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	<title>Victoria Nece &#187; After Effects</title>
	<atom:link href="http://victorianece.com/tag/after-effects/feed/" rel="self" type="application/rss+xml" />
	<link>http://victorianece.com</link>
	<description>Animation &#124; Motion Graphics &#124; Design</description>
	<lastBuildDate>Mon, 14 May 2012 19:27:38 +0000</lastBuildDate>
	<language>en</language>
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		<item>
		<title>Get the look of Trapcode&#8217;s 3D Stroke with no plugins!</title>
		<link>http://victorianece.com/2012/05/get-the-look-of-trapcodes-3d-stroke-with-no-plugins/</link>
		<comments>http://victorianece.com/2012/05/get-the-look-of-trapcodes-3d-stroke-with-no-plugins/#comments</comments>
		<pubDate>Mon, 14 May 2012 19:27:38 +0000</pubDate>
		<dc:creator>Victoria</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D Stroke]]></category>
		<category><![CDATA[After Effects]]></category>
		<category><![CDATA[preset]]></category>

		<guid isPermaLink="false">http://victorianece.com/?p=1086</guid>
		<description><![CDATA[So Trapcode&#8217;s 3D Stroke is a great After Effects plugin with a long history. And it&#8217;s only about a hundred bucks, so if you make a living animating just go buy the real thing. It&#8217;s a lot less hacky. If you&#8217;re a cheap bastard, though, or if you enjoy using AE features in ways they&#8217;re [...]]]></description>
			<content:encoded><![CDATA[<p>So Trapcode&#8217;s <a href="http://www.redgiantsoftware.com/products/all/trapcode-3d-stroke/">3D Stroke</a> is a great After Effects plugin with a long history. And it&#8217;s only about a hundred bucks, so if you make a living animating just go buy the real thing. It&#8217;s a lot less hacky.</p>
<p>If you&#8217;re a cheap bastard, though, or if you enjoy using AE features in ways they&#8217;re not designed to be used, have I got the free preset for you!<br />
<span id="more-1086"></span><br />
A little backstory: I&#8217;ve been really sick for about a week, and one of the stranger symptoms has been a combination of fever dreams and terrible insomnia. This has led to me basically hallucinating a bunch of After Effects expressions that don&#8217;t work, but late last night (er, early this morning) it also led to the realization that the look of 3D Stroke can be achieved with text tool parameters.</p>
<p>I got out of bed to write this, guys. And it totally works! Check it out:</p>
<p><a href="http://victorianece.com/2012/05/get-the-look-of-trapcodes-3d-stroke-with-no-plugins/"><em>Click here to view the embedded video.</em></a></p>
<p>It&#8217;s fully reactive to the comp camera, too &#8212; that&#8217;s right, you get depth of field, motion blur lights, all that fun stuff. It works by making a 3D tube out of a series of circles that always face the camera.</p>
<p><strong>The .ffx preset format doesn&#8217;t allow you to save things that aren&#8217;t keyframe data, so there are a few settings you&#8217;ll need to add yourself once you apply it. You also need CS5+ and to have the font Webdings installed (the circle is the lowercase n), or find another set of dingbats with a plain circle as an option.</strong></p>
<div class="info_box">Get the preset! <a href="http://victorianece.com/wordpress/wp-content/uploads/2012/05/3D-Fauxe.zip">Click here to download 3D Fauxe</a>. (CS5+)</div>
<p>&nbsp;</p>
<h3>How to use it:</h3>
<ol>
<li>Apply the preset to an empty text layer.</li>
<li>Paste in the mask shape you want to use and set it as the text path.</li>
<li>With the text layer selected, go to Layer -&gt; Transform -&gt; Auto-Orient. Select &#8220;Orient Towards Camera&#8221; and check the &#8220;Orient Each Character Independently&#8221; box.</li>
<li>Set the layer blend mode to screen or add or whatever looks nice for your purposes.</li>
<li>Tweak all the text animation parameters. By default it draws itself on and has some color shift, blur and taper applied.</li>
</ol>
<p>Here&#8217;s another example created from the preset:</p>
<p><a href="http://victorianece.com/2012/05/get-the-look-of-trapcodes-3d-stroke-with-no-plugins/"><em>Click here to view the embedded video.</em></a></p>
<p>There are a few things I&#8217;d like to tweak and a couple more features I plan to add later, but, in all, not bad for an insomnia project, eh?</p>
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		</item>
		<item>
		<title>Shh! A sneak peek at what I&#8217;ve been working on&#8230;</title>
		<link>http://victorianece.com/2012/05/shh-a-sneak-peek-at-what-ive-been-working-on/</link>
		<comments>http://victorianece.com/2012/05/shh-a-sneak-peek-at-what-ive-been-working-on/#comments</comments>
		<pubDate>Tue, 01 May 2012 19:37:41 +0000</pubDate>
		<dc:creator>Victoria</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Actually Happening]]></category>
		<category><![CDATA[After Effects]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[KinectToPin]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[podcast]]></category>

		<guid isPermaLink="false">http://victorianece.com/?p=1077</guid>
		<description><![CDATA[So what exactly am I doing with all the mocap stuff I&#8217;ve been working on with KinectToPin + After Effects? Well&#8230; add in expression-controlled facial animation and using Dynamic Link to live-switch unrendered AE comps via Premiere&#8217;s multicam setup (I am kind of freaked out that this seems to Just Work), and it looks like [...]]]></description>
