 24 00:02:12.974 --> 00:02:19.924 For those who wish to, you can make a donation 25 00:02:19.924 --> 00:02:26.174 But for now, click Done! Take me to my download 26 00:02:29.074 --> 00:02:32.224 Clicking this will take you to the next page 27 00:02:32.224 --> 00:02:38.224 Here, you will see options like Duik Angela, Duik API, and Old versions 28 00:02:38.224 --> 00:02:42.724 We need to download the old version 29 00:02:43.824 --> 00:02:46.574 You will see a line that says Starting with Bassel.2, 30 00:02:46.574 --> 00:02:51.074 all versions are available on Github 31 00:02:51.074 --> 00:02:53.674 Click on this option 32 00:02:54.274 --> 00:03:00.824 If you scroll down, you will mostly see Duik Angela 33 00:03:00.824 --> 00:03:07.774 But here, we have Duik Bassel.2 Update 30 34 00:03:08.574 --> 00:03:13.174 Click on Assets below it 35 00:03:13.174 --> 00:03:15.724 You will see a file named Duik Bassel 36 00:03:15.724 --> 00:03:18.974 Click on it to download 37 00:03:19.974 --> 00:03:24.924 If you click it, it will say that the download has been completed 38 00:03:24.924 --> 00:03:31.324 Double-click the file to extract it 39 00:03:31.324 --> 00:03:36.674 Extract the files to your desktop 40 00:03:38.174 --> 00:03:44.424 Inside this folder, go to Script UI 41 00:03:44.424 --> 00:03:47.474 Select both files inside 42 00:03:48.424 --> 00:03:55.574 Since we will use them both, press Ctrl + C to copy 43 00:03:55.574 --> 00:04:05.624 Go to Local Disk (C:) - Program Files - Adobe 44 00:04:05.624 --> 00:04:12.324 Then navigate to Adobe - Adobe After Effects 2023 45 00:04:12.324 --> 00:04:16.824 and go further into Support Files 46 00:04:16.824 --> 00:04:21.724 Inside Support Files, find Scripts 47 00:04:26.674 --> 00:04:36.524 Inside Scripts, go into ScriptUI Panels 48 00:04:36.524 --> 00:04:44.074 Here, paste the copied files 49 00:04:44.074 --> 00:04:51.024 I already have them, but you should paste them here 50 00:04:51.473 --> 00:04:53.673 We have one more step 51 00:04:55.973 --> 00:05:00.323 Copy Duik Bassel.2 by pressing Ctrl + C, then go to Local Disk (C:) 52 00:05:00.323 --> 00:05:04.123 Navigate to Program Files - Adobe 53 00:05:04.123 --> 00:05:10.523 Then go to Adobe After Effects 2023 - Support Files 54 00:05:10.523 --> 00:05:20.823 Paste it inside Scripts - ScriptUI Panels, and the installation is complete 55 00:05:21.423 --> 00:05:25.423 Implementing Rigging Animation 56 00:05:26.723 --> 00:05:34.323 First, let's import the AI file and start working 57 00:05:34.323 --> 00:05:38.623 Press Ctrl + N 58 00:05:39.023 --> 00:05:46.923 Name it Flower Woman 59 00:05:52.723 --> 00:05:57.773 Since we are animating, set the duration to 5 seconds 60 00:05:57.773 --> 00:06:01.773 Too many features can slow down performance 61 00:06:01.773 --> 00:06:05.423 Inside Flower Woman, press Ctrl + I 62 00:06:05.423 --> 00:06:10.473 You should see the Flower Woman AI file 63 00:06:10.473 --> 00:06:12.373 We will import this AI file 64 00:06:12.373 --> 00:06:15.373 Double-click it, and set the import type to Footage 65 00:06:15.373 --> 00:06:19.573 Do not select Create Composition 66 00:06:19.573 --> 00:06:21.673 When you double-click, you will see Footage 67 00:06:21.673 --> 00:06:25.173 Instead of Merged Layers, choose Choose Layer 68 00:06:25.173 --> 00:06:29.323 Select and import Right Arm, Body, Head, Left Leg, Right Leg, Left Arm, and Background 69 00:06:29.323 --> 00:06:33.073 You need to import them one by one 70 00:06:33.073 --> 00:06:38.023 I have imported them all You should now see Right Arm 71 00:06:38.023 --> 00:06:40.423 Select Right Arm immediately 72 00:06:40.423 --> 00:06:51.523 Go to Import - File, and bring in Body 73 00:06:51.523 --> 00:06:59.623 Then press Ctrl + I again and import Head 74 00:06:59.623 --> 00:07:06.923 Next, import Left Leg 75 00:07:11.823 --> 00:07:15.023 Then, import Right Leg 76 00:07:22.823 --> 00:07:25.473 Now, import Left Arm 77 00:07:25.473 --> 00:07:32.723 Finally, import Background 78 00:07:32.723 --> 00:07:37.123 As you go through Import, bring in all layers like this 79 00:07:37.123 --> 00:07:41.923 I don’t have any unnecessary files 80 00:07:41.923 --> 00:07:44.173 You should have created the Flower Woman composition 81 00:07:44.923 --> 00:07:48.523 Right Arm, Body, Head, Left Leg, Right Leg, and Left Arm 82 00:07:48.523 --> 00:07:52.423 Check that everything has been imported correctly 83 00:07:52.423 --> 00:08:00.123 We will be doing a lot of work in the timeline today 84 00:08:00.123 --> 00:08:07.872 So, focus carefully to follow along 85 00:08:09.722 --> 00:08:16.622 Before using Duik Bassel, we will set up Puppet Pins 86 00:08:16.622 --> 00:08:23.422 Click Right Arm first and select the Puppet Pin Tool 87 00:08:35.172 --> 00:08:42.322 Place four pins at the shoulder, elbow, wrist, and hand 88 00:08:42.322 --> 00:08:49.672 After placing those four pins, let's apply Puppet Pins to the Body 89 00:08:49.672 --> 00:08:59.122 Place pins on the neck and waist 90 00:08:59.122 --> 00:09:01.272 and leave the Head as it is 91 00:09:01.272 --> 00:09:07.422 Next, we are going to place pins on Left Leg 92 00:09:07.422 --> 00:09:13.722 Place pins on the hip, knee, and ankle 93 00:09:13.722 --> 00:09:19.172 Do the same for Right Leg 94 00:09:19.672 --> 00:09:22.622 Place pins on the hip, knee, and ankle 95 00:09:23.972 --> 00:09:29.472 Now, select Left Arm 96 00:09:30.422 --> 00:09:36.472 Place pins at the shoulder, elbow, wrist, and hand 97 00:09:37.322 --> 00:09:39.022 Leave the Background as it is 98 00:09:39.972 --> 00:09:47.672 Now, we have placed all the Puppet Pins at the joints 99 00:09:47.672 --> 00:09:53.222 Next, go to the Window menu 100 00:09:53.222 --> 00:09:56.422 Scroll down to find what we downloaded 101 00:09:56.422 --> 00:10:00.272 and you should see Duik Bassel 2.jsx 102 00:10:00.272 --> 00:10:04.572 If it's not checked, click on it to enable it 103 00:10:04.922 --> 00:10:09.122 If it’s already checked, that means it's enabled 104 00:10:09.122 --> 00:10:13.472 so make sure it is checked 105 00:10:14.422 --> 00:10:17.472 This will make the Duik Bassel panel appear 106 00:10:17.472 --> 00:10:20.122 Ensure that it is running properly 107 00:10:23.272 --> 00:10:30.522 Once the panel appears, we will proceed with rigging 108 00:10:30.522 --> 00:10:34.122 In the Rigging section, you will see a middle section 109 00:10:34.122 --> 00:10:37.122 The middle section is called Links & Constraints 110 00:10:37.122 --> 00:10:39.072 You need to click on it 111 00:10:39.072 --> 00:10:46.022 Do not click anything else—just this 112 00:10:47.222 --> 00:10:54.422 First, we will create controllers 113 00:10:54.422 --> 00:11:00.222 We will use Add Bones and Auto-rig & IK 114 00:11:00.222 --> 00:11:03.172 This will create bones and controllers 115 00:11:03.172 --> 00:11:05.672 Here’s how we will do it 116 00:11:05.672 --> 00:11:09.672 Let's start with the Right Leg 117 00:11:10.272 --> 00:11:14.471 In the Timeline Panel, select Right Leg 118 00:11:15.171 --> 00:11:19.571 Once selected, you will see the Puppet Pins we placed 119 00:11:19.571 --> 00:11:22.621 There should be a Mesh Let's open it 120 00:11:23.421 --> 00:11:29.721 Expand Deform, and you will see three Puppet Pins 121 00:11:29.721 --> 00:11:39.271 Press Ctrl and select all three 122 00:11:39.271 --> 00:11:44.821 Select the three pins for hip, knee, and ankle 123 00:11:44.821 --> 