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DUIK ANGELA PLUGIN - Coggle Diagram
DUIK ANGELA PLUGIN
CREATING BONES
Switch to BONES tab
Duplicate your original composition for backup
Name them, e.g. Tho | Artwork and Tho | Bones
=> Select Tho | Bones
Move the anchor points of each layer to the joint markers
=> Using Ctrl + drag for precise snapping
(You may need to Zoom in / out or even eyeball it)
OR
Scale down the markers
Select the Guides (Markers) Layer > Search Scale in the above bar > Drag to select the Scale property of all the Shape Groups (excluding the Scale of the Layer)
Right click on the
Guide layer > Create > Create Shapes from Vector Layer
=> we can now
snap to those shapes
PLACING BONES AUTOMATICALLY
For e.g.
Arms
: Select (Shift +Click in the Composition area or in the Layers panel) in the order from the body outwards, e.g. Arm > Forearm > Hand
Go to Bones tab of Duik Angela > Haminoid > Arm Options (to the left) of Arm button > Change the settings:
Front / Back / Middle / ...
Left / Right
...
=> Hold
Ctrl + Click
on the Arm button
Organization
You can
change the color of the bones
:
Select the bones in the Layers panel > Bones tab > Bone settings > Color...
BONES FROM A PATH
Solo the limb (e.g. Arm) and the Guides)
Scale down the markers to tiny dots
For e.g.
Arms
: Select the Pen Tool and draw in the order from the body outwards, e.g. Arm > Forearm > Hand > Tip of the arm
Note: You might
decrease the stroke size
to, say, 1px and use Selection Tool adjust the Path to the anchor points
Go to Bones tab of Duik Angela > Haminoid >
Arm Options
(to the left) of Arm button > Change the settings
Select the Shape Layer (no LIMB layers) containing the Path and the Path itself with Pen Tool
(click on one of its vertices)
=>
Click on Arm button
Update the
name of the Character (to be the same as the other bones)
: Bones tab > Bone settings > Group Name > Change the name to the name of the Character
Select the LIMB LAYERS, e.g. L Arm, L Forearm, L Hand > Bones tab >
Link art
> Duik will guess and link (correct naming is the key)
Note: You can link manually, too
Soloing the parts of the body one by one for easy rigging
CREATING THE SPINE
Torso
: around the waist
Neck
: middle of the neck
Hips
: anchor point btw the uppermost leg markers
Head
: joint btw head and neck
Where they should rotate
Placing bones automatically
Choose
Spine
(like above guideline)
No. of spines: the no. of bones btw torso (pelvis) and neck
Manually parent layers that are not rigged to their parent
layers, e.g. facial parts to the Head; Neck Shadow to Neck
LEGS:
same as arms
Note:
Toe and Heel Bones
are auto generate => Put in the tip of the toes and heel accordingly
Hold Shift when moving the Heel bone => move horizontally
Go to Bones tab >
Name the Character first
(in the type box) (this will help with labelling)
Make sure you are working on the right COMP
RIG CONTROLS
REPOSITION THE RIG ICON
Select the Controller layer (or the icon) > Go to Effect Controls panel > (Under fx Controller) Icon > Change the Position property
Recommended: Head (to outside), Torso (to the chest), Body (to outside); Hand (downward)
Note: You can also
re-color, resize, rotate the icons for better visual
Body (Center of Gravity) Controller
: move whole the body of the character
Head Controller
:
Head Follow
: Check / Uncheck => the Head will follow the rotation of, for e.g., the body
Hip Controller
: Rotating the hips without rotating other parts of the spine (nhấc chân nhẹ)
NOTE:
Don't move it around
RECOMMENDED NOT TO USE:
Shoulder & neck; Torso; Hips Controllers
=> Uncheck the visibility and lock them
When
the limbs bend in the opposite directions
: Select the controller layer > Effect Controls > IK > Side from 100% to -100% or vice versa
Leg Controllers
:
Foot Roll effect
=> Xoay chân quanh các điểm như ngón chân, đầu ngón chân, gót chân
ANCHOR POINTS OF CONTROLLERS
(little dots): Unlock all the controllers > Select them all > Search Size in the Search box (top of the Layers panel) > Select Size property of ANCHORs > Change to 0%
Note: Re-lock
Shoulder & neck; Torso; Hips Controllers
DUIK STRUCTURE
Soloing each layer to rig each one of them
Turn on "Continuously Rasterize" for Joint Markers
layer to see the bounding box for each marker
