Hey everyone this is Dave from the Adobe character
animator team and Firefly is adobe's AI tool that is allowing creative people all around the world
to just make some incredible new stuff and open up all sorts of new creative possibilities and
one of those creative possibilities is creating artwork for a character and then trying to figure
out a way to turn it into an animated character well there's no one button process to do that just
yet you could take a character that you've made in Ad
obe Firefly and then animate it using some basic
parameters so what we're going to do today in this tutorial is show you how to do exactly that we'll
start with a text prompt and then we will move into showing you how to make the eyes move the
mouth move the body and head move the arms move and even add little things like a sway tail uh for
the back for this Tiger character that we're going to make um hopefully it's helpful and we'll let
you bring your own AI Creations to life if that sound
s good to you let's get started all right
so let's start with the Adobe Firefly website and we're going to use text to image here so I
went to firefly.com and I'm going to click Text to image and I came up with this prompt earlier
that I'm just going to paste in here a cartoon tiger wearing a red shirt and blue pants isolated
on a green background let's go ahead and generate that and see what happens okay so we got some
pretty good results here I've got a couple that have a a few Tails here
or feet um in the back
that they didn't quite get it but overall I'm happy with the quality of how things are looking
and of course I could add more prompts um they have this new suggestions thing down here which
is great for or you know if you start typing it will give you suggestions of different ideas um
that might make things a little bit easier but for right now um I'm kind of liking this guy right
here down here so I'm going to click on to him and uh I'm going to go ahead and click s
hare and I'm
going to download him all right so I've opened up my character here in Photoshop and the problem
is this is a static flat image it's just one layer and in character animator we really want our
character separated into parts right so I want the pupils to be able to move I want the mouth to be
able to move I want uh you know not a background and all these different things and so I'm going
to have to do a little bit of Photoshop surgery to get this character even just doing some b
asic
movements and then moving on to some other stuff as well so let's first get rid of this background
so I could either do remove background or select subject I'm going to go to select subject down
here and this is going to give me a little more control see right here I noticed that the tail
wasn't completely selected as I wanted so I'm just going to use this um polygonal glasso Tool uh I'm
going to hold down shift as I click just to make sure I add this part in as well and now the tail
is part of that and so now with all of this uh selected I could uh either press delete and that's
going to get rid of my character but probably what I want to do is do the inverse instead so
I'm going to do this uh inverse selection here this little icon here and press delete and now
everything else has been deleted except for my character which is looking pretty good there's
a little artifact here I noticed so sometimes it's not going to be perfect so I'm just going
to use the erase tool t
o get rid of it but right now this character is looking pretty great like
now I've got an isolated character that's ready to go all right so the very first thing I want to
do is I want to separate the head from the body because I want the head to be its own separate
piece so what I'm going to do is again use my polygonal lasso tool over here and I'm going to
jump in here uh zoom in a little bit and I'm just going to get really close and try to do the best
job I can clicking and isolating in
g the head um there's a bunch of different methods you could
use to do this I mean Photoshop has right like a 100 different ways to do the exact same thing but
for me I've always liked the Precision that I get from this particular tool and uh I just kind of
want to get the head as a separate element that I can then put in my head group to be able to do
some more advanced stuff with so okay I'm going to click around now I've got kind of the the hardest
part was where it connects to the Head
uh connects to the body I should say now that that hit is
selected I'm going to press command x uh to uh get rid of it and then command shift V to paste it
in place and now what you'll see is over here I've got my head and my body as two isolated parts so
this is great so now my head is a piece that you know I could do rotations or other things with if
I wanted to and now for the body I probably want this to not be just a gap here I want to have a
little bit more to it so have something tha
t the head actually connects to so what I'm going to
do is just again using the pogon lasso tool do something like this and let's just use generative
fill to and without put prompt and just click generate and this is going to just add something
here in the background for me hopefully looking similar to this blue and red shirt now this is
normally going to be behind the head and so it's really not that super important like that this has
like skin colors here um because the head is going to b
e you know blocking most of that but just in
case it um you know this were to move around and rotate at least I've got something beneath it and