00:11:48.121 With these selected, 124 00:11:48.121 --> 00:11:52.821 go to the Duik Bassel panel and click Add Bones 125 00:11:53.671 --> 00:11:57.971 Now, a bone structure has been created for the leg 126 00:11:57.971 --> 00:12:02.621 You can see the bone structure in the Composition Panel 127 00:12:02.621 --> 00:12:06.821 It appears as pins placed on the leg 128 00:12:06.821 --> 00:12:10.221 Make sure to check if it has been applied correctly 129 00:12:10.221 --> 00:12:13.771 You will see a pushpin-shaped icon 130 00:12:13.771 --> 00:12:16.921 If it's not visible because it is behind something 131 00:12:16.921 --> 00:12:22.321 Click the Solo button to make it visible 132 00:12:22.321 --> 00:12:26.471 You can use this to check if it's correctly applied 133 00:12:29.321 --> 00:12:32.971 Next, after creating the bone structure 134 00:12:32.971 --> 00:12:38.271 We need to create a central controller 135 00:12:38.271 --> 00:12:45.971 For the three bones we just created 136 00:12:45.971 --> 00:12:49.521 You will see three Puppet Pins labeled B 137 00:12:49.521 --> 00:12:51.571 Select all three 138 00:12:51.571 --> 00:12:56.671 Hold Ctrl and select them in order 139 00:12:58.621 --> 00:13:07.721 Let’s select them in this order: ankle, knee, and hip 140 00:13:07.721 --> 00:13:09.971 Just follow this sequence 141 00:13:09.971 --> 00:13:17.071 Selecting in the order of ankle, knee, hip will make it easier to manage 142 00:13:17.071 --> 00:13:19.421 Once selected, make sure all three 143 00:13:19.421 --> 00:13:22.771 you must select the ones before the # symbol 144 00:13:22.771 --> 00:13:30.321 With them selected, click Auto-rig & IK 145 00:13:30.321 --> 00:13:34.521 Now, you will be able to see that a controller is generated 146 00:13:34.521 --> 00:13:37.121 Check the Composition Panel 147 00:13:37.121 --> 00:13:39.971 In the Timeline Panel, you will see a C indicating the controller 148 00:13:39.971 --> 00:13:45.471 You will see the controller displayed 149 00:13:45.471 --> 00:13:50.455 Now, the controller has been created 150 00:13:52.121 --> 00:14:00.821 We will now apply the same process to the left leg, left arm, and right arm 151 00:14:00.821 --> 00:14:10.971 following the same steps, let's do it again 152 00:14:12.571 --> 00:14:15.321 We just finished the right leg 153 00:14:15.321 --> 00:14:17.571 Now, let’s open Left Leg 154 00:14:17.571 --> 00:14:22.671 Go to the Left Leg AI file, then navigate to Puppet to Mesh1 155 00:14:22.671 --> 00:14:26.620 Expand Deform, and you will see three Puppet Pins 156 00:14:26.620 --> 00:14:31.320 Select all three and create Bones for each of them 157 00:14:31.320 --> 00:14:35.370 Clicking Add Bones will generate the bones 158 00:14:35.370 --> 00:14:37.620 At the same time, 159 00:14:37.620 --> 00:14:43.270 three bones will be created in the Left Leg 160 00:14:43.270 --> 00:14:48.220 Select them in order and click Auto-rig & IK 161 00:14:50.970 --> 00:14:55.120 Now, a controller has been generated for the Left Leg 162 00:14:55.120 --> 00:14:58.170 Controllers will always appear at the top 163 00:14:58.170 --> 00:15:00.120 So now, this controller is linked to 164 00:15:00.120 --> 00:15:03.720 both the Right and Left Legs 165 00:15:05.370 --> 00:15:10.670 If you've done this part correctly, now let's do the arms 166 00:15:10.670 --> 00:15:15.020 We will start with the Right Arm 167 00:15:15.020 --> 00:15:21.920 Expand Puppet - Mesh and you will see four Puppet Pins in Deform 168 00:15:21.920 --> 00:15:26.570 Hold Ctrl and select all four in order 169 00:15:26.570 --> 00:15:35.020 Click Add Bones, and four bones will be created for the Right Arm 170 00:15:36.670 --> 00:15:42.020 Now, select all four bones