Switch to "BONES" tab and add the type of bones you want
Edit the Size of the bones
: Select them in the Layers panel >
Snap the bones to the markers (using Ctrl to snap to the center points of the markers)
For the furthest points of the arms (armtips)
=> Open Position property > Change X to 0
For the furthest points of foot (tip toes)
=> Let it touch the ground
Note
: If needed, turn off Snap to Guides (View menu)
Spine:
Hips: btw the 2 leg markers
Spine: Top of pelvis
Spine 2: where you want to bend your torso
Torso:
Neck: base of your neck
Head: where your head rotates
Spine Tip: đỉnh đầu
DESIGN A CHRACTER FOR RIGGING
The size of the Artboard must be super big (4000-6000px * 4000-6000px, e,.g,) => When you resize to fit it in your video, the resolution will remain good enough (no "Continuously Rasterize")
ARMS and LEGS should be straight down
Layers organization
EVERYTHING THAT NEEDS TO MOVE WILL BE PUT IN A SEPARATE LAYER
Things inside a Folder in PTS/ AI will be converted to a Pre-comp in AE
Rule of Thumb
: Merge as much as you can, but if you are unsure if
it would be easier to edit something if it was separate => GROUP IT INSTEAD OF MERGING IT
Groups will be merged once imported into AE
The order of the layers is the order that layers should appears in the animation in relation to each other.
Shoes and Hands should be separated from legs and arms
Reposition the anchor point of a layer in PTS:
Select it > Ctrl + T > Check on the box to the left of the Top bar
Naming each layer consistently
JOINTS
You joints need to be rounded and as close to a perfect circle as possible and overlapping with the other portions of the body that is connected to that joint.
Give a little bending to the limbs
=> This helps Duik recogize where it should bend limbs
RIG & COMP CLEANUP
Bones tab >
Hide bones
Hold W for rotating
Select all the Controller layers (starting with Ctrl) (
MUST DO BEFORE KEYFRAMING
), open Position property (P)
=> Deselect those that have been set at (0,0)
Go to
Links and constraints
tab of Duik =>
Add zero
(what this does is Duik generates NULLS that are in the same position as the selected controllers and parent each controllers to those nulls => relative position btw the controllers and the nulls are (0,0)
=>
To get the layers to where they originally were, just set the Position property to (0,0)
EXCEPT FOR THE CONTROLER LAYERS
: Lock and shy them
(Keep only the controller layers)
IMPORTING TO AE
Import as
Composition - Retain Layer Sizes
Groups are show as Precomps
These precomps have the size of the composition (whole the character) => Hard to rig
Crop these to their size
(this will move the precomp relatively to the composition)
=>
Take the snapshot
(camera icon) at the bottom of the Composition panel (switch Resolution to "Full", too)
Crop using Region of Interest
=> Composition menu > Crop Comp to Region of Interest
Turn off "Continuously Rasterize" switch
"
Show snapshot
" and
Reposition the Precomps
For
any layers you dont want to get rendered
(e.g. background and
Joint Markers
) => Right click > Guide Layer
THE PUPPET TOOL
(Not necessary)
WHEN TO USE?
To deform the character, make the bendy limbs (tay chân cong)
For arms & legs:
Select the layer and add 3 pins in the
shoulder joint, elbow and wrist
Mesh to, say 5
Layer > Effects > Puppet > Puppet Engine > Change to Legacy
Mesh 1 >
Triangles (Now density)
> Keep at a big enough number, recommended at the highest
Mesh 1> Deform >
Change name of the Puppet Pins
:
Shoulder
Elbow
Wrist
Select all the Pins under Deform
Go to Duik panel > Links & Constraints > Add bones
An external layer is created
You can link this layer as Hand layer's parent
Resources
DUIK ANGELA JUMPSTART
SIMPLE HEAD RIG WITH DUIK BASSEL
PREPARING THE ARTWORK
Every piece of your character's head that needs to move is on its own layer
Hair base is a Compound Shape that is made from 2 shapes for faking the hair upon head movement
=> They should be put as separate paths for importing into AE
The top of the Head needs extending so that it will fill up the space when the head turns
Those that move in sync should be grouped
HORIZONTAL (X) RIGGING
Connectors
allows you to tie any one property or multiple properties to another property and you have to determine how much influence one property has over the other.