			<content:encoded><![CDATA[<p>So what exactly am I <em>doing</em> with all the <a href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-1/" title="Kinect MoCap Animation in After Effects — Part 1: Getting Started">mocap stuff</a> I&#8217;ve been working on with <a href="https://github.com/N1ckFG/KinectToPin">KinectToPin</a> + After Effects?  Well&#8230; add in expression-controlled facial animation and using Dynamic Link to live-switch unrendered AE comps via Premiere&#8217;s multicam setup (I am kind of freaked out that this seems to Just Work), and it looks like we&#8217;re about to have an animated <a href="http://www.itsactuallyhappening.com">Actually Happening</a>. Shhh! <img src='http://victorianece.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/05/Set-Super-Wide-02.jpg"><img class="aligncenter size-medium wp-image-1079" title="Set---Super-Wide-02" src="http://victorianece.com/wordpress/wp-content/uploads/2012/05/Set-Super-Wide-02-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/05/sample-with-D-+-K-+-V-2.jpg"><img class="aligncenter size-medium wp-image-1078" title="sample with D + K + V 2" src="http://victorianece.com/wordpress/wp-content/uploads/2012/05/sample-with-D-+-K-+-V-2-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>I&#8217;ve been figuring this out as I go, but once I have all the elements rigged it should be almost trivial to make new episodes. Also I built the set in PHOTOSHOP which is ridiculous. I don&#8217;t have any proper 3D software on my laptop, so the table is all Repousse shapes extruded from rounded rectangles. </p>
]]></content:encoded>
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		</item>
		<item>
		<title>Kinect + AE: A better way to control the puppet&#8217;s head</title>
		<link>http://victorianece.com/2012/04/kinect-ae-a-better-way-to-control-the-puppets-head/</link>
		<comments>http://victorianece.com/2012/04/kinect-ae-a-better-way-to-control-the-puppets-head/#comments</comments>
		<pubDate>Sat, 21 Apr 2012 23:47:16 +0000</pubDate>
		<dc:creator>Victoria</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[After Effects]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[KinectToPin]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[puppets]]></category>

		<guid isPermaLink="false">http://victorianece.com/?p=1070</guid>
		<description><![CDATA[So in my Kinect + After Effects tutorials I offer a couple ways to rig the puppet&#8217;s head, but neither one is an ideal solution: the first one leads to occasional face-stretching and the second to increasing the manual animation workload substantially. But there&#8217;s a better way! Put the anchor point in the center of [...]]]></description>
			<content:encoded><![CDATA[<p>So in my <a href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-1/" title="Kinect MoCap Animation in After Effects — Part 1: Getting Started">Kinect + After Effects tutorials</a> I offer a couple ways to rig the puppet&#8217;s head, but neither one is an ideal solution: the first one leads to occasional face-stretching and the second to increasing the manual animation workload substantially.</p>
<p>But there&#8217;s a better way! Put the anchor point in the center of the face, and attach the position keyframe to the Head control point. Then apply the following expression (based on one <a href="http://aenhancers.com/viewtopic.php?f=11&amp;t=1556">originally found here</a>) to the rotation parameter:</p>
<pre>this_point=thisComp.layer("Spine").effect("Head")("Point");
that_point=thisComp.layer("Spine").effect("Neck")("Point");
delta=sub(this_point, that_point);
angle=Math.atan2(delta[1], delta[0]);
ang = radians_to_degrees(angle);
(ang+90)%360+transform.rotation</pre>
<p>Now the head will rotate to match to the angle formed by the head and neck points, but without the weird distortion the Puppet Tool can cause. You can tweak the head&#8217;s attach point by shifting the anchor point.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Side Project: The Fix Helpline Video</title>
		<link>http://victorianece.com/2012/04/side-project-the-fix-helpline-video/</link>
		<comments>http://victorianece.com/2012/04/side-project-the-fix-helpline-video/#comments</comments>
		<pubDate>Sun, 08 Apr 2012 19:04:51 +0000</pubDate>
		<dc:creator>Victoria</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[After Effects]]></category>
		<category><![CDATA[Freelance]]></category>
		<category><![CDATA[The Fix]]></category>

		<guid isPermaLink="false">http://victorianece.com/?p=1064</guid>
		<description><![CDATA[Just completed a freelance animation project to introduce The Fix&#8216;s new treatment helpline. Take a look:]]></description>
			<content:encoded><![CDATA[<p>Just completed a freelance animation project to introduce <a href="http://www.thefix.com">The Fix</a>&#8216;s new treatment helpline. Take a look:</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/ZXmr6C-YSpQ" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Kinect MoCap Animation in After Effects &#8212; Part 4: Rigging a Digital Puppet</title>
		<link>http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-4-rigging-a-digital-puppet/</link>
		<comments>http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-4-rigging-a-digital-puppet/#comments</comments>
		<pubDate>Mon, 27 Feb 2012 06:06:12 +0000</pubDate>
		<dc:creator>Victoria</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[After Effects]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[puppets]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://victorianece.com/?p=1002</guid>
