Mixing animated characters on top of real footage can lead to some entertaining creative possibilities. I used this technique in a recent music video called Extraneous Lyrics - https://youtu.be/43ump5Zav68. In this tutorial, we'll cover how to set up a walking, talking, guitar playing animated character in Character Animator using techniques like slow-motion recording and hand position swap sets. Then we'll show how to link the performance to Premiere Pro or After Effects, using color correction, shadows, and motion tracking to connect the character to real footage in convincing ways.
0:53 Rigging and Recording a Musical Character
4:48 Editing and Compositing Basics
8:21 Walking and Motion Tracking
Download the free Linden example puppet: https://okaysamurai.com/puppets/
Download Character Animator: https://www.adobe.com/products/character-animator.html
Download free example projects and puppets: http://adobe.com/go/chexamples (official adobe pack) and http://okaysamurai.com/puppets/ (okay samurai puppet pack)
Check out the official forums: https://adobe.com/go/chfeedback
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One of the more helpful parts of Adobe Character
Animator is how easily it links up with applications you might already know how to use. Instead of learning a new drawing tool, you
can use Adobe Photoshop or Illustrator to create your characters. Instead of learning a new editing or compositing
tool, you can dynamic link your projects to Adobe Premiere Pro or After Effects. And that’s exactly what I did in a recent
video called Extraneous Lyrics 2019. I made a cartoon guitar playing version of
m
yself and added it over top of live action video. Some of these are simple static shots where
the camera or character don’t move, but the majority of them do have a moving camera. And sometimes the character walks through
the scene, including a moving shadow. So in this tutorial we’re going to cover
the basics of how to add a Character Animator cartoon over top of existing footage using
Premiere Pro and After Effects. I started with recording the animation for
my character, Linden, who is a free
downloadable puppet on the Okaysamurai Puppet Page. I made two versions of the puppet - a stationary
and walking version. While it’s entirely possible to just make
one puppet with standing and walking states, I found that having two versions was easier
to manage overall. I always start with the stationary character. I put him in a square scene with enough room
around him so he wouldn’t clip off the edges - remember, you can adjust scene settings
by selecting the scene in the Project panel and t
yping in new values in the right properties. For Extraneous Lyrics, I recorded and mixed
all of the music in GarageBand, but you could use any audio program that you feel comfortable
with. Once I was done, I soloed out the vocal tracks
and disabled any extra effects to get a clear, raw audio signal to drive my lip sync. I exported this audio file as my main lip
sync track, and then exported a full copy of the final mix with all the instruments
as well. In Character Animator, I went to File > Imp
ort,
and imported both of the audio tracks. Then I dragged the vocal only version into
the scene and did Timeline > Compute Lip Sync Take From Scene Audio to automatically add
all the lip sync data. Once that was rendered, I deleted the vocal
track and replaced it with the full mix track. Because I didn’t change the timing at all,
everything lines up exactly as I’d expect. The first recording I did was arming the Dragger
and Triggers behaviors to deal with the arms playing the guitar. To get the
strumming to line up correctly,
I clicked the number next to the red recording dot and went for half speed slow motion recording. This let me record much easier, reacting to
the guitar strums at a slower speed. When I played it back, the strums looked natural
and in sync with the music. As someone who has tried to keyframe arm motions
like this before in After Effects, this was a significantly faster and more efficient
way to achieve this type of movement. For the chords, I set up Replays for s
everal
arm positions and triggered hands, and then added them into a Swap Set so I could easily
switch between them. So when I press Q, W, E, R and T, Linden moves
between the different chords. If you just arm Dragger, you’ll see that
the left arm is just the arm and hand with the guitar neck sandwiched in between them. So to make a system like this, let’s say
I deleted the current Strum Chords swap set group and started fresh. I would arm the Dragger and Triggers behaviors,
drag the hand to whe
re I wanted it, and click a hand trigger (either the default or the
5 or 6 keys) to change the finger position. I would then go to Timeline > Record 2 Frame
Take to get a short recording, drag the edges out to get a little more space to work with,
and blend the Dragger in and out points, with a quicker blend for the front. I would then select both the dragger and trigger
takes, right click the dragger take, and create a new Replay and Trigger. I would then change it to end with a stop/sustain
an
d latch the accompanying trigger. So I could just continue this process for
several chords until I have a small library of different positions. Then I’d create a new swap set, put them
all in there, and set one as the default. Now I have a simple system where I can press
keys to trigger each chord instead of having to animate each change individually. So I’d do another slow-motion recording
take and time the chord changes to the music. Combined with the strumming arm, this creates
the effect of
playing music. By the way, if this Replays music concept
is familiar, it’s because I did something similar for the Drumbot example when we introduced
triggerable audio. Each drum hit was also its own replay. When you create arm systems like this, you
can very easily move between several key poses or expressions and make a very accessible,