I can of course you know change the coloring to be orange or you know fit the character a little bit
better if I wanted to I'm going to go ahead and select my two layers here and I'm going to merge
layers rightclick them and put them together just so it's all together as one I don't need them as
separate layers usually in character diameter the more
we can simplify things the better okay so
let's get some basic structure happening over here now so I'm going to select the new uh group
uh and press it three times down here and we're going to call this plus tiger at the top remember
plus is kind of our uh secret code for making same independent and then I'm going to call this head
and body I'm going to put my head and body groups inside my main tiger group so now I've got a tiger
uh group that has head and body inside and now I'm just go
ing to put each of these pieces where they
belong so now the head group has the head and the body has the body and this is exactly what we
want for character animator to have these two separate pieces okay so with only doing this so
far without doing any other details I'm going to go ahead and save this and import into character
animator to see how it looks all right so I'm in a new character animator project I'm going to go
over here to file import I'm going to find that tiger PSD file and
import it in and then let's
go ahead with my tiger selected click this add to new scene button to bring it in okay so now
already I've got some head motion because the head group was called head and it's moving everything
but it's bringing the body along for the ride um I'm probably going to scale this character down a
little bit to fit a little bit better here using the scale in the transform area and uh now I kind
of want to just pin the feet to the ground and do some basic rigging stuff
so I'm going to go
ahead and double click on my tiger uh character over here so it brings me into rig mode and then
let select the head group and bring the uh origin down here just dragging it down to the neck where
it would connect and then for my body group I'm going to add the fixed handles down here the pin
tool and may me add just a couple of fixed handles over there let's try that going back to record
mode and now okay I have my character kind of moving back and forth and keeping the
feet pinned
to the ground now there's obviously things I want to do I don't like the tail just kind of staying
there I wish it had a little bit more movement I want the arms to be able to move I want the
eyes to move I want the mouth to move but hey as a start and if I just had like a background
character for example like I have a zoo scene and there's characters in the background this
might be enough to have you know just some basic movement for a character so uh you know within
5 10 min
utes something like that you can have a pretty easy moving static character for the
background but okay starting off with this this is a good start but let's head back to photoshop
to do a little more fine-tune uh surgery to get some other parts moving all right so let's start
with the head uh that's the most expressive part of a character so I really want this to to work
well and I'm going to focus on the eyes and the mouth as my main things I could do eyebrows and
you know other things as
well but for now those are kind of the two things I want to focus on
so let's start with the eyes um right now the eyes are part of the character and I kind of want
them to be their own uh thing so what I'm going to do is make sure this character is selected
here and I'm going to isolate out the eyes so let's go in here and again I'm just going to kind
of Select things and take this part of the bluish eyes or bluish green part of the eyes and I'm
going to select it here and I'm going to pr
ess command X on Mac control X on Windows and uh then
command shift V to paste it into place and so now I've got this basic eyeball um that's showing
showing up here now you probably noticed that there's like an outline that you can see around
this that doesn't look that great so what I'm going to do is Select this car this eye and press
uh command t on that control t on Windows to give it this free transform uh thing and then I'm just
going to make it a little bit bigger I'm holding down a
n option to make it move from the center
uh to make it a little bit better like that and let's go like that so now it's a little bit uh um
bigger than things but if I dragged it behind the eye it's going to look okay it's going to look
you know like it is its own individual piece all right let's take an isolated look at this eye and
I really the pupil is kind of looking weird right like I don't think this is the thing that I want
to actually have moving around so what I'm going to do is go
to my clone stamp tool over here and
I'm going to pick a nice size brush probably with a little bit of a blur to it on the edges and
let's bring this in and when I want to sample something if you've never used the Clone stamp
tool before I'm going to hold down option on Mac I believe it's alt on Windows and click a sample are
area and then move it and click in another area to kind of paste and I'm going to hold option again
and then do it a few times and I just kind of keep sampling with op
tion or alt and kind of breaking
out um you know in and painting over things until I feel like I have something that looks pretty
solid pretty good okay so this is looking like you know in the same style but he has kind of a