		<description><![CDATA[&#160; This is part 4 in a series. Part 1 &#124; Part 2 &#124; Part 3 &#124; Download Project Files &#160; Yes, it’s the part you’ve all been waiting for: it&#8217;s finally time to set up your character layers! This was originally going to be in Part 3, but there are so many steps I [...]]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
<div class="tip_box">This is part 4 in a series. <a title="Kinect MoCap Animation in After Effects — Part 1: Getting Started" href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-1/">Part 1</a> | <a title="Kinect MoCap Animation in After Effects — Part 2: Motion Capture with KinectToPin" href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-2-motion-capture/">Part 2</a> | <a href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-3-building-the-puppet-rigging-template-in-ae/" title="Kinect MoCap Animation in After Effects — Part 3: Building the Puppet Rigging Template">Part 3</a> | <a title="Project file" href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-+-AE-Sample-Puppet-CS5.zip">Download Project Files</a></div>
<p>&nbsp;</p>
<p><iframe width="580" height="325" src="http://www.youtube.com/embed/mcwPsqYBhds" frameborder="0" allowfullscreen></iframe></p>
<p>Yes, it’s the part you’ve all been waiting for: it&#8217;s finally time to set up your character layers!</p>
<p>This was originally going to be in Part 3, but there are so many steps I realized I needed to break things down a bit more.</p>
<p><span id="more-1002"></span></p>
<h3>About the Puppet Tool</h3>
<p>We’re going to be using the Puppet Tool a little differently than it was originally intended to be used. It was designed for a single layer puppet, but when you try to animate a character that way it gives you a very wiggly result &#8212; what I refer to as the &#8220;Bendy Elbows&#8221; problem. It&#8217;s great for deforming or reshaping a layer, or making old-timey cartoons, but it won&#8217;t give you anything close to realistic movement.</p>
<div id="attachment_1012" class="wp-caption aligncenter" style="width: 450px"><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Puppet-Pin-Example.jpg"><img class="size-medium wp-image-1012" title="Puppet Pin Example" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Puppet-Pin-Example-440x330.jpg" alt="" width="440" height="330" /></a><p class="wp-caption-text">...Yikes.</p></div>
<p>&nbsp;</p>
<p>And if you try using all 15 points of your KinectToPin tracking data with a flat puppet the result is.. unfortunate.</p>
<p>&nbsp;</p>
<div id="attachment_1013" class="wp-caption aligncenter" style="width: 450px"><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/KinectToPin-Example.jpg"><img class="size-medium wp-image-1013" title="KinectToPin Example" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/KinectToPin-Example-440x330.jpg" alt="" width="440" height="330" /></a><p class="wp-caption-text">(I don&#39;t think legs should bend like that.)</p></div>
<p>&nbsp;</p>
<p>However, if you only have <em>two</em> puppet pins on a layer, you get a completely different effect: instead of making it go all wibbly, they work sort of like multiple anchor points with the layer stretched between them.</p>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Two-Pins.png"><img class="aligncenter size-medium wp-image-1016" title="Two-Pins" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Two-Pins-426x330.png" alt="" width="426" height="330" /></a></p>
<p>&nbsp;</p>
<p>So that&#8217;s why we&#8217;re putting the source data on one layer and using expressions to link to it to control separate pieces.</p>
<p>&nbsp;</p>
<h3>Designing Your Character for Kinect Control</h3>
<p>As if this process wasn’t complicated enough already, it also makes building your character a little more work: instead of just creating a single layer, you need to build your puppet out of lots of little pieces so that it can rotate wherever there&#8217;s a joint &#8212; you need a hand, a forearm, an upper arm and so forth.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Puppet-Pieces.jpg"><img class="aligncenter size-medium wp-image-1021" title="Puppet Pieces" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Puppet-Pieces-440x330.jpg" alt="" width="440" height="330" /></a></p>
<p>One thing is a bit easier though. Instead of having to use the Puppet Tool&#8217;s layer overlap feature, you can change what part of your character is in front by simply changing the layer order. This also means that if you have an element that needs to be in front of some layers and behind others, like the head of a character with long hair, you need to make it two separate layers.</p>
<p>You can use your own preferred technique to create your puppet, whether it&#8217;s drawn or cut up in Photoshop, created in Illustrator or even generated via After Effects shape layers like this one. I’ve used this process with everything from Illustrator vectors to pieces cut out of vintage photos and artwork, but for this demo I used shape layers so I could give out a single .aep file with no dependencies. You can’t just cut up a flat puppet or photo, unfortunately. You need to give each layer a little bit of overlap with the ones it connects to so the puppet doesn’t come apart at the joints.</p>
<p>Also, if you&#8217;re importing your layers from another program, make sure to crop them to the <em>layer</em> dimensions on import (not the comp’s) so you aren&#8217;t dealing with unwieldy giant rectangles the whole time.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/retainlayersizes.png"><img class="aligncenter size-full wp-image-1023" title="retainlayersizes" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/retainlayersizes.png" alt="" width="392" height="224" /></a></p>