in order again 171 00:15:42.020 --> 00:15:44.055 Generate the controller 172 00:15:44.570 --> 00:15:49.420 Click Auto-rig & IK, and you will see the Right Arm Controller appear at the top 173 00:15:49.420 --> 00:15:53.120 Now, we have created three controllers 174 00:15:54.770 --> 00:16:00.270 What's next? It's the Left Arm 175 00:16:00.770 --> 00:16:07.120 Open the Left Arm, then navigate to Puppet - Mesh1 - Deform 176 00:16:07.120 --> 00:16:13.320 Select all four Puppet Pins in order 177 00:16:13.320 --> 00:16:16.970 Click Add Bones again 178 00:16:16.970 --> 00:16:20.820 You will see four bones appear immediately 179 00:16:20.820 --> 00:16:25.220 Select all four bones in order again 180 00:16:25.220 --> 00:16:28.320 Click Auto-rig & IK to create the controller 181 00:16:29.570 --> 00:16:35.520 We've created a lot of controllers so far 182 00:16:35.520 --> 00:16:40.070 Now, we have finished rigging the main moving parts: both arms and legs 183 00:16:40.070 --> 00:16:45.920 We should also add rigging to the Body 184 00:16:45.920 --> 00:16:50.970 Since we have limited time 185 00:16:50.970 --> 00:16:55.820 Go to Puppet - Mesh1 and then Deform 186 00:16:55.820 --> 00:16:58.420 How many did we make earlier? We made 2 187 00:16:58.420 --> 00:17:01.170 Select both 2 Puppet Pins 188 00:17:02.170 --> 00:17:05.420 Hold Ctrl and select both 189 00:17:05.420 --> 00:17:07.370 Then click Add Bones 190 00:17:08.670 --> 00:17:14.170 Now, two Bones will be created for the Body 191 00:17:14.170 --> 00:17:21.720 Hold Ctrl and select both bones 192 00:17:21.720 --> 00:17:25.820 Finally, click Auto-rig & IK 193 00:17:25.820 --> 00:17:28.970 Check if the body controller has been created 194 00:17:32.020 --> 00:17:37.205 We quickly set up the controller 195 00:17:37.919 --> 00:17:42.169 Since there are so many files, 196 00:17:42.169 --> 00:17:45.719 It might be confusing 197 00:17:45.719 --> 00:17:49.419 If you get confused, take your time and review each step 198 00:17:49.419 --> 00:17:55.069 We have repeatedly used Add Bones and Auto-rig & IK 199 00:17:55.069 --> 00:18:04.819 to create controllers 200 00:18:04.819 --> 00:18:08.719 Keep this in mind 201 00:18:09.269 --> 00:18:21.219 Now, we will work around the central controller (C) 202 00:18:21.219 --> 00:18:26.269 We will use this central controller 203 00:18:26.269 --> 00:18:31.369 to connect other parts of the model 204 00:18:31.369 --> 00:18:35.869 so that they move naturally together 205 00:18:37.269 --> 00:18:41.669 We will begin this process now 206 00:18:43.219 --> 00:18:46.019 What you have to press is 207 00:18:47.469 --> 00:18:55.869 the Create Controllers icon which looks like a hand icon 208 00:18:55.869 --> 00:18:58.919 Click on this icon 209 00:18:58.919 --> 00:19:02.119 This means we are creating a new controller 210 00:19:02.119 --> 00:19:07.169 A list of different controllers will appear 211 00:19:07.169 --> 00:19:14.819 Select the fourth icon 212 00:19:14.819 --> 00:19:18.419 Once selected, in the Composition Panel 213 00:19:18.419 --> 00:19:24.169 a similar icon will appear 214 00:19:24.169 --> 00:19:29.219 At the same time, in the Timeline Panel, 215 00:19:29.219 --> 00:19:33.569 you will see Body Puppet Pin 2 created 216 00:19:34.569 --> 00:19:40.169 Now, where is the central part of the body? 217 00:19:40.769 --> 00:19:45.869 At the pelvis, all the joints meet 218 00:19:45.869 --> 00:19:49.719 Move the controller to the pelvis 219 00:19:49.719 --> 00:19:56.119 in the Composition Panel 220 00:19:57.569 --> 00:20:02.919 Make sure it is positioned in the center 221 00:20:02.919 --> 00:20:11.269 To avoid confusion, rename it in the Timeline Panel 222 00:20:11.269 --> 00:20:15.169 