basic blank eye now and now I'm going to make a separate layer that's appear p and I'm going to
make this a little more cartoony I'm going to go ahead and make a new layer over here I'm going to
just make an ellipse tool let's make this uh black actually I'm going to go
by this black that's over
here so it fits the color scheme of the character a little bit better and let's just make kind of
an oval shape like this for this character's eye okay so something like that's looking pretty good
to me and I can of course make it bigger smaller add a highlight whatever I want to if I needed to
but that's looking good okay so now we've got uh the eyeball and the pupil so I'm going to call
this plus uh what side is this right pupil and then the right eyeball over h
ere and I'm going
to put both of these into a group called right I and probably want to be that a plus I um to
give it its own independence okay so now I've got one eye over here that is isolated and should
be working as expected now I probably want blink state for this as well right when the character
blinks um an easy way for me to do this might be to duplicate my eyeball layer I'm going to press
command J on Mac or contrl J on Windows I'm going to call this right blink I'm going to put i
t
above everything and then I'm going to double click on this and go to color overlay and instead
of this let's make it uh the white that we have here and hardlight looks okay I could try some
different ones and see if there's something that looks better but let's just stick with hard light
for now um you could try and see what works best for your character and now this will kind of be
the blink State and I probably also want like a line going through this or something like that so
I might
just pick a brush and you know do a really basic brush um that goes across to be like where
the eyes meet so something like that to make it look like the lids are closing and I might make
it a little ragged because that's what the rest of the character looks like and that's going to be
the blink state for this character obviously you could spend as much time or as little time as you
want on this but let's merge these two together I'm going to select them both and again uh merge
the layers
where is that merge layers here we go and it looks like it went over my naming so
I'm going to call it right blank here okay so that's the basic idea that I would do for the
eye I'm going to go ahead and speed through this for the second eye and uh move forward all right
so speeding through the process I now in my head group have a left plus left eye and plus Right
Eye Group each of these has three things inside of it a blink State a pupil and plus left pupil
or plus right pupil and an eyeb
all and so all of these are kind of looking through these cutouts
that I've made in the uh in the head and then these eyes are showing up behind it all right so
with that done let's save this and go to character animator and now I can immediately see that my
pupils are moving around as I look around with this character so this is looking pretty good and
I have my blink States as well uh showing up now I can fine-tune this if I feel like they're going
a little bit too far to the side I can g
o into my uh eye gaze over here and Camera strength is set
to 100 maybe I changed that to 75 or something like that and now they're not going all the way
to the edge they're going a little bit um in to the side of it and that's going to look a little
bit better so of course you can always fine-tune these different parameters but now my character
is really starting to come to life a little bit more right with the blinks and the pupil movements
I've got a little bit more expressiveness now th
e mouth this can potentially depending on the type
of character you have be a kind of tricky part right because um you know for a typical character
animator mouth you might go for one of our free resources uh so I'm just on the character Mater
examples page I click resources I can download this mouth pack that I could overlay over top of
my character but if I'm being honest I don't think that mouth is going to look really good just you
know superimposed on top of this character um I'm think
ing that the Nutcracker jaw might be a better
use for this particular character to have this jaw kind of move up and down now depending on your
character it might be different you might have a beak or you know a fish with a side view uh you
know I could do 20 tutorials and over 20 different types of mouth shapes but for this particular
character that has an open expression like this I think the Nutcracker jaw is going to be the best
way to go so again I'm going to do a little bit of Photosh
op surgery here I've got my main head part
here here I'm just going to take out the body for a second so I can see this a little bit better and
I'm going to take the bottom jaw and I'm going to cut it out again using the polygonal lasso tool
um to be its own jaw layer so let's go ahead and cut this out going around the edges trying to
get as best I can and then closing it at the end and that's looking pretty good so I'm going to
press command X on macrol x on Windows and then um press comma
nd shift V or uh control shift V on
Windows to paste it into place so now what I've done is isolated this jaw now this by itself looks
terrible this is not looking that great right so what I want to do is put it behind first the um in
my layers group I want my head in front of it I'm going to call this plus jaw um and that's going to
