As you continue to develop your characters and build scenes, you may find you need more flexibility with your rigs. Let’s say you want a character to hold a prop but later need that hand free. Or perhaps you have multiple props, or phases – for example, for a hand – that you want to change when the production calls for it. Triggers and swap sets can handle these functions, and each function has different uses.
In this chapter, we will look at the following topics:
Once this chapter is complete, you will know how to add even more interactivity and flexibility to your Character Animator productions. With that said, let’s get going!
We will be using Character Animator along with the Chat with Chaz project file. Be sure to load up Version 3 from the History panel so you can follow along.
Props can mean many things, depending on your background and design philosophy. For this book, a prop will mean whatever item a character can hold or interact with.
Creating triggers for props is useful, as it allows us to evoke or trigger a prop into view when needed. We will use the keyboard, as it’s the most common device to control triggers.
First, in order to create a trigger, we will need to add at least one prop to our current rig. We can do this in one of two ways: editing the .psd in Photoshop or importing the props directly to the Character Animator file. Since we’ve edited the PSD already in previous chapters, let’s import a prop into the project. To do this, follow these steps:
Figure 7.1: The current state of the Project panel
Figure 7.2: The mug is imported but not in the right spot
Also note that we have a puppet, with the coffee cup image placed inside it.
Figure 7.3: The imported image automatically converts to a puppet with one layer, which is the image itself
Figure 7.4: We can adjust any layer during the design or animation process with the Layer Properties panel
As you make adjustments on the Properties panel, you will see the changes in real time on the Puppet panel:
Figure 7.5: Move and resize the mug to fit the front hand
Figure 7.6: Setting the origin point toward the hand will allow us to add different behaviors properly later on if we wish
With our prop properly placed in the rig, we can now set up a trigger.
In order to create a trigger, follow these steps:
Figure 7.7: The Triggers panel is currently blank
Figure 7.8: Clicking the coffee cup layer will allow us to focus on this layer’s triggers only
Figure 7.9: Right-clicking a layer reveals some useful options
Figure 7.10: The coffee cup layer now shows up in the Triggers panel
With the trigger set, we can test it out by going to the Record tab and pressing the C key. Note how pressing the key toggles the visibility of the cup.
Figure 7.11: Pressing C will reveal the mug
As it’s set up right now, we hid the mug until we press the C key. But what if you want to have the mug visible right away? Or perhaps you don’t want to hold down the C key to keep the mug on the screen. We can change these options within the Triggers panel:
Figure 7.12: The current state of our Project panel
So, what are swap sets and how do they compare to triggers? Let’s take a look at that next.
Triggers are binary, allowing for the layer assigned to be turned on or off. Swap sets allow us to switch or swap out different layers as we record. For this book’s project, we will set up a swap set to change our hand poses.
Since we grouped our hands when laying out the rig in Photoshop, we can set this up pretty easily:
Figure 7.13: Choosing Create Swap Set will automatically make the group layers swappable
The Triggers panel should now show F Hands with the three hand poses we organized below it.
Figure 7.14: A swap set lays out each asset in the group, allowing you to customize your keys
Don’t worry – the cup trigger is still present. We can access it again by clicking the coffee cup.png layer from the list. But for now, we are fine focusing on the swap set.
Swap sets allow us to set multiple triggers. In this case, let’s set the swap to the following:
Figure 7.15: A swap set lays out each asset in the group, allowing you to customize your keys
Before we go to the Record tab, let’s decide which hand pose we want to appear first.
Figure 7.16: You can also assign colors for your swap sets for easier organization
Figure 7.17: Combining triggers and swap sets can allow for some nice animation tricks
Now that we have some understanding of triggers and swap sets, let’s talk about some other uses for these two features.
In some cases, you may find creating a visual interface within Character Animator to be more beneficial when using swap sets or triggers. Luckily, we can trigger actions beyond using the keyboard, if desired.
Here’s how we can set up a visual interface for our swap sets:
Figure 7.18: We can easily generate controls with Add to Controls Panel
Figure 7.21: The Layout tab under Controls allows for a visual representation of your current triggers and swap sets
Figure 7.22: You can set up the Controls panel however you see fit
Press any of the keys on the keyboard. Doing so will light up the linked control, showing the connection.
Again, this is simply an optional extension to triggers. If you want to use just hardware, such as your keyboard, that’s fine. However, you may find a touch interface or other peripherals benefit from the Layout and Perform interface.
You can set up triggers and swap sets for any item in your Character Animator project. It’s impossible to cover every scenario that requires or benefits from these tools, and we will be using triggers and swap sets when we animate our little production. So, here is a list of ideas:
There are several other uses, but hopefully, these will give you some ideas, especially as we start to build our animated scene in this book.
Triggers and swap sets are great for turning assets on and off or swapping the state of one asset for another. They are mostly used for simple switches, such as hands, but other more advanced uses can be integrated. Also, be sure to take advantage of the Control panel if the keyboard controls are not working out for you.
Next, we will build on the concept of triggers by working with more facial features, as well as integrating head turns for even more control and immersion.
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