Let’s name it Pelvis 223 00:20:17.819 --> 00:20:22.619 Name it C_Pelvis 224 00:20:23.269 --> 00:20:28.819 Now, using the Pelvis as the center 225 00:20:30.769 --> 00:20:38.169 we will check the bones in the body 226 00:20:38.169 --> 00:20:43.219 In the body section, there is a neck bone 227 00:20:43.219 --> 00:20:46.469 In the two body layers, click Solo 228 00:20:46.469 --> 00:20:50.018 to check where the neck pin is located 229 00:20:50.018 --> 00:20:55.968 Select this pin and parent it to the Pelvis controller 230 00:20:57.468 --> 00:21:01.918 We are connecting it to the Pelvis so it moves smoothly 231 00:21:01.918 --> 00:21:10.018 Next, find the waist bone in the body layer 232 00:21:10.018 --> 00:21:13.568 and connect it as well 233 00:21:13.568 --> 00:21:17.968 The waist bone in the body 234 00:21:17.968 --> 00:21:21.468 should be connected to the Pelvis controller 235 00:21:21.968 --> 00:21:24.868 Next, where is another major joint? 236 00:21:25.618 --> 00:21:30.118 The shoulders in the arms 237 00:21:30.118 --> 00:21:32.368 Let's start with the Right Arm 238 00:21:32.368 --> 00:21:34.618 Open the Right Arm layer 239 00:21:34.618 --> 00:21:40.868 You will see a pin selected at the top 240 00:21:40.868 --> 00:21:42.818 Click Solo to check if it's correct 241 00:21:42.818 --> 00:21:48.918 If this is the shoulder, we will connect it 242 00:21:48.918 --> 00:21:54.418 Once you finish the Right Shoulder, do the Left Shoulder 243 00:21:54.418 --> 00:22:00.668 From the four bones in the Left Arm 244 00:22:00.668 --> 00:22:03.418 find the shoulder pin 245 00:22:03.418 --> 00:22:07.118 Once you find it, click Solo to check 246 00:22:07.118 --> 00:22:09.418 Parent it to the Pelvis Controller 247 00:22:11.418 --> 00:22:18.968 Now that we've connected it to the Pelvis, where else should we connect? 248 00:22:19.568 --> 00:22:21.918 We’ve already connected the shoulders, body, and waist 249 00:22:21.918 --> 00:22:30.568 Now, let’s connect the hip area to the legs 250 00:22:31.818 --> 00:22:34.918 We previously placed a pin on the left leg’s hip area 251 00:22:35.868 --> 00:22:41.168 This one seems right. Connect it to the pelvis controller 252 00:22:41.818 --> 00:22:44.218 Now it’s linked to the pelvis 253 00:22:44.218 --> 00:22:51.218 Since we did the left leg, let’s do the right leg 254 00:22:51.218 --> 00:22:54.518 Let’s check if it's the correct pin, no, that’s not it 255 00:22:54.518 --> 00:22:56.718 Ah, here’s the correct hip pin 256 00:22:58.618 --> 00:23:01.618 Once you find it, connect it to the pelvis 257 00:23:02.268 --> 00:23:06.418 and the main joints in the skeleton should move together 258 00:23:06.418 --> 00:23:09.618 To ensure everything moves with the pelvis, 259 00:23:09.618 --> 00:23:12.368 we must link the controllers properly 260 00:23:12.368 --> 00:23:17.168 That’s why we connected everything to the pelvis controller 261 00:23:18.268 --> 00:23:26.568 Now, we don’t need to touch the bones anymore 262 00:23:26.568 --> 00:23:32.068 That’s because everything will move using the controllers 263 00:23:32.068 --> 00:23:36.518 First, let’s focus on the controllers 264 00:23:36.518 --> 00:23:44.868 From the top, let’s only check layers 1 to 6 265 00:23:46.468 --> 00:23:52.068 We need to set the position values for these controllers 266 00:23:52.718 --> 00:23:56.168 Here’s how we’ll set them up 267 00:23:56.168 --> 00:23:59.568 Let’s open the Duik Bassel panel 268 00:23:59.568 --> 00:24:07.717 Inside the Duik Bassel panel, 269 00:24:07.717 --> 00:24:15.417 click on Settings 270 00:24:15.417 --> 00:24:21.617 Inside Settings, find the third tab, labeled User Interface 271 00:24:21.617 --> 00:24:26.967 The User Interface is currently