automatically tag it as a jaw when it comes back into character animator and now what I want to do
is kind of extend this a little bit more and uh so when it c
omes down it's going to be uh you know
not as uh not as isolated not have a gap showing up behind it so what I can do with this is again
with the edge here I'm just going to kind of go up and around something like this and let's go
around the edge like this and I could just like paint this black if I really wanted to but I'm
just going to use our friend generative Phil here and try this as a starting point to see if it gets
me kind of close Okay so that looks pretty good um I'm going to pla
y around with my variations over
here and see if one looks a little bit better oh I like this one a lot better because it's darker and
I think as I move these you know in the character talking I probably want um this to be uh looking
darker in the background so I might play around with some uh clone stamping to make this look
darker uh and more consistent but for now and our purposes I think this is looking pretty good
um and so what I'm going to do is combine these these two again merge th
em by selecting them both
and going to merge layers and we're going to again call this plus jaw okay now you'll notice as it's
moving if I get to a certain threshold I might see some gaps over here and I don't want that so
to isolate that I'm just going to make an extra layer over here that's just plain black so I'm
just going to go here and around and we're just going to fill that in with a paint bucket tool and
make that black and now when my jaw moves up and down and it you know kind of
goes a little bit too
far it's going to be okay um it's going to look all right so let's start it in a decent position
something like this maybe like that as it starting position is looking pretty good to me uh let's
bring the body back in let's save and let's go into character animator so something is happening
by default as I'm talking the mouth is moving up and down um based on lip sync jaw movement and
this is set by by selecting my character going into the lip sync parameter over here
and changing
jaw movement so right now it said to 100% if I change this to 50 it's going to be a little bit
more subtle so this is actually looking pretty good like this is looking better than I thought I
kind of forgot that this was going to happen when I brought it in um so this is actually looking
pretty nice however it is a little bit more stilted right it's kind of as I say a word the
thing the the jaw is kind of just warping from place to place and uh maybe not looking as as
fluid as
I might want so I could do uh go into let's change this jaw movement to uh to zero
actually not negative 397 what am I doing here and let's go back into rig mode for my character
and at the top level here I'm going to add a new Nutcracker jaw behavior and so coming back in this
is already looking a lot smoother so as it's it's moving up and down as I'm talking and right now
I have both camera input and audio input uh as as um methods of bringing it in as inputs I could
turn this off and ma
ke it you know just audio for example so now just the audio movement is
happening and it doesn't care about my camera jaw movement at all and then I can change the audio
flappiness parameter by the way great property name audio flappiness I mean what other product
has an audio flappiness it it's I love it okay so let's change this and I can make this really high
but then the jaw might look a little too detached and again if I make it too small then it's going
to be or negative even it's goi
ng to be too subtle so I like starting with 100% that's looking pretty
good and depending on my mic setup and what I'm doing I might want to move that a little bit more
or less to make my character come to life a little bit more or less all right now that I'm pretty
happy with how the head is looking I'm going to move on to the body and uh the two things I want
to deal with here are the arms number one and then this tail giv a little bit of Dynamic movement
to it so again depending on what
character you create yours might look totally different but
that's okay I think the same basic principles May apply to different things you want to be able
to drag or move around all right so I'm going to collapse the head group here and I'm just going to
have the body and what I'm going to do is isolate each of the arms typically I want my arms to be
their own separate parts so let's go ahead and select this and what I'm going to do is go to the
arm and kind of make an area like this aroun
d the arm where I think it would basically be connecting
to the shoulder uh area so something like this it's not perfect but it's going to be close enough
okay so let's again cut this out command X on Mac control X on Windows and then command shift V on
Mac or control shift V on Windows to paste it into place now again you see the faint line that shows
up here I'm just going to press right a couple of times to uh move that out of the way and then
because this arm's going to kind of twist an
d move I may want something behind it to be you know the
rest of the shirt so I'm going to do my typical thing where I'm just going to kind of make a space
here around the shirt area and let's connect that let's make sure it's on this layer here and let's
do a generative fill and this should fill in that shirt area behind my arm okay so now we got this
kind of extra area here and then my arm can show over top of that so that's looking pretty good now
this arm's going to give me a little bit