Thứ tự để
kết nối Connectors với 1 chiều X hoặc Y của 1 layer:
Tách 2 chiều X và Y của Layer
Select the layer > Links and constraints của Duik > Add zero
Move the playhead to a middle position (e.g. at 10 frames) (giữ bộ phận đang muốn di chuyển, e.g. mũi, ở neutral pose => keyframe at that time (at 10 frames)
Đảm bảo là đang không có gì được selected => Click on biểu tượng bánh xe bên trái Connector => Chọn e.g. 2D Slider, chọn giá trị X chẳng hạn => That generates a Slider (you can rename the controllder)
Chọn X position của Layer => Di chuyển vị trí Playhead về phía trái trên timeline (e.g. at 0 frames) => Thay đổi giá trị X nhỏ đi (bộ phận chạy về bên trái)
Chọn X position của Layer => Di chuyển vị trí Playhead về phía phải trên timeline (e.g. at 20 frames) => Thay đổi giá trị X lớn lên (bộ phận chạy về bên phải) (vị trí trái và phải nên cùng biên độ - giá trị tuyệt đối bằng nhau)
Di chuyển Controller về vị trí (0,0), đặt Playhead ở vị trí 10-keyframe (neutral pose)
Chọn X property (hoặc các Properties) của (các) layers muốn liên kết
Click Properties in the Duik panel (nếu chỉ liên kết với 1 layer HOẶC nhiều layers cùng lúc?).
Trường hợp liên kết Controller đó với nhiều layer thì để lát nữa làm bước cuối này cho cả 2 cùng lúc.
Khi liên kết 1 Layer mới với cùng Controller đó:
Làm 2 bước đầu như trước
Set các giá trị của các keyframes
Go to Connector (đảm bảo đang không chọn cái gì cả) chọn biểu tượng bánh răng bên cạnh > Chọn Controller đã được tạo và muốn liên kết (phải bấm vào hình tròn trung tâm) > Chọn Pick Control
Sau đó làm tương tự bước 3 ở bên trở đi
To modify a layer after being tie to the Controller:
Open the Property that is linked to the Controller
Alt + Click on the stopwatch (open the expression)
Disable the expression (icon "=")
Modify the layer at the keyframe of interest (muốn modify ở keyframe nào thì phải di chuyển Playhead đến keyframe đó, chọn Path, không phải Path 1 để modify Path đó)
Re-enable the expression after modifying
Add zero
: what this does is Duik generates A NULL that are in the same position as the selected layer and parent each layer to that null (and hide, shy and lock that null layer) => relative position btw the layer and the null is (0,0)
Links and constraints
> 2D Slider:
C: Controller
CBG: Controller Background
Type: Select Value
Select the child properties to connect:
Tie (the different values of keyframes of) the property to the POSITION of the Slider
Note
:
Easing also affects the Slider
, too
Select the Position property >
Separate Dimensions to separate X & Y
Adjust the positions after setting up
:
Open the C | 2D Slider > Effects:
2D Value Connector là trục X
2D Value Connector 2 là trục Y
=> Turn off these Effects (by click on the fx on the visibility column)
=> Go to the keyframes to change the position of the object
=> Turn them back on after moving
Remove the Expressions
: Click the property > Alt + Shift + "+"
MAKING REFERENCE
You should
minimize the Duik usage
as much as possible (slowing down AE) => Use Parenting alternatively if possible
Parenting all facial features to a Null object
Go to
Links and constraints
tab of Duik =>
Add zero
(what this does is Duik generates A NULL that are in the same position as the selected layer and parent each layer to that null (and hide, shy and lock that null layer) => relative position btw the layer and the null is (0,0)
Create Controller (name Head Controller) for this Null object
Facial features
Making everything to stay within the face
: Duplicate the head and use it as Track Matte for the spilling layer
Effects menu > Matte > Simple Choker > Increase the Choke Matte value to
erase the overlap of the freckles with the stroke
Turn the face left and right in the same extent (X âm và dương cùng giá trị)
Nose
=>
Add zero to the Nose separately
=> Its position changes to (0,0)