set to Standard 272 00:24:26.967 --> 00:24:33.617 Click on it, and you’ll see Rookie as an option 273 00:24:33.617 --> 00:24:40.867 Most people will have it set to Rookie mode 274 00:24:40.867 --> 00:24:46.117 Switch it back to Standard mode 275 00:24:46.117 --> 00:24:52.617 Click Apply Changes to confirm 276 00:24:53.067 --> 00:24:57.067 It will switch to a different view 277 00:24:57.067 --> 00:25:00.917 If it doesn’t change, click Back 278 00:25:00.917 --> 00:25:03.817 to return to the original screen 279 00:25:04.867 --> 00:25:11.717 Now, go back to Rigging mode 280 00:25:11.717 --> 00:25:16.367 Click on Rigging in the Duik Bassel panel 281 00:25:18.617 --> 00:25:22.367 Select the controller layers 282 00:25:22.367 --> 00:25:29.167 How many are there? select all 6 of them by holding Shift 283 00:25:29.167 --> 00:25:34.517 Once selected, go to the middle section of Rigging 284 00:25:34.517 --> 00:25:39.767 Click Links & Constraints 285 00:25:39.767 --> 00:25:45.067 Scroll down in the panel 286 00:25:45.067 --> 00:25:49.667 and find the Zero button, click it 287 00:25:50.367 --> 00:25:55.717 Now, all position attributes will 288 00:25:55.717 --> 00:25:58.967 be set to zero 289 00:26:00.817 --> 00:26:07.867 Now, we’ll create a walk cycle animation from here 290 00:26:07.867 --> 00:26:15.167 Let’s start with the right leg, expand the C_RightLeg layer 291 00:26:15.167 --> 00:26:17.317 Collapse the Contents section for now 292 00:26:17.317 --> 00:26:28.067 In Transform, add keyframes for Position and Rotation 293 00:26:28.067 --> 00:26:33.367 Start at 0 seconds, then move frame by frame 294 00:26:34.267 --> 00:26:39.305 We’ll set keyframes every second since the animation is 5 seconds long 295 00:26:40.767 --> 00:26:45.367 Let’s add four keyframes 296 00:26:46.517 --> 00:26:55.167 First, slightly adjust the position values 297 00:27:02.417 --> 00:27:12.817 Move the rotation and position values together, and when you adjust them 298 00:27:20.117 --> 00:27:27.216 you’ll start to see how the movement should look 299 00:27:28.666 --> 00:27:31.766 From here on, 300 00:27:35.166 --> 00:27:39.816 instead of numerical values, 301 00:27:39.816 --> 00:27:41.916 you’ll need to adjust the pins manually 302 00:27:41.916 --> 00:27:48.016 Make sure the movement looks natural 303 00:27:49.516 --> 00:27:57.116 It’s easier if you animate both legs together 304 00:27:57.116 --> 00:28:01.016 Let’s expand the left leg as well 305 00:28:01.016 --> 00:28:06.566 Set Position and Rotation keyframes at 0 seconds 306 00:28:42.466 --> 00:28:45.916 Adjust them so the movement feels smooth 307 00:28:45.916 --> 00:28:51.566 Copy and paste these keyframes 308 00:28:59.216 --> 00:29:02.916 From this point, watch carefully with your eyes 309 00:29:02.916 --> 00:29:05.716 and create a walking movement 310 00:29:07.016 --> 00:29:10.216 Then, copy and paste the motion 311 00:29:19.316 --> 00:29:26.066 At the mid-step, the foot should slightly move back 312 00:29:26.066 --> 00:29:29.916 Move it back a little more here 313 00:29:37.766 --> 00:29:45.116 Click the keyframe indicator and adjust the movement 314 00:29:46.316 --> 00:29:49.216 If one foot moves back, the other should move forward 315 00:30:07.166 --> 00:30:09.966 Keep adjusting the walk cycle like this 316 00:30:09.966 --> 00:30:17.916 Can we add another step? Yes, we can 317 00:30:27.138 --> 00:30:30.738 Now, we have created a walking motion 318 00:30:31.818 --> 00:30:35.668 Now, let’s animate the arms to match the legs 319 00:30:35.668 --> 00:30:49.438 In Transform, add keyframes for Position and Rotation for the arms 320 00:30:49.438 --> 00:30:53.038 set Position and Rotation keyframes for the right arm too 