trouble because because it is uh currently in kind of
a weird state where it's on the hip and we know with character animator characters typically you
want them to be more in an ash shaped position so I'm going to have to do a little bit more uh
to make this one work but I think I can do it so let's go ahead and select my character again
uh the body group and I'm going to again select start selecting my character and now I'm going to
go in with more fine detail around where I think this ha
nd would be this claw it kind of looks like
he's almost wearing gloves like he doesn't have claws so maybe I would add claws later on but
okay that's looking pretty good and then let's go around and maybe something like this is how I
would want it to connect okay same sort of story command X to take it out um there's a little bit
of extra stuff here that I can erase I don't need and then command shift V to put it in write a
couple times okay so the first thing is let's fill in these gaps th
at we've got over here so
so I'm going to take uh this area uh where the basically the the pants are and this area here
I'm just going to add a little bit of an extra bump uh around it something like this okay and
that's looking good let's do generative fill for both of these generate okay and I can play around
with different variations but overall this first one is looking great I'm going to go ahead and
merge this with this body and call it BG again I just uh select things and you can do
merge
layers or press command e on Mac or contr E on Windows okay so now we've got our two uh and let's
actually do this as well for the other one so now I've got three layers I've got my background my
one arm and my other arm now to get this arm and that outstretched a position like I want I'm going
to select it and go to edit puppet warp what this is going to do is put kind of this Warp all around
uh my arm and so what I could do is put two points at least I'm going to put three points ac
tually
and then drag this out like this and basically what I'm doing is determining where this thing is
going to bend and how it's going to bend so maybe something like this and you can add more points
if you want to to add more points where you can uh you know add things um but overall I'm feeling
good about how this is looking I'm going to remove that one I held an option over top of something
to click to get rid of it but that didn't look very good so let's try that and something like
t
hat is looking pretty good pretty okay so let's press enter it's never going to be 100% perfect
um but overall this is looking better than what I had before now there is a bit of a uh you know
very clear divide here where the arm is connecting because as I twist things the pixels aren't going
to line up as well so to make that look a little bit better I'm going to go to my erase tool and
just kind of erase a little bit here um on some of these areas just to make it blend in a little
bit bet
ter um and you'll notice like this isn't lining up exactly right either so I might take
my arm and just kind of move it in a little bit until it feels right and you can kind of finesse
this as you want but overall that's looking pretty good to me um how it looks I might this looks a
little bit too bent now actually so I might come in here and like kind of shave off some part
of the arm here uh some something like that to make it look a little bit more um like what I'm
wanting and maybe come
in a little bit here as well so if you're doing this kind of puppet warp
thing you might just need to finesse it a little bit but overall this is looking a lot better for
uh a movable arm that I've got now I'm going to want these arms to be independent so I'm going
to go ahead and name them I'm going to say plus uh right arm and plus left arm to name each of
these as I want and then finally let's de with this tail here so I'm going to again go to my
handy dandy polygonal tool I'm going to
select this tail and I am going to cut it out command X
and let's put it in command v um and I'm going to move it actually behind the character behind the
body uh is still in the body group though and I'm going to move it like up here something like that
and I'm going to call this plus tail okay so now I have all the basic parts of of my character
in a way that I like that I think is going to work pretty well so let's go ahead and save this
and bring it into character animator all right so
when I first come in uh my character is looking
pretty good but there's no interaction with the arms yet the tail isn't moving um and if I move
too far I'm going to notice that the arms can kind of feel like they get detached a little bit
so there's a little bit of extra rigging that I have to do here so let's go back into rig mode
and let's take this one thing at a time so let's start with the arms I'm going to take the origin
of my arm which is in the middle of my layer here and I'm going
to drag it until it connects with
my base of my character here which in this case is the BG layer that I'm trying to connect to so
here it's connecting like this and then I'm going to go down to this dragger tool down here uh this
little Compass looking thing I'm going to add it to the hand here and then finally I'm going to
go to the stick tool this little bracket looking thing I'm going to add a stick for the forearm add
a little bit of space for the elbow and put the bicep there let's d
o the same thing with the left
arm over here I'm going to go to my selection I'm going to click on this origin and drag it to where