<p>&nbsp;</p>
<h3>Scaling: Getting it Right Before You Rig</h3>
<p>Regardless of your design technique, be sure the layers are decently high resolution so you have some flexibility in how close you can zoom in on them. Even if your character is made of vectors, you&#8217;re going to lose some sizing flexibility when you add the Puppet pins. Here&#8217;s why: when you first add pins, the Puppet Tool works by creating a mesh of your layer <em>at that layer&#8217;s original resolution</em>. And you can&#8217;t use Collapse Transformations on a layer with a Puppet Tool instance &#8212; it breaks everything &#8212; so you want each piece as big as possible at this point. <strong>All the scaling down needs to happen inside the puppet animation comp, and all the scaling up needs to happen once that comp is nested elsewhere.</strong> Don’t worry if the raw elements are actually bigger than your animation comp itself: even though the puppet comp is only 640&#215;480, you can scale back up into HD later as long as you plan things right at the start, because you <em>can</em> apply Collapse Transformations to the puppet comp once it’s nested in a larger comp.</p>
<p>In short: make sure all your layers are nice and big at the point the Puppet Tool gets to them.</p>
<p>If you’re using vector or shape layers, you need to precompose them before you apply the puppet tool. Same goes for if you have a layer that’s going to contain animation inside itself, such as lip sync on a head. Make your precomp the size of the layer at 100% scale, not the size of the puppet comp, or you’ll lose the ability to enlarge it later.</p>
<p>&nbsp;</p>
<h3>Setting Up After Effects for Rigging</h3>
<p>Okay, so, you’ve got everything loaded in, precomposed, and the right scale? Good. Now you can connect it to the template you built in Part 3.</p>
<p>You’re going to be linking Puppet pins to the expression point controls in the template. The easiest way to do this is to open up multiple Effects palettes for the different control layers down the side of the screen. You can do this by clicking the lock icon in the Effects window, then opening the next one below it, locking that one, and so on. Having all the points visible makes it easy to pickwhip the right one.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/1-Setting-up-effects-palettes.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/1-Setting-up-effects-palettes-580x326.jpg" alt="" title="1 - Setting up effects palettes" width="580" height="326" class="aligncenter size-medium wp-image-1029" /></a></p>
<p>&nbsp;</p>
<h3>Connecting to Control Layers</h3>
<p>Let’s start with the left lower leg. I tend to hide all the layers I’m not currently rigging so I don’t get confused. Use the Puppet Tool to create a pin where you want the ankle pivot to be, then one where you want the knee pivot to be. </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/2-The-left-leg.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/2-The-left-leg-580x326.jpg" alt="" title="2 - The left leg" width="580" height="326" class="aligncenter size-medium wp-image-1030" /></a></p>
<p>When you created these pins, the Puppet Tool also created the mesh it’s going to use to deform the layer, and you can see it by clicking the “Show Mesh” checkbox. If you want to make sure the edges of your limb don’t get cropped off, you can set the mesh expansion up to five or so. If things seem really slow, you can drop the number of triangles way down and that should help, but if you have too few triangles things won’t curve smoothly.</p>
<p>Now, hit U to show the keyframes on the timeline.  For Pin 1, alt-click the stopwatch, then type <strong>fromComp(</strong> <em>[pickwhip leftAnkle control point from leftLeg layer]</em> <strong>)</strong>. The “fromComp” transform makes the Puppet Tool understand where to put the pins relative to the layer’s dimensions instead of to the comp as a whole.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/3-Connecting-To-Control.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/3-Connecting-To-Control-580x326.jpg" alt="" title="3 - Connecting To Control" width="580" height="326" class="aligncenter size-medium wp-image-1031" /></a></p>
<p>The expression should look like this:</p>
<pre><strong>fromComp(thisComp.layer("leftLeg").effect("leftAnkle")("Point"))</strong></pre>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/4-Connecting-the-second-point.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/4-Connecting-the-second-point-580x326.jpg" alt="" title="4 - Connecting the second point" width="580" height="326" class="aligncenter size-medium wp-image-1032" /></a></p>
<p>Now, do the same thing for Pin 2, but link it to the left knee:</p>
<pre><strong>fromComp(thisComp.layer("leftLeg").effect("leftKnee")("Point"))</strong></pre>
<p>&nbsp;</p>
<p>Now, scale down the layer until it appears to be a sensible size and proportion. </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/5-squashy-leg.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/5-squashy-leg-580x326.jpg" alt="" title="5 - squashy leg" width="580" height="326" class="aligncenter size-medium wp-image-1033" /></a></p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/6-After-scaling.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/6-After-scaling-580x326.jpg" alt="" title="6 - After scaling" width="580" height="326" class="aligncenter size-medium wp-image-1034" /></a></p>