321 00:30:53.918 --> 00:31:06.689 When the right arm moves, don’t adjust the Y-axis 322 00:31:06.689 --> 00:31:12.555 As the right arm moves back, the left arm should move forward 323 00:31:13.555 --> 00:31:25.255 Then, when they move back again, the right arm moves forward 324 00:31:59.215 --> 00:32:08.569 When moving forward, the left arm should rotate backward 325 00:32:15.720 --> 00:32:17.290 If you set Rotation to 1 326 00:32:29.470 --> 00:32:34.555 Actually, don’t set Rotation to 1, keep it at 0 327 00:32:38.415 --> 00:32:51.355 For a natural look, let’s move the right arm forward first 328 00:32:53.715 --> 00:32:58.915 Make sure it looks smooth 329 00:32:58.915 --> 00:33:06.815 Now, repeat this motion 330 00:33:11.115 --> 00:33:18.915 Adjust the design until it looks fluid 331 00:33:18.915 --> 00:33:23.315 Since the arms are done, let’s add a bit of movement to the torso 332 00:33:23.315 --> 00:33:25.815 Collapse the Contents section for the torso 333 00:33:25.815 --> 00:33:30.815 In Transform, add keyframes for Position and Rotation 334 00:33:30.815 --> 00:33:43.714 At 0 seconds, make a slight upward motion 335 00:33:48.364 --> 00:33:57.214 Move slightly forward, and when lifting, move slightly backward 336 00:33:57.214 --> 00:33:59.414 Repeat this cycle 337 00:34:07.405 --> 00:34:11.655 The body should also have a slight movement 338 00:34:11.655 --> 00:34:13.964 The animation might stutter a bit 339 00:34:17.014 --> 00:34:27.014 We need to loop all keyframed movements 340 00:34:34.414 --> 00:34:40.764 To do this, hold Alt and click the Position stopwatch 341 00:34:40.764 --> 00:34:56.764 As we did before, type loopOut("pingpong") 342 00:34:58.964 --> 00:35:01.514 You must add this expression 343 00:35:01.514 --> 00:35:05.314 Copy it as we’ll use it repeatedly 344 00:35:15.514 --> 00:35:20.464 Press F9 to create smooth motion 345 00:35:20.464 --> 00:35:23.814 Do the same for Rotation, hold Alt and click 346 00:35:23.814 --> 00:35:31.764 Paste the expression, apply Easy Ease, and the motion will be smoother 347 00:35:32.264 --> 00:35:40.414 Again, Alt + click on Position, paste, and apply Easy Ease 348 00:35:40.414 --> 00:35:43.314 Alt + click Rotation, 349 00:35:43.314 --> 00:35:46.514 add loopOut("pingpong"), and apply Easy Ease 350 00:35:48.564 --> 00:35:51.814 This step must be repeated 351 00:35:51.814 --> 00:36:03.114 Alt + click Position - loopOut("pingpong") - Easy Ease 352 00:36:03.564 --> 00:36:14.564 Repeat Alt + loopOut("pingpong") - Easy Ease 353 00:36:18.214 --> 00:36:27.364 For the left leg, Alt + click Position - loopOut("pingpong") 354 00:36:27.364 --> 00:36:31.454 Select everything and apply Easy Ease 355 00:36:34.064 --> 00:36:39.264 Final step: Alt + click Position - loopOut("pingpong") 356 00:36:39.264 --> 00:36:42.664 Then, Alt + click Rotation - loopOut("pingpong") 357 00:36:42.664 --> 00:36:46.304 Finally, select all and press F9 358 00:36:47.914 --> 00:36:59.663 Now, the motion looks much more natural 359 00:36:59.663 --> 00:37:04.363 Let’s animate the background Where is it? 360 00:37:04.363 --> 00:37:07.713 The background is on the last layer 361 00:37:07.713 --> 00:37:11.913 Expand the background layer 362 00:37:11.913 --> 00:37:14.763 We will only modify the Position value 363 00:37:14.763 --> 00:37:19.763 Add one Position keyframe 364 00:37:19.763 --> 00:37:25.763 Move it forward along the X-axis 365 00:37:25.763 --> 00:37:32.263 Make sure it moves forward until the animation ends 366 00:37:32.263 --> 00:37:36.213 Adjust the X-axis Position 367 00:37:36.763 --> 00:37:40.963 To create a scrolling effect, it should move backward continuously 368 00:37:44.213 --> 00:37:46.654 Let’s preview how it