Puppet Pin Tool After Effects Cs6 Download

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Puppet Pin Tool After Effects Cs6 Download 8,9/10 7255 reviews

Adobe After Effects CC: Using the Puppet Pin Tool. In this video, Jamie Campbell demonstrates how to use the Puppet Pin Tool to animate a graphic object. Download after effects templates. After Effects Version CC 2015, CC 2014, CC, CS6. We'll start by creating pins with the puppet pin tool and learn about the.

When you move one or more Deform pins, the mesh changes shape to accommodate this movement, while keeping the overall mesh as rigid as possible. The result is that a movement in one part of the image causes natural, life-like movement in other parts of the image. For example, if you place Deform pins in a person’s feet and hands and then move one of the hands to make it wave, the motion in the attached arm is large, but the motion in the waist is small, just as in the real world. If a single animated Deform pin is selected, its Position keyframes are visible in the Composition panel and Layer panel as a motion path. You can work with these motion paths as you work with other motion paths, including setting keyframes to rove across time.

(See.) You can have multiple meshes on one layer. Having multiple meshes on one layer is useful for deforming several parts of an image individually—such as text characters—as well as for deforming multiple instances of the same part of an image, each with a different deformation. The original, undistorted mesh is calculated at the current frame at the time at which you apply the effect.

The mesh does not change to accommodate motion in a layer based on motion footage, nor does the mesh update if you replace a layer’s source footage item. Robert Powers provides a video tutorial on the that demonstrates the use of parenting and the Puppet tools to animate a character.

Dave Scotland provides a video tutorial on the that demonstrates how to create a looping character animation using the Puppet tools. Kert Gartner provides a video tutorial on the that shows how to add organic motion to images using the wiggle expression method on Puppet pins. Daniel Gies provides in which he demonstrates the use of inverse kinematics and the Puppet tools to rig and animate a character. The stopwatch switch is automatically set for the Position property of a Deform pin as soon as the pin is created. Therefore, a keyframe is set or modified each time that you change the position of a Deform pin. This auto-keyframing is unlike most properties in After Effects, for which you must explicitly set the stopwatch switch by adding a keyframe or an expression to animate each property.

Puppet Pin Tool After Effects

The auto-animation of Deform pins makes it convenient to add them and animate them in the Composition panel or Layer panel, without manipulating the properties in the Timeline panel. Click any nontransparent pixel of a raster layer to apply the Puppet effect and create a mesh for the outline created by auto-tracing the alpha channel of a layer. Click within a closed path on a vector layer to apply the Puppet effect and create a mesh for the outline defined by that path. Click within a closed, unlocked mask to apply the Puppet effect and create a mesh for the outline defined by the mask path. Click outside all closed paths on a vector layer to apply the Puppet effect without creating a mesh.

Puppet Pin Tool After Effects Cs6 Download

Outlines are created for paths on the layer, though an outline is only visible when a Puppet tool pointer is over the area that the outline defines. Place the pointer over the area enclosed by a path to see the outline in which a mesh will be created if you click that point. (See.) Click within an outline to create a mesh.

If a layer has no unlocked masks, shapes, or text characters on it when you apply the Puppet effect, it uses Auto-trace to create paths from the alpha channel. These paths are only used by the Puppet effect in the determination of outlines and do not appear as masks on the layer. If the layer is a raster layer with no alpha channel, the result is a single rectangular path around the bounds of the layer. For a complex image, or to configure Auto-trace settings, use Auto-trace before using the Puppet tools.

(See.) A text character that consists of multiple disjoint closed paths (such as the letter i) is treated as multiple separate paths. The stroke of a shape or text character is not used in the determination of outlines; only the path is used. To encompass a stroke within a mesh created from such items, increase the Expansion value. The default value of 3 pixels for Expansion encompasses a stroke that extends 3 pixels or less from its path. If the Puppet effect has already been applied to a layer, outlines appear with a yellow highlight as you move a Puppet tool pointer over them.

Effects

You can choose the outline in which to place an initial pin to create a mesh. A mesh is created each time that you click within an outline with a Puppet tool. If the Puppet effect has not already been applied to a layer, outlines for that layer have not yet been calculated. When you click, the Puppet effect calculates outlines and determines whether you have clicked within an outline. If so, it creates a mesh defined by the outline in which you clicked. Otherwise, you can move the pointer around in the layer to select the outline in which to place a pin and create a mesh.

Moving the pointer around in the layer is useful for seeing the outlines of various objects and choosing which outlines to use to create a mesh. To show the mesh for the Puppet effect, select Show in the options section of the Tools panel. To select or move a pin, click or drag it with the Move tool.

To activate the Move tool, place the pointer on a pin while either the Selection tool or the corresponding Puppet tool is active. To select multiple pins, Shift-click them, or use the marquee-selection tool to drag a marquee-selection box around them. To activate the marquee-selection tool, place the pointer for a Puppet tool outside all meshes and outlines or hold the Alt (Windows) or Option (Mac OS) key.

To select all pins of one kind (Deform, Starch, or Overlap), select one pin of that kind and press Ctrl+A (Windows) or Command+A (Mac OS). To delete selected pins, press the Delete key. If the pin has multiple keyframes, and only the keyframe at the current time is selected, pressing Delete deletes only that keyframe; pressing Delete again deletes the pin. To reset Deform pins to their original locations at the current time, click Reset for the Puppet effect in the Timeline panel or Effect Controls panel. To remove all pins and meshes from an instance of the Puppet effect, click Reset again. To increase or decrease the number of triangles used in a mesh, modify the Triangle value in the options section of the Tools panel or in the Timeline panel.

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Modifying the Triangle value sets the value for a selected mesh or, if no mesh is selected, sets the value for meshes created later. A higher number of triangles gives smoother results but takes longer to render. Small objects, like text characters, usually distort well with only 50 triangles, whereas a large figure may require 500. The number of triangles used may not match the Triangle value exactly; this value is a target only. To expand the mesh beyond the original outline, increase the Expansion property in the options section of the Tools panel or in the Timeline panel. Modifying the Expansion property sets the value for a selected mesh or, if no mesh is selected, sets the value for meshes created later.

Expanding the mesh is useful for encompassing a stroke. To duplicate an object using Puppet Pin tool, click within the original outline. Clicking within the original outline creates a new mesh, with its own copy of the pixels from within the original outline. You can also duplicate a Mesh group in the Timeline panel to achieve the same result, which is sometimes easier than clicking within the original outline without clicking the mesh to create a pin.

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