<p>If you built your character all at once, you’re going to scale down <em>all</em> the layers to this size. Try scrubbing through the timeline. Congratulations, you’ve successfully animated a shin!</p>
<p>You’re going to follow the same basic pattern for the upper and lower arm and leg pieces: add a fromComp layer space transform, then choose the relevant point control. The torso, hands, feet and head work differently, though, so save them for last.</p>
<p>So: left upper leg. Point on the knee, point on the hip joint. </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/7-Upper-Leg.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/7-Upper-Leg-580x326.jpg" alt="" title="7 - Upper Leg" width="580" height="326" class="aligncenter size-medium wp-image-1035" /></a></p>
<p>The knee pin gets the same expression it had on the lower leg layer. The hip joint gets:</p>
<pre><strong>fromComp(thisComp.layer("leftLeg").effect("leftHip")("Point"))</strong></pre>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/8-Connecting-to-controls.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/8-Connecting-to-controls-580x326.jpg" alt="" title="8 - Connecting to controls" width="580" height="326" class="aligncenter size-medium wp-image-1036" /></a></p>
<p>Hey check it out, you have a leg!</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/9-Scaled-Down.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/9-Scaled-Down-580x326.jpg" alt="" title="9 - Scaled Down" width="580" height="326" class="aligncenter size-medium wp-image-1037" /></a></p>
<p>&nbsp;</p>
<p>Same deal on the right side of the body. Add the right ankle:</p>
<pre><strong>fromComp(thisComp.layer("rightLeg").effect("rightAnkle")("Point"))</strong></pre>
<p>&nbsp;</p>
<p>And the knee point:</p>
<pre><strong>fromComp(thisComp.layer("rightLeg").effect("rightKnee")("Point"))</strong></pre>
<p>&nbsp;</p>
<p>Now add the knee point to the upper leg:</p>
<pre><strong>fromComp(thisComp.layer("rightLeg").effect("rightKnee")("Point")) </strong></pre>
<p>&nbsp;</p>
<p>And the hip point:</p>
<pre><strong>fromComp(thisComp.layer("rightLeg").effect("rightHip")("Point"))</strong></pre>
<p>&nbsp;</p>
<p>Starting to make sense now? <img src='http://victorianece.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/10-Rt-Upper-Leg-Needs-Scaling.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/10-Rt-Upper-Leg-Needs-Scaling-580x326.jpg" alt="" title="10 - Rt Upper Leg Needs Scaling" width="580" height="326" class="aligncenter size-medium wp-image-1038" /></a></p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/11-Legs.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/11-Legs-580x326.jpg" alt="" title="11 - Legs!" width="580" height="326" class="aligncenter size-medium wp-image-1039" /></a><br />
&nbsp;</p>
<p>If it looks like the legs are bending backwards or on the wrong side, check or uncheck the Invert Pins box.</p>
<p>Now we’ll do the arms. For the forearm, add pins to the right wrist:</p>
<pre><strong>fromComp(thisComp.layer("rightArm").effect("rightWrist")("Point"))</strong></pre>
<p><strong><br />
&nbsp;</p>
<p></strong>And the right elbow:</p>
<pre><strong>fromComp(thisComp.layer("rightArm").effect("rightElbow")("Point"))</strong></pre>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/12-Lower-Arm-Connections.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/12-Lower-Arm-Connections-580x326.jpg" alt="" title="12 - Lower Arm Connections" width="580" height="326" class="aligncenter size-medium wp-image-1040" /></a></p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/13-Hey-an-arm.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/13-Hey-an-arm-580x326.jpg" alt="" title="13 - Hey an arm" width="580" height="326" class="aligncenter size-medium wp-image-1041" /></a></p>
<p>And for the upper arm, you need the right elbow:</p>
<pre><strong>fromComp(thisComp.layer("rightArm").effect("rightElbow")("Point"))</strong></pre>
<p>&nbsp;</p>
<p>And the right shoulder:</p>
<pre><strong>fromComp(thisComp.layer("rightArm").effect("rightShoulder")("Point"))</strong></pre>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/14-Upper-Arm-pins.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/14-Upper-Arm-pins-580x326.jpg" alt="" title="14 - Upper Arm pins" width="580" height="326" class="aligncenter size-medium wp-image-1042" /></a></p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/15-Connecting-the-upper-arm.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/15-Connecting-the-upper-arm-580x326.jpg" alt="" title="15 - Connecting the upper arm" width="580" height="326" class="aligncenter size-medium wp-image-1043" /></a></p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/16-Scaling.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/16-Scaling-580x326.jpg" alt="" title="16 - Scaling" width="580" height="326" class="aligncenter size-medium wp-image-1044" /></a></p>
<p>That’s the right arm done. Now for the left.</p>
<p>&nbsp;</p>
<p>Left forearm: left wrist:</p>
<pre><strong>fromComp(thisComp.layer("leftArm").effect("leftWrist")("Point"))</strong></pre>
<p>&nbsp;</p>
<p>And left elbow:</p>
<pre><strong>fromComp(thisComp.layer("leftArm").effect("leftElbow")("Point"))</strong></pre>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/17-Left-Arm-pins.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/17-Left-Arm-pins-580x326.jpg" alt="" title="17 - Left Arm pins" width="580" height="326" class="aligncenter size-medium wp-image-1045" /></a></p>
<p>Left upper arm is the left elbow:</p>
<pre><strong>fromComp(thisComp.layer("leftArm").effect("leftElbow")("Point"))</strong></pre>
<p>&nbsp;</p>
<p>And the left shoulder:</p>
