Dec 06, 2013
New video highlights George Kozmon's playful work
Nov 02, 2013
Cinematheque to show eight classic comedies by Ernst Lubitsch
Dec 02, 2013
Industrial design grad gives TEDx talk on creative play
Nov 08, 2013
2013 Fall Exhibition
about 4 hours ago via Facebook
Visit CIA's Reinberger Galleries this week for one last chance to explore the nature of art in four wildly different exhibitions: Richard Anuszkiewicz: Recent Work, Suzanne Treister: Hexen 2.0, James Nares: Street, and Arpita Singh: Men in Turmoil. Click below for more event details.
Dec 02, 2013
CIA's Contemporary Artist Index: 31,000 strong, and now easier to use than ever
Dec 10, 2013 @ Front Room Gallery in Cleveland, OH
Rush Limbo Exhibition
Nov 22, 2013
CIA wins UCI award for Euclid Avenue ArtBox project
Jan 13, 2014
34th annual Scholastic Art & Writing Exhibition
Dec 03, 2013
12/5-8: AT BERKELEY, A TOUCH OF SIN, PORTRAIT OF JASON & more!
Blog . Monster Manipulation
As an artist, and more specifically as an illustrator, I sometimes want to be able to see my work move. One tool that I find very helpful for that would be After Effects. I find this program very useful because I can take the character I created in Photoshop straight into after After Effects! One thing I will stress is that you want to have all of the different parts that will be animated on separate layers. You can import all of your various assets into After Effects once you've finished drawing them in Photohshop and begin to prepare them to be animated.
Once in After Effects, you can import the Photoshop file with your character, and you want to do so as a composition. Once you have the composition you can begin to use the Puppet Pin Tool. This is a handy too that will let you add points on your character that act like the joints on your body would. You are able to grab the points and move them around in order to animate your character. To do so you would just have to go to the specific part you want to animate, for mine I had my monsters left arm selected. After that I went:
Effects > Puppet > Mesh 1 > Deform
and then the pins will be displayed for that section of your character. Click the stop watch icon, so that whenever you move a pin it will record it on the time line as a shape key. After you have it the way you want it you can move down the timeline and record a new movement as a shape key. Once you have all your movements recorded you can go back in and refine the animation.
Quick tip! When parenting body parts, I connected all of the body parts to my character's torso so that if I move the torso then all the other body parts will move with it. This really came in handy for me because I had to move my monster to a new location for the second half of my animation. You can also import animation right into your After Effects file.
When exporting the file, try to use specific settings. You want to have it set to best settings, and most of the time the best file format to export to will usually be the H.264 .mov file. Another thing to remember is good file management. Keep everything you work on in the same folder somewhere on your computer where it's easy to access. If a file is moved to a new location, After Effects will not be able to find it. Have fun with it and don't be afraid to try new things!