it connects I'm going to add a dragger in the hand and then I'm going to add here uh for the forearm
and the bicep okay so that's looking pretty good and let's go to record mode and see how this is
looking so now I can drag my arms and it's uh you know it's pretty stretchy right now uh but
it does have exactly what I'm wanting I do have the ability to drag the
arms around to give it a
little bit of extra refinement let's add the limb I behavior and this is going to give us a little
bit of better elbow Bend and control over things so I'm going to go ahead and add an extra handle
here in the elbow and let's call this the elbow I'm going to select my dragable handle call this
wrist and then I'm going select the origin and call this shoulder let's do the exact same thing
with the left arm over here let's do uh select this left left arm uh origin over
here call that
the left shoulder uh add a new handle blank handle here and call that the left elbow and then select
our pre-existing dragable and call that left wrist now when I go back I'm going to get a little bit
of extra elbow bend that looks a little bit nicer for my character and it's bending without that
stretchiness that I had before so overall this kind of setup is looking pretty nice now I can
make him wave I can make him put his you know hands on his tummy something like that I'
ve got a
few different options there so little steps that I can take to just refine the arm movement a little
bit more now for the tail I'm going to go ahead and select it it is already independent it has the
crown icon on it which means it can move on its own I'm going to drag the origin where it connects
to the character and then I'm going to click this dangle tool down here this little pendulum looking
thing and add it to the end of the tail when I go into uh record mode now you'll see t
he tail is
starting to move around if I don't like the how it's moving I can go into my physics parameter
here and change things under the dangle category so let's change the stiffness to be kind of a
little bit different well that's too much 59 I can go really low if I wanted to um but let's go back
to a 100 and maybe we can make the uh something like 85 or something like that instead and maybe
that's the amount of bounce that I want I can add more parameters here I could add more sticks
inside it if I wanted it to move around I could even go in here and the tail selected instead of a
weld mode add a hinge mode instead which is going to make it a little bit more droopy like that now
I can see the edge of it here so I probably don't want it exactly like that but if I played around
with these parameters maybe I can get a stiffness or squashing or something like that that's going
to work pretty well in general though I think weld is probably the best way to go with this and
th
en I can play around with these parameters until they get the quality of Animation that I'm
looking for in this case I might even move this tail reverse it flip it around so it's kind of on
the ground and bouncing around or something like that but for the purposes of this tutorial this
is pretty good all right so within the course of you know half an hour or something like that
I've taken this character that was a completely static flat image and I've now turned it into an
animated characte
r so now as I talk the mouth is moving as I blink as I look around the eyes are
moving I have control over the arms to be able to do different movements and wave and all sorts
of different things and I've got a little extra bounce with the tail and adding some Physics to
the character this is a great first step and way to get your character alive and now from here
you could add triggers you could add um other behaviors that you want to do add the eyebrows add
physics in the fur and the top
of the hair and all that stuff to get the character as Lively as you
would want it to be but hey for just starting out this is a great first step and right now I've got
a Talking Tiger that was not an animated character um you know 30 minutes ago so it takes a lot of
manual Photoshop work to get it to this stage and I'm hopeful then in the future you will be able to
create layered PSD files um from AI tools and like Firefly and if there is that in the future that
would be awesome because th
at's going to save you a lot of time to be able to say okay now I don't
have to do all that surgery and cut out and clone stamp and all of that stuff you can just have
these layers separately now you could try your luck with this I've tried Firefly searches where
I search just for cartoon eyeball or cartoon mouth or cartoon beak or hand uh you know that sort
of stuff and kind of Frankenstein a character together piece by piece uh my results have not
been that great if I'm being honest I thi
nk it's better to start with one thematic character and
kind of go through it and uh Do Your Own Thing like that piece by piece but that's how I did
it um I think it works pretty well and I hope this is a helpful way for you to start creating
your own characters using Firefly and character animator now if you're an Adobe Illustrator your
life might be a little bit easier because uh you might be able to create a character that does have
some isolated parts that's the nice thing about the new
text to Vector graphic beta feature in
illustrator so I've got a 1920 x 1080 scene that I've made here in Adobe Illustrator 2024 I'm going
to go ahead and make sure that the subject is over here in the properties panel is set to subject and