Tuy nhiên vị trí tương đối của nó so với Null object (Facial Features) (trước khi Add zero) không thay đổi
Turn off the "Face Features" Null after working on the Nose
Hair base
Right click > Create >
Create Shapes from Vector Layer
=> Delete the original Hair Base => Move the Path 2 from Group 2 to Group 1 and delete Group 2 => Rename the Path
Add > Merge Paths >
Change Mode to Subtract
(Make sure the Bounds | Path ở trên của Hairline | Path)
=> You can move this Hairline | Path to create the moving hair
=> But this Path doesnt have position Property
=>
Group it
(Select it and Ctrl +G)
=> This Group is name Group 1
=> Go to its Position, change to (0,0) to bring it back
=> Change Group name to Hairline
However, the Position property of that Group cannot be separated => You need to
link it to a Null that you can separate the dimensions
=> Duplicate the Facial Features null => Rename to Hair Base Control => Remove the expression applied to X Position (Alt + Shift + "+") => Remove the keyframe, set X Position to 0
To tie the Position of the Hairline Group to the Hair Base Control => Add expression to the Position to link its X & Y to X and Y of Hair Base Control:
var x = thisComp.layer("Hair Base Control").transform.xPosition;
var y = thisComp.layer("Hair Base Control").transform.yPosition;
[x,y];
Modify the Bounds | Path
inside Hair Base để phần tóc sau gáy kéo sâu xuống dưới và tóc chỗ tai lượn lượn chút
1 more item...
EARS
For e.g.
RIGHT EAR
Separate Dimensions
Add zero
At 10 frame position (neutral pose), keyframe X Position
At 20 frame position (character turning to the right of the comp - move the slider to furthest right), move the right ear to the right (following the hairline - the same value as the hairline)
At 0 frame position (character turning to the left of the comp - move the slider to furthest left), move the right ear to exactly the same position as the 20 frame position (vì nó quay ra sau, cùng biên độ với quay ra trước)
=> Tie
Opacity of the layer to the Slider
, too
Open the Opacity of the R Ear layer, keyframe:
0-keyframe; 10-keyframe; 20-keyframe: 0%; 100%; 100%
Tie X Position and Opacity of the R Ear layer to the Slider
Select the keyframes of Opacity property =>
Toggle Hold Keyframe
(
this will change how the Slider works with Opacity like how the keyframes work
)
=> Now ear disappears when the head turns to the left of the comp and re-appear when the head faces upfront and turn to the right
=> We need to
create "another" ear to show when the head turns to the left of the comp
Duplicate the R Ear layer, naming it "R Ear Back" => Click on its X Position, press Alt + Shift + "+" to remove the expression
Playhead goes to the 10-keyframe position (neutral pose), remove all X Position keyframes, too
Controller (Slider) at (0,0), too
Parent it to the original R Ear layer, move it to below the Head layer (now bottom)
At the 0-keyframe position, change the Opacity of the R Ear Back layer to 100% (expression is showing 100% but its actual value is now 0%) (you can double click to change its value)
At the 10-keyframe position (neutral pose), change the Opacity of the R Ear Back layer to 0% (expression is showing 100% and its actual value is also 100%)
At the 20-keyframe position (head to the right), change the Opacity of the R Ear Back layer to 0% (expression is showing 100% and its actual value is also 100%)
Change Easing and Type of keyframe (e.g. from Linear to Hold) after tying the Property to the Slider will still affect how the Slider works
Similar for the left ears. However:
The Opacity of the
L Ear
layer, keyframe:
0-keyframe; 10-keyframe; 20-keyframe: 100%; 0%; 0%
The Opacity of the
L Ear Back
layer, keyframe:
0-keyframe; 10-keyframe; 20-keyframe: 100%; 100%; 0%
ISSUE: AT X POSITION 0 OF CONTROLLER - RIGHT AND LEFT EAR CANNOT SHOW UP AT THE SAME TIME