<pre><strong>fromComp(thisComp.layer("leftArm").effect("leftShoulder")("Point"))</strong></pre>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/18-Arms-done.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/18-Arms-done-580x326.jpg" alt="" title="18 - Arms done" width="580" height="326" class="aligncenter size-medium wp-image-1046" /></a></p>
<p>Scrub through: it’s starting to come to life!</p>
<p>Next we’re going to rig the torso, which is a little more complicated. </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/19-Torso-pins.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/19-Torso-pins-580x326.jpg" alt="" title="19 - Torso pins" width="580" height="326" class="aligncenter size-medium wp-image-1047" /></a></p>
<p>We’re actually okay with it bending and flexing, so it gets five points: the hip and shoulder pins at the corners, as well as the waist pin right in the middle. Connect them the same way you linked up the limbs. Here are the five separate expressions:</p>
<pre><strong>fromComp(thisComp.layer("Spine").effect("Waist")("Point")) </strong></pre>
<p>&nbsp;</p>
<pre><strong>fromComp(thisComp.layer("leftLeg").effect("leftHip")("Point")) </strong></pre>
<p>&nbsp;</p>
<pre><strong>fromComp(thisComp.layer("rightLeg").effect("rightHip")("Point")) </strong></pre>
<p>&nbsp;</p>
<pre><strong>fromComp(thisComp.layer("rightArm").effect("rightShoulder")("Point")) </strong></pre>
<p>&nbsp;</p>
<pre><strong>fromComp(thisComp.layer("leftArm").effect("leftShoulder")("Point"))</strong></pre>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/20-Squashy-Torso.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/20-Squashy-Torso-580x326.jpg" alt="" title="20 - Squashy Torso" width="580" height="326" class="aligncenter size-medium wp-image-1048" /></a></p>
<p>Scale that down, too:</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/21-Better-torso.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/21-Better-torso-580x326.jpg" alt="" title="21 - Better torso" width="580" height="326" class="aligncenter size-medium wp-image-1049" /></a></p>
<p>You could also add the neck pin if you wanted, but whether that works well really depends on the design of your character.</p>
<p>&nbsp;</p>
<h3>Adjusting Pin Placement</h3>
<p>Now, take a look at how things are moving. If it seems like a shoulder pin is in the wrong place, you can delete it and create a new pin in a different spot. The Puppet Tool will keep using the same underlying mesh. Copy the expression before you delete the pin so you can add it to the new one right away. One thing that’s really important to point out here is that if you make any changes to<em> the shape of the layer itself</em>, you need to delete more than just the puppet pins &#8212; you need to delete the <em>entire</em> puppet effect instance. Otherwise, it’s going to keep on using the old, outdated layer mesh. <strong>This is also why you can’t copy and paste my puppet pins to your own character.</strong></p>
<p>&nbsp;</p>
<h3>The Hands and Feet</h3>
<p>Next we’re going to attach the hands and feet. These are quick and easy: you don’t need the puppet tool for these, and you don’t need the fromComp layer space transform. However, instead of a pin, you’re going to apply it to the layer’s <strong>position</strong> transform. Just pickwhip the right arm control, like so:</p>
<pre><strong>thisComp.layer("rightArm").effect("rightWrist")("Point")</strong></pre>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/22-Rt-Hand.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/22-Rt-Hand-580x326.jpg" alt="" title="22 - Rt Hand" width="580" height="326" class="aligncenter size-medium wp-image-1050" /></a></p>
<p>Now, move the anchor point until the hand is connected to the lower arm in the right spot. The hands and feet are the only things you’ll actually need to animate by hand to match the Kinect-captured movements. Just set rotation keyframes so they’re in the correct position. If you download my sample puppet, you may notice I have Time Remapping enabled on the hands as well. Stay tuned for Part 5 to learn how to use that to change the hand pose.</p>
<p>Now, do the same on the left side:</p>
<pre><strong>thisComp.layer("leftArm").effect("leftWrist")("Point")</strong></pre>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/23-Left-Hand.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/23-Left-Hand-580x326.jpg" alt="" title="23 - Left Hand" width="580" height="326" class="aligncenter size-medium wp-image-1051" /></a></p>
<p>And now the feet. Right:</p>
<pre><strong>thisComp.layer("rightLeg").effect("rightAnkle")("Point") </strong></pre>
<p>&nbsp;</p>
<p>And left:</p>
<pre><strong>thisComp.layer("leftLeg").effect("leftAnkle")("Point")</strong></pre>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/24-Hands-and-feet-done.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/24-Hands-and-feet-done-580x326.jpg" alt="" title="24 - Hands and feet done" width="580" height="326" class="aligncenter size-medium wp-image-1052" /></a></p>
<p>&nbsp;</p>
<h3>Rigging the Head: Two Options</h3>
<p>The last thing we’re going to rig is the head. You have a couple of choices at this point. If you want to animate head tilt yourself, or have a head that’s going to change shape from talking or varying facial expressions, you should attach it the same way you did the arm and leg by pushing the head’s anchor point to the bottom and linking its position transform to the neck point control:</p>
