In Splash we will cover the tools necessary to bring an illustration to life. We are going from storytelling, to planning the scene, and learn the Spine to After Effects workflow, using the cameras and set the timings for action and the beats of the scene as well.
In the storytelling lesson, you will be introduced to story structure, the storyteller perspective and how to add your own twist to the story being told already in the illustration.
We will learn what is important to keep and why the preparation for After effects, to create an animatic is different from the preparation to export the characters to Spine.
After Effects will be an important tool in this workflow. Here you will have an overview of the software, the main tools and concepts we will use and how to get prepared to handle 3d cameras.
We will 3D cameras and 3d workflow in After effects to help us telling our story. With this lesson you will understand how the cameras and the 3d space works, how to navigate in 3d and how to properly use the cameras.
Back to Photoshop, we will unfold the file and play with layers to create the beats of the story. By reframing the composition we will create a planning storyboard that will guide us along the project.
Now let's go back into After Effects to set our layers and animate the cameras to find the right timing. This will be important to the next steps in Spine.
Here we will rig the second character, a Spider that differs in structure from the humanoid character. This will force us to find different solutions to make it act like a real spider.
14 – Syncing timing between After Effects and Spine
With the characters ready, it is time to some back and forth between Spine and After effects to get the exact timing information we are using in AE to sync our character's animation in Spine.
After setting up the timing, comes the animation part, where we will put the characters in motion according to the planned storyboard and following the timing we get from AE.
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