not icon or pattern um and I'm just going to type in a prompt here so I wrote a cute cartoon frog
wearing a t-shirt and jeans let's go ahead and generate this awesome okay and now I've got this
really cool looking frog character and I've got a few diffe
rent variations that I could play around
with um I like this one cuz the arms are already out that's going to make my life so much easier
and the nice thing is these are all pieces that I can play around with so I can you know select
and delete certain things using the illustrator tools I already know how to use and um things like
for example the head being isolated check this out the head is already luckily for this character
isolated and I've already got a piece that I can you know start
to work with here and the body
same thing with the arms I'm going to have to do a little bit of surgery to get them out because
um they are connected to the uh this shirt here but overall um a lot of these pieces are already
isolated for me so when I'm doing the eyeball for example and the pupils I've already got my pupils
basically isolated here that I can move around and play around with and have ready to go um the
mouth for this character I would probably just do like an open mouth you k
now I would probably make
my own mouth set for this character and make like an open a what that would look like and maybe an
ooh and an e maybe you know four or five different mouths to make this character work pretty well so
with my layers panel out here I would select my character select the parts that I want I'm just
kind of double clicking until I get exactly what I want um here looks like I got most of the head
except for the eyeball so I'm going to hold down shift to also select those
that's looking pretty
good and now I'm going to uh uh press command X to cut this I'm going to make a new group actually
let's go back to my main area here and I'm going to create a new group or new uh layer I should
say called head and command shift V to do it in place and there is my head group group and now
here is my body and now I can make a new layer called plus frog and let's put both my head and
my body inside of there make sure the head is in top of the body and so on and so forth
and
now I can start to dig into my eyes make more groups make more mouths all of that stuff just
like I showed in um in Photoshop and if you're more comfortable in an illustrator you can just
follow the exact same methods that I just showed to create a comp compelling character all right
so I hope this was a helpful first step into the world of taking AI characters and turning them
into 2D animated characters in character animator obviously there is so much more that you could
do with thi
s and I'm really excited to see what you all make with this type of stuff so please
if you make stuff using this method or anything else use # character animator when sharing on
social media so myself and the rest of the team can check it out and if you're running into any
trouble or running any questions or I went too fast through any of the sections or whatever the
best place to get help is the official character animator forums all right that's it for today
thank you so much for watching
Comments
This makes animating so much more accessible. What a great way for teachers to create unique content for students!
This is really exciting! Thanks for sharing your process Dave.
This is brilliant! I'm always so excited to see you have uploaded a video. I'm looking forward to seeing more AI techniques that can be used in Adobe Character Animator. 😃🤸♀
Hi Dave - Great tutorial. I've been using AI Art with MidJourney for a while now. To make characters you also have to do surgery to make them work. The reason I use MidJourney is that I can generate "Style Sheets" and generate a front, profile, 3/4 and rear view of the same character. I can then use the views together or separately to make them walk or turn. I have used generative fill in PS to change the clothing of each character pose by just circling the character and prompting. AI and CH is a great combo !
This is the best tutorial I've seen as far as animation, Super Job, Thank you...
This is the best explanation I have seen in my entire life, thank you very much
Love this, Dave! I always love your process walk-throughs!
Thanks Dave! I've been playing with this already so it's good to see I was on the right path! I've learned a ton since I started using CH in 2022. Thank you!
I've been waiting for a video like this! Thank you so much.
Great and inspiring Dave ! As always... Love from France !
Amazing - so powerful, thanks for showing this process!
A very inspiring tutorial, love it!!! Always great videos.
After long time my mentor came back I m happy nice to see you again sir
Great tutorial. Most helpful. Thank you!
This was amazing. Thank you so much. Was using PS gen fill to make some of the custom characters even more custom and this is another method Id definitely use.
Amazing! I used this process in a puppet back a few months ago but it wasn't as clean as it could have been. I have to make some more and this is helpful. Your process is cleaner than mine :) Thank you!
Well done Dave. Although I don't use CH anymore it's interesting to see how AI can be used to the creator's advantage. All my best.
This guy is going easily to make us Animators 🤩
Startend learning this software few weeks ago, and your tutorials are the sharpest, to the point and instructive I've ever seen, great job mate!
Very concise and helpful as always. Thank you