Duplicate the L Ear layer, name L Ear New => Change Opacity of this layer at 10-frame position from 0 to 100%
Copy this keyframe (100) to 11- keyframe position
Duplicate the R Ear layer, name R Ear New
Copy this keyframe (100%) to 9- keyframe position
HAIR TOP
Parent Hair Top to the Hair Base Controller
Convert Hair Top to a shape layer: right click > Create > Create Shape from Vector Layer (Delete the original)
At 10-frame position (neutral pose), keyframe the Path (Hair Top layer)
At 0-frame position (left), move the Slider to the left (face moving to the left for reference), keyframe the Path (Hair Top layer), select the Path (not Path 1) and
modify the Path for the side view
At 20-frame position (right), move the Slider to the right (face moving to the right for reference), keyframe the Path (Hair Top layer), select the Path (not Path 1) and
modify the Path for the side view
Select the Path (with all the keyframes selected), tie it to the Controller
NOSE (mở ra khi quay trái phải)
Create Shape from Vector Layer (Nose layer) and Delete the original
Face turning left of the Comp:
Select Path 1 (Under Nose Shape Layer > Contents > Group 1)
=> Add Trim Paths (Trim Path 1 right under the Path 1)
=> Decrease the End to 90% to see where the First Vertex is
Right click on the Vertex of the Nose attached to the face > Mask and Shape Path > Set First Vertex
Change Start and End of the Trim Paths 1 to 8% and 92% (or 10% and 90% or any equivalent values)
Keyframe these value
at 0-keyframe position
At 10-keyframe position
:
Change Start and End of the Trim Paths 1 to 0% and 100%
At 20-keyframe position
:
Change Start and End of the Trim Paths 1 to 8% and 92%
=> But the Nose is opening on the wrong side (same side as left turning)
=> We need to additionally keyframe
Offset of the Trim Paths 1
:
0 ở vị trí 0 và 10 keyframe
180 (hoặc khoảng 170) ở vị trí 20 keyframe
=> Change the keyframes of Offset to Hold keyframes (right click all and "Toggle Hold Keyframe"
=> Tie
Start, End, Offset of Trim Path 1
to the Controller (X axis)
Now the right turning of the Nose is not working as expected (chỉ mở khi nó đi đến điểm xa nhất)
=> Change value of the Offset of Trim Path 1 at 10-keyframe position to the same as that at 20-keyframe position (180 (hoặc khoảng 170)) => Double click on the keyframe và đổi giá trị
Nếu muốn delay cái viền mũi mở ra (không phải ngay khi quay trái phải và sau khi quay đc một chút mới mở)
=> Copy Start and End keyframes (của Trim Paths 1) ở vị trí 10-keyframe (neutral pose) và paste về trái và phải của nó vài keyframes (khoảng 4 keyframes)
VERTICAL (Y) RIGGING
Move the Controller to (0,0)
Facial Features (Null object)
Keyframe the Y Position of the neutral pose at 10-frame position
Go back to 0-keyframe position, this should be the face going upward (being in the uppermost position, the Controller is at -100 (vertically)) => Y position moves to negative
Go to 20-keyframe position, this should be the face going downward (being in the lowermost position, the Controller is at 100 (vertically)) => Y position moves to positive (same amount as moving negatively)
Hair Base Control
Do the same for 0- , 10- and 20 keyframes position (the Hair Base may move
less
/ more than the Facial Features)
L Ear, L Ear New, R Ear, R Ear New
Do the same for 0- , 10- and 20 keyframes position (the L Ear, L Ear New, R Ear, R Ear New move same amount as the Hair Base Control)
Chỉnh hình dạng của Head khi turn up/downwards
Create Shape from Vector Layer (Head layer) ==> Head Outlines
Keyframe the Path (neutral pose) at 10 frame
At 0-frame position (looking upmost)
Select the
Head Outlines Path 1
> Pen Tool > Hold Alt (Convert Vertex Tool) > (Chọn thẳng vào Vertex ở cằm - k phải 2 cái handles và kéo ngang) Kéo cằm nhọn vào 1 chút và kéo nó cao lên 1 chút