<pre><strong>thisComp.layer("Spine").effect("Neck")("Point")</strong></pre>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/25-GIANT-HEAD.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/25-GIANT-HEAD-580x326.jpg" alt="" title="25 - GIANT HEAD" width="580" height="326" class="aligncenter size-medium wp-image-1053" /></a></p>
<p>Scale to match:</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/26-Scaled-head.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/26-Scaled-head-580x326.jpg" alt="" title="26 - Scaled head" width="580" height="326" class="aligncenter size-medium wp-image-1054" /></a></p>
<p>If you want to use the puppet tool instead, add one point at the neck and one in the center of the face. </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/27-Puppet-head.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/27-Puppet-head-580x326.jpg" alt="" title="27 - Puppet head" width="580" height="326" class="aligncenter size-medium wp-image-1055" /></a></p>
<p>I find the head data is the most unreliably tracked, so I’ve split the x and y positions up so I can offset them individually if need be. In this case, here’s the expression I used for the neck in order to move the Y point 21 pixels:</p>
<pre><strong>x = thisComp.layer("Spine").effect("Neck")("Point")[0];</strong>
<strong>y = thisComp.layer("Spine").effect("Neck")("Point")[1]-21;</strong>
<strong>fromComp([x,y])</strong></pre>
<p>Don’t forget the fromComp transform at the end!</p>
<p>And here’s the one I used on the head point:</p>
<pre><strong>x = thisComp.layer("Spine").effect("Head")("Point")[0]+2;</strong>
<strong>y = thisComp.layer("Spine").effect("Head")("Point")[1]-3;</strong>
<strong>fromComp([x,y]) </strong></pre>
<p>&nbsp;</p>
<p>Without offsets:<br />
<a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/28-Head-needs-adjustment.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/28-Head-needs-adjustment-580x326.jpg" alt="" title="28 - Head needs adjustment" width="580" height="326" class="aligncenter size-medium wp-image-1056" /></a></p>
<p>With offsets:<br />
<a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/29-Whole-puppet-rigged.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/29-Whole-puppet-rigged-580x326.jpg" alt="" title="29 - Whole puppet rigged" width="580" height="326" class="aligncenter size-medium wp-image-1057" /></a></p>
<p>There’s no magic to the offset numbers I used&#8230; they’re just the numbers I found worked through trial and error when applied to this one particular track. Stretching a face even a pixel or two is noticeable in a way stretching a forearm isn’t, so you just kind of have to eyeball it.</p>
<p>&nbsp;</p>
<h3>Results</h3>
<p>You&#8217;re all set! Hit play and check out the results, or to see it nice and big drop it into an HD comp and enable Collapse Transformations, like so: </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/30-Finished-Puppet.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/30-Finished-Puppet-580x326.jpg" alt="" title="30 - Finished Puppet" width="580" height="326" class="aligncenter size-medium wp-image-1058" /></a></p>
<p>You now have a fully rigged Kinect-controlled puppet, and all you have to do to change its actions is to paste new tracking data to the source layer.</p>
<p>After a little more tweaking, here&#8217;s the final result:<br />
<iframe width="640" height="360" src="http://www.youtube.com/embed/QOQfkz3iNVw" frameborder="0" allowfullscreen></iframe></p>
<p>Stay tuned for Part 5 for finishing techniques, including a more advanced way to animate the hands and feet, a quick and dirty trick to automate lip sync, and how to bring your puppet into HD.</p>
<p>&nbsp;</p>
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		<title>Kinect MoCap Animation in After Effects — Part 3: Building the Puppet Rigging Template</title>
		<link>http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-3-building-the-puppet-rigging-template-in-ae/</link>
		<comments>http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-3-building-the-puppet-rigging-template-in-ae/#comments</comments>
		<pubDate>Fri, 17 Feb 2012 20:21:14 +0000</pubDate>
		<dc:creator>Victoria</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[After Effects]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://victorianece.com/?p=953</guid>
		<description><![CDATA[&#160;  Part 1 (Getting Started) is here, and Part 2 (Recording MoCap data with KinectToPin) is here. Part 4 (Rigging the Digital Puppet) is here. You can download the After Effects project file here (CS5+). &#160; Welcome back! So now that you have your tracking data recorded, it’s time to build a character to apply [...]]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
<div class="info_box"> <a title="Kinect MoCap Animation in After Effects — Part 1: Getting Started" href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-1/">Part 1 (Getting Started) is here</a>, and <a title="Kinect MoCap Animation in After Effects — Part 2: Motion Capture with KinectToPin" href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-2-motion-capture/">Part 2 (Recording MoCap data with KinectToPin) is here</a>. <a href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-4-rigging-a-digital-puppet/" title="Kinect MoCap Animation in After Effects — Part 4: Rigging a Digital Puppet">Part 4 (Rigging the Digital Puppet) is here</a>.</p>
<p>You can <a title="Project file" href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-+-AE-Sample-Puppet-CS5.zip"> download the After Effects project file here</a> (CS5+).</div>
<p>&nbsp;</p>
<p><iframe width="580" height="325" src="http://www.youtube.com/embed/NZxLEXNn0ow" frameborder="0" allowfullscreen></iframe></p>