dynamic character. I kept arming and recording parts one by one:
the head movements, the pupils, and the eye and mouth triggers, until I had a full performance
. There are 6 songs in Extraneous Lyrics 2019,
so I set up each in a different location. I just used my iPhone with a small grip tripod,
and filmed a variety of static and moving shots, roughly imagining where the character
would be in each. I didn’t have a storyboard - I just filmed
25 shots or so at each location to give me a wide variety of potential content to work
with. Ideally you also want to aim for shooting
at the same framerate as your Character Animator project, which in this case I h
ad set to 24
frames per second. I imported all the video clips into Premiere,
as well as the final mix of the audio track. Then I made a sequence where I edited the
empty shots together, knowing I would be adding the character and lyrics later in After Effects. Now if you only have static shots and wants
to keep things simple, you could bypass After Effects entirely and do your compositing in
Premiere Pro. When you import a Character Animator project,
or chproj file into Premiere, you’ll see the
dynamic link window appear with all the
available scenes at your disposal. You can select the right one and it will show
up as a new asset, as if it were another piece of footage. Just drag it in a track over your timeline
and you now have a character that you can easily reposition to fit into the scene. Because the character and this edited timeline
are both using the same audio track to set all their timings, it’s easy to line them
up, and then mute one of them so you’re not doubling the soun
d. When the scene changes, you can split the
Character Animator scene and readjust to a new position. But for anything more complicated, you probably
want to move into After Effects for more compositing options. In After Effects, first I imported my Premiere
Pro file to link it, and put it into a new composition. Then I imported my Character Animator project
file and added my scene into the timeline. Whenever a scene change happened, I split
my character into a new track (Edit > Split Layer), so
each instance of him would be able
to move on its own. For moving shots, I left the area blank to
fill in with the walking version later. To connect the character to the environments
more, I did a few extra tricks. First, with my character selected I went to
Effect > Color Correction > Hue & Saturation, and adjusted the saturation of that character
until it felt like it fit the scene better, like the colors matched a little more. This is the cheap and easy way to do this
sort of thing. Another
is to go into Color Corrections Levels,and
isolate a Red, green, or blue channel both in the effect level via the dropdown menu,
and the composition by the colored circles at the bottom. Then you adjust the sliders until it feels
like the blacks, whites, and greys feel like they match. Doing this for each of the three RGB colors
means the final result should look more like a match. I usually went the desaturation route, but
this method was helpful for a few shots. Then you’ve got the shadow. Thi
s is simple - just select an instance of
your character, go to Edit > Duplicate, and then rescale and reposition the bottom track
until it seems like where a shadow would be. You can also use the puppet pin tool to distort
the shadow a little bit if need be. Then go to Effects > Color Correction > Curves,
and drag the light grey curve all the way to the bottom right to make this layer black. Press T to adjust the transparency to blend
it into the scene a little more, and consider adding an Effec
t > Blur & Sharpen > Fast Box
Blur to soften the edges a bit. By the way, depending on the complexity of
your piece and computer specs, sometimes having all this stuff moving at once can go a little
slow. I always adjust the Preview settings to skip
frames and run at a lower resolution to keep things a little speedier. To add some more dynamic movement to the whole
piece, I also included several moving shots where either the character was static and
the camera was moving, or the character was wa
lking through a moving scene. For these scenes, I used motion tracking. When I found a scene I liked, I split it into
its own track. I then added a new Null Layer, and attached
my Character Animator character and to it with the pickwhip tool. Since I have a shadow layer too, I connected
that to my character as well. This way I now had one master control for
all my character elements - moving the Null moves both the character and his shadow. I then kept the playhead at the start of the
scene, ope
ned up the Tracker panel. and chose Track Motion. This zooms in and gives you a little tracker
square to manipulate. Now you have to look for a spot that doesn’t
move too wildly and is on the same general plane as your character. So for example, if I want my character to
be standing on the rock in this scene, I want to track part of the rock, not the leaves
in the background or somewhere else that might be moving at a different rate. This little spot looks pretty clear, so I’ll
move the tracker
over top of it and click the Analyze Frame Forward button to move one
frame ahead. Ideally the tracker will keep up and move
automatically with the spot, but if it doesn’t, you can manually adjust it by dragging it
into place yourself. Then repeat until you’ve gotten through
the entire scene. If you have a good tracking spot you can press
Analyze Forward and it will try to automatically add all the tracking data for you. When you’re done, click Edit Target and
choose the Null layer that you link
ed the character to. This means you’ll be applying the tracking
data to the null, and the character and shadow should follow it. Click Apply, click OK, and check out the end
result. All that position data is now keyframed into
your Null layer, and your character will move around and follow it. You can select your character track and reposition