At 20-frame position (looking downmost)
Select the
Head Outlines Path 1
> Pen Tool > Hold Alt (Convert Vertex Tool) > (Chọn thẳng vào Vertex ở cằm - k phải 2 cái handles và kéo ngang) Kéo cằm nhọn vào 1 chút và kéo nó thấp xuống 1 chút
Chỉnh Handles 2 bên tai của Head Outlines layer (kéo xuống 1 chút) để bao phủ cái tai (và có thể cả tóc đằng sau nữa)
Tie the
Path or Head Outlines, Y Position of Facial Feutures, Hair Base Control, L Ear, R Ear, L Ear New, R Ear New, Bounds | Path
to the Controller (Axis Y)
Chỉnh
Bounds | Path
trong Hair Base để cho khớp với khi quay lên xuống (đang khá cứng, nhất là khi quay xuống, quay trái phải sẽ lộ ra phần đầu)
=> Khi quay xuống, chỉnh phần Hair Base phía trên nhỏ lại một chút và phần tóc gáy mở rộng ra
RIGGING THE EYEBROWS
Create a 2D Slider (Links and constraints > Click on the Gear next to Connector > 2D Slider), rename to C & CBg | Eyebrows
Make the Eyebrows move up & down
and rotate
Create a Null, name it Eyebrows
Change it AP to (50,50) to center it
Move it to the middle of the eyebrows
Layer menu > Solid Settings > Change the Width and Height to just cover the eyebrows
Parent the eyebrows layers to that Null
Parent that Null to Facial Features Null, too
Separate the Dimensions of the Null
Zero out those Positions using Duik
Connect trục X và Y với Connector như trên
X: Di chuyển lên xuống 15 px
Y: Xoay lên / xuống 20 / 30 độ
RIGGING THE EYES
Create a 2D Slider (Links and constraints > Click on the Gear next to Connector > 2D Slider), rename to C & CBg | Eyes
Do the same as the Eyebrows
=> Eyes move up & down
Move X and Y by 10 px
Add BLINKING to the Eyes
Animate the Scale of Eyes layers
Unlink X and Y Scale
=> 2 Keyframes of Y Scale at 0f (100%) and 20f (20%)
Connector (Duik) > Create a 1-dimension Slider, name it C & CBg | Blink
Select the new Controller > Effect Controls panel > Change its Size to 20% (so we can switch for blinking faster)
Connect Scale of Eyes layers to that Slider
=> X Position value of C| Blink là (-10)-10 để mắt fully open và nhắm
RIGGING MOUTH
Change Color Label of all Mouth Shape layers to a new color (Fuchsia for e.g.): Rest ... Th
Create a 1D Slider, name them C & CBg| | Mouth Shapes
Select the new Controller > Effect Controls panel > Change its Size to 500% (so we can switch among the mouth shapes)
Select all the mouth Shape layers
=> Instead of Clicking on the Properties button in Duik, Click on Layer Opacities
=> This will add Opacity keyframes to the mouth shape layers and tie all of them to the Slider
=> Based on what the value of the Slider is, it turns one layer's Opacity to 100% and other to 0%
(The order of the layers is kept from the left to the right of the Slider)
You can use HOLD keyframes in the Controller to switch btw the mouth shapes
LABEL THE SLIDER
You can customize the Slider: make the Stroke thicker, make the Slider bigger/ smaller,...
Replace the newly rigged head into the full body rig
Duplicate the Head layer
Hold Alt + Drag the new Head Rig precomp to replace the Head 2
Turn off the original Head
You can move the Controllers from the Head | Rig Precomp to the Main Comp:
Go to the Main Comp, select the Head | Rig
Select Controller (hand-shaped) tab of Duik, click on the Gear settings
Use expressions: the Controllers brought to the Main Comp will also drive the Controllers in the Pre-comp (no going back)
Use essential properties: You can have one Rigged Pre-comp and use in multiple other comps w/o duplicating it
=>
Should use "Use essential properties"
Parent all the CBg to CBg | Head Turn (so they move together
Unparent the CBg | Head Turn from Head| Rig (doesnt want them to move with the Head)
This can slow down the comp a lot
=> Consider keep the Controllers for the Head within the Head | Rig Comp
Clean up the Comp
Keep only those with C | ...