looks 369 00:37:52.013 --> 00:37:54.363 It’s a bit too fast 370 00:37:59.713 --> 00:38:04.954 To slow it down, we need to adjust the values 371 00:38:14.913 --> 00:38:19.313 Match the background speed to the walking speed 372 00:38:19.313 --> 00:38:21.463 Modify the Position keyframes 373 00:38:21.463 --> 00:38:24.913 Make sure it syncs with the character’s walk cycle 374 00:38:25.363 --> 00:38:28.663 For the background, Alt + click Position 375 00:38:30.613 --> 00:38:36.454 Apply loopOut("pingpong") to create a seamless loop 376 00:38:37.663 --> 00:38:42.563 Now, our flower woman is walking smoothly on a flower path 377 00:38:50.963 --> 00:38:55.463 To make human movement more natural 378 00:38:55.463 --> 00:38:57.413 you need to adjust the small details 379 00:38:57.413 --> 00:39:01.763 Modify the Rotation values for the pinned joints 380 00:39:01.763 --> 00:39:05.013 If you animate the face and neck too 381 00:39:05.013 --> 00:39:09.163 the animation will feel even more lifelike 382 00:39:09.763 --> 00:39:18.013 If you add too many effects, the software might lag 383 00:39:18.013 --> 00:39:25.013 So, try to keep your animations short 384 00:39:26.213 --> 00:39:31.413 A shorter duration is better for performance 385 00:39:31.413 --> 00:39:37.213 This is a smart workflow 386 00:39:37.213 --> 00:39:41.013 That wraps up our practice session 387 00:39:41.013 --> 00:39:44.363 Today, we used Duik Bassel scripts to create 388 00:39:44.363 --> 00:39:47.063 a fully rigged character animation 389 00:39:47.063 --> 00:39:50.113 We also created a walk cycle animation 390 00:39:50.113 --> 00:39:51.913 and used expressions 391 00:39:51.913 --> 00:39:55.663 to generate looping movements and background motion 392 00:39:55.913 --> 00:40:00.613 It might seem a bit complicated, but by following each step carefully 393 00:40:00.613 --> 00:40:03.163 using the Duik Bassel script 394 00:40:03.163 --> 00:40:06.612 we structured the skeleton and rigged the character 395 00:40:06.612 --> 00:40:10.362 to create more detailed and natural animations 396 00:40:10.362 --> 00:40:13.462 I hope this lesson helped you understand the process 397 00:40:14.012 --> 00:40:18.212 Now, let’s summarize what we’ve learned before wrapping up 398 00:40:18.212 --> 00:40:19.562 Thank you 399 00:40:19.862 --> 00:40:21.362 Installing Duik Bassel Script 400 00:40:21.362 --> 00:40:22.862 Installation http://rainboxlab.org/tools/duik/ 401 00:40:22.862 --> 00:40:24.412 Download: Duik Bassel.2 Update 30 402 00:40:24.412 --> 00:40:25.962 Move the downloaded files to: Program Files - Adobe 403 00:40:25.962 --> 00:40:27.462 Adobe After Effects 2023 > Support Files > Scripts > ScriptUI Panels 404 00:40:27.462 --> 00:40:28.112 Rigging Animation Implementation 405 00:40:28.112 --> 00:40:28.762 Import AI files as Footage (Choose Layer) 406 00:40:28.762 --> 00:40:29.412 Apply the Puppet Position Pin Tool on individual layers 407 00:40:29.412 --> 00:40:30.112 Links & constraints Use "Add Bones" to create a skeletal structure 408 00:40:30.112 --> 00:40:30.762 Apply "Auto-rig & IK" to generate controllers 409 00:40:30.762 --> 00:40:31.462 Create controllers Move the new controller to the body's center, pelvis area 410 00:40:31.462 --> 00:40:32.112 Parent the major joints' bones to the pelvis controller 411 00:40:32.112 --> 00:40:32.812 Walk Cycle Animation 412 00:40:32.812 --> 00:40:33.462 Activate Position & Rotation keyframes in the Transform settings of each controller layer 413 00:40:33.462 --> 00:40:34.112 Adjust the puppet pins in the Composition Panel to create smooth Position and Rotation values 414 00:40:34.112 --> 00:40:34.762 Apply Expressions and Easy Ease to ensure fluid, looping motion