them to get the perfect placement. If you did this all correctly, you should
see your character moving realistically along with the camera. You might have
noticed that I also have a
few shots where the character scales to be bigger or smaller as the camera zooms in and
out. The motion tracker does have a checkbox for
scale, where you can get two tracking squares to measure how the distance between them changes
and scale things up or down accordingly. You could try using this, or just scale your
character up and down manually in the timeline. If you have more complicated shots that involve
more camera depth, you might want to use the camera tracke
r instead. This analyzes the scene and adds many little
tracking points. You can then set down a target plane between
several points, right-click and add a new null layer that you can also attach characters
to just like we did with the simpler motion tracker. Now let’s tackle those walking shots. Back in Character Animator, I’m going to
go to File > Save Project As to save a new version of my project. That way I have all the lip sync and animations
I’ve already done, but now I can re-rig the cha
racter for walking. First I’ll select the scene and adjust it
to be as wide as I can make it, giving the character a long, narrow walkway to move through. In Rig mode, I’ll dig into the character
and get him ready for walking. You can watch the Walking tutorial on this
channel if you need a refresher on how to do this, or check out the example walking
Linden puppet to see exactly what you need. Linden already has most of the necessary tags,
so I only need to do a few things: 1) add the Walk beha
vior to his top level, 2) remove
any fixed handles or sticks from his Body group that would keep him pinned to the ground,
and 3) make the legs independent so they can move on their own. Going back to the scene, I now want to set
Walk’s mode to position based. This lets me set keyframes in the timeline
for where I want him to go. So I’ll start at the beginning of the timeline,
click the stopwatch next to Position, and drag over the blue numbers until Linden is
all the way on the far right side.
Then I’ll move down the timeline a little
bit and adjust the position parameter so he’s all the way on the left side of the scene. Then I’ll play it back and see if the speed
feels right - if it doesn’t, I’ll just adjust the second keyframe until I get something
that looks good. Once I’m happy with it, I’ll select the
two keyframes and keep copying and pasting them for the remainder of the timeline. So there will always be a second or so where
Linden is zipping back from the end position to his
start position. You don’t want this happening in the middle
of a walking shot, so I tried to reposition the keyframes if need be so this transition
would only happen when a stationary shot was happening instead. Then I just import my walking project and
scene into After Effects, and use the same techniques we already did for static or tracked
moving shots to place the character into the scene. I start by splitting out the parts of the
puppet where he walks so I have several isolated tracks, dele
ting the ones I don’t need to
use, and reposition the character accordingly. When you combine motion tracked shots with
a walking character and a shadow below, it makes for a really nice final effect. So there you have it - a music video with
a guitar playing cartoon character placed into real world settings. If you make something cool using these techniques,
we’d love to see it - please use #CharacterAnimator on social media and we’ll take a look. And if you ran into any issues during this
tuto
rial or any other problems while making your own characters, the best place for help
is the official Character Animator forums. Thanks for watching, and have fun.
Comments
I only discovered Character animate yesterday. I don't know much about animation. But I want to learn. This looks amazing. Also, I think I want to cry a little. Already. Mommy help!
Extremely inspired to make my next project blending Cartoon & Reality!
Great jobs DAVE. THANKS
Underrated channel
Your contents are so well explained. Thanks to you I did a $1000 animation project for a client. You’re the 🐐
Dave, you explains things step by step and very well. After going through so many vids on youtube, this was the most helpful. Thanks duderino.
This was fantastic Dave! Really useful and the first video I've ever watched on the topic of Adobe Character Animation. Long time Creative Cloud user but now sold on delving into this, thank you so much!
I am learning this as a new skill to improve my onlinr teaching. You make things easier, thank you mate!
As a guitarist, I appreciate the chord finger position work :-)
This is how I plan to create my videos - so this is beyond helpful 🙌
This puppet is just what I need for a guitar player character base.
Hey Dave, Dave here! I know I'm late to this party but found your vid very helpful. Just starting to use this software for a short film., More important, I know your locations! I'm a graduate of Amador Valley High School (1974, yeah I'm old) but have lived in LA for over 40 years. The Takens family (owners of Meadowlark Dairy) have been long time friends. Thanks for the tutorial, the great info, and the blast-from-the-past visuals!
I good example of this is Sam Cotton
Nice to see you workflow Dave 🤗😇🙌
holy cow! now i need to watch this demo 15,000 more times!
This is what I was looking for it. Thank u
You have made a serious contribution to my vision. Thank you so much. Greetings from a distant place
I had no idea the capabilities of adobe creative products. Looks like Ill be getting my monies worth of the suite, these videos have inspired me to add animation to my content! production delay alert!
i watched nearly all of your videos! Super clear Explanations!!! Thank you!
More than all these techniques, what I like the most is the depth and intricacies of your lyrics. A job well done.