Lock and Shy all others
AUTO WALK / RUN CYCLES
Unlock and turn on visibility of all the controllers
Duik >
Automation and expressions
tab > Click on the Gear icon to the left of the
Walk / Run Cycle
> Verify if the Controllers used are correct
=> Click Walk / Run Cycle
New
Animation Cycles layer
is created
Select it > Effect Controls > Computation:
Cycle durations
: một vòng quay lại tư thế ban đầu thì mất bao lâu (in seconds and frames) =>
You can adjust the Work Area length to have a smooth loop
e.g. the Cycle Duration = 30 frames => Work Area length should be (n*30-1) frames because that last frame is the same as the beginning frame
General motion: control the extent of both Walk and Run (0% is the neutral pose)
Walk: the extent of walking posture (0% is the neutral pose)
Run: the extent of running posture (0% is the neutral pose)
Height: normally don't touch
Energy: how fast he walks / runs
Softness: affects from the Hip upwards
Walk speed
: the distance btw steps
You can use negative values to
walk in the opposite direction
, for e.g. you rig in the opposite direction
Type: Realistic / Dancing
Head swing: đầu xoay lên xuống
Neck swing: Cổ xoay trái phải
To
change the pose of your character
: Turn on the Controllers and adjust,
e.g. Body controller to shift the body forward a bit and rotate it abit, lower it a bit
> Duik will adapt them into the animation
Arms not swinging
: Go to Arms layers > Turn off IK /FK (even the stopwatch)
ADJUSTING THE ARMS ROTATION
IK / FK
(Inverse / Forward Kinetics)
https://animationapprentice.blogspot.com/2018/10/ik-v-fk-which-is-best.html
FK
Like keyframing the robot arms (from the root to its upmost arms)
IK
Like the hand movement affects the arm and forearms in Duik
Usually, animators are trying to decide whether to set the hands on a character to IK or FK. If the hand controls are set to IK, then you are controlling the hands from the bottom of the arm hierarchy, from the hand control. If you set the controls to FK, then upper arm, shoulder and body is in control of what the hands do.
In a walk cycle, you usually set arms and hands to FK, because the arms are swinging, controlled from the shoulders. But if you were to animate a sword fight, where the position of the hands is vital, then you would almost certainly choose IK.
Select
Arm layer
> Effect Controls:
If IK / FK is not Enable => it is in FK
Expand FK:
Turn off the active (blue) stopwatches (keyframes)
next to the properties
=> Upper / Lower / End:
Change these values to change how the arms swing
e.g. Change the Upper value of the Left Arm towards
ANIMATING
Properties of Controllers to animate:
General motion
Change the postures where the Walk / Run Cycles are not activated (to neutral pose)
Body and Head Controllers should be in 0 at the first frame of Walking
Change the posture when transitioning from Walking to Running
Animation tab of Duik >
Copy and Paste Animation (copy keyframes and paste across multiple layers)
GENERAL
INSTALLATION
Change to Rookie mode
: Settings > Select "Rookie" for beginners
SET UP THE WORKSPACE
Window menu > Save as New Workspace
OCO META RIG
(Open Cutout Meta Rig)
What is it for?
Allows you to make presets of skeletons for any creatures that you want, compatible with Duik auto rigging system.
For reference when designing characters
Click to generate the bones for that character > Switch to Bones tab > "Select bones" > Bone settings > Enable "Envelop" and check "Enabled" > CLICK APPLY > Take a screenshot and bring to Illustrator for reference
Note: You can
change size of the envelops
: Select the bone in the Layer tab > Bone envelope size in the Effects Control tab
AUTO RIG
Duplicate the Tho | Bones Composition > Rename it, say Tho | Rig
Delete the Guides layers
Delete the background layer
Bones tab > Select bones >
Auto-rig
(you can Hide layer controls)
DUIK acronyms
Fr: Front
Bk: Back
L: Left
R: Right
ADJUSTING THE LEGS MOVEMENT
Advanced parameters of Animation Cycles
:
Step amplitude
: độ dài bước chân
Step frequency
: rảo bước nhanh thế nào
=> Nếu tăng amplitude thì có thể giảm frequency xuống
=>
This will change the cycle duration
=> Change the Work Area length to have a smooth loop (N*cycle duration - 1)
CORRECTING KNEE POPS
Select the Body Controller > Move the playhead to
where the legs are most extended
>
Move the Body Controller down and forwards a little bit (somewhere balanced btw the 02 legs)