<p><br class="clear" /><br class="clear" />Welcome back! So now that you have your tracking data recorded, it’s time to build a character to apply it to. This is where things get a bit complicated.</p>
<p>&nbsp;<span id="more-953"></span></p>
<h3>Template Setup</h3>
<p>We’re going to start by building a reusable template that you can use as the basis for any Kinect-controlled puppet. If you want to skip this section and download your own version of the template to start with, go for it, but I think knowing how it all works actually makes rigging easier.</p>
<p>&nbsp;</p>
<h4>1. Create a 640&#215;480 24fps comp</h4>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/1-New-Comp.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/1-New-Comp-580x326.jpg" alt="" title="1- New Comp" width="580" height="326" class="aligncenter size-medium wp-image-997" /></a></p>
<p>Start by creating a new comp. Let’s call it “Puppet Template.” It has to match the dimensions and framerate of the Kinect, so: 640 by 480, 24 frames per second. Don’t worry, you’ll still be able to composite your puppet in HD later on.</p>
<p>I’ve added a reference image to help explain what’s going on: the Kinect tracking pins are numbered 1 to 15, starting with the left foot and ending with the head.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Pin-Chart-01.png"><img class="aligncenter size-medium wp-image-962" title="Kinect-Pin-Chart-01" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Pin-Chart-01-440x330.png" alt="" width="440" height="330" /></a></p>
<p>&nbsp;</p>
<h4>2. The Source layer</h4>
<p>Now, we’re going to set up the layer that will hold the tracking data. Create a null or a new solid, and label it “<strong>Source</strong>.”  It also needs to be 640&#215;480. You can hit Ctrl + Shift + Y to resize it.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/2-Create-Source-Layer.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/2-Create-Source-Layer-580x326.jpg" alt="" title="2 - Create Source Layer" width="580" height="326" class="aligncenter size-medium wp-image-996" /></a></p>
<p>Select the puppet tool, and add 15 points to this layer, in roughly the shape of the Kinect source data. </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/3-Add-Source-Pins.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/3-Add-Source-Pins-580x326.jpg" alt="" title="3 - Add Source Pins" width="580" height="326" class="aligncenter size-medium wp-image-995" /></a></p>
<p>They don’t need to be perfect, but you can use the reference image as a template if you want. Now, you aren’t going to be animating this layer directly: these pins are where you’re going to paste your tracking data so the puppet pieces can access it. That is, you’re going to use them as a source of information to control <em>another</em> set of pins on different layers.</p>
<p>It’s good to have a sample track to test your rig with. </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/4-Copy-Test-Data.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/4-Copy-Test-Data-580x326.jpg" alt="" title="4 - Copy Test Data" width="580" height="326" class="aligncenter size-medium wp-image-994" /></a></p>
<p>To add your mocap data, open up its text file, copy the whole file, then select all the pins and hit paste.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/5-Paste-Test-Data.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/5-Paste-Test-Data-580x326.jpg" alt="" title="5 - Paste Test Data" width="580" height="326" class="aligncenter size-medium wp-image-993" /></a></p>
<p>Kinect tracking data can be very choppy, so we need to smooth it out, or all of our characters will look as if they’ve had far too much coffee. After Effects actually has a nondestructive smoothing function built into the program, but it’s only accessible as an expression. I’ve been using this software for more than a decade now and had <em>no</em> idea it was there, so I need to thank Roland Kahlenberg on CreativeCow for pointing me in the right direction on this, as it’s what really makes the process workable.</p>
<p>So let’s smooth things out a bit. Head down to the timeline, and hit U to show all keyframes. Hold alt and click the stopwatch to create an expression. It defaults to self-referencing, so that snippet of script just means “use these keyframes here to control this point.” You’re not going to delete that bit, just add a little piece of code on the end that will make the Kinect data play nice. Type <strong>.smooth(.5,15)</strong> . </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/6-Smoothing.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/6-Smoothing-580x326.jpg" alt="" title="6 - Smoothing" width="580" height="326" class="aligncenter size-medium wp-image-992" /></a></p>
<p>You have to do this for all 15 pins, but you only have to do it this once.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/7-Apply-to-all-15-pins.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/7-Apply-to-all-15-pins-580x326.jpg" alt="" title="7 - Apply to all 15 pins" width="580" height="326" class="aligncenter size-medium wp-image-991" /></a></p>
<p>You can take a look at the smoothed out path by clicking “show post expression graph” then switching to the Graph Editor. </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/8-Smoothed-Track-Graph.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/8-Smoothed-Track-Graph-580x326.jpg" alt="" title="8 - Smoothed Track Graph" width="580" height="326" class="aligncenter size-medium wp-image-989" /></a></p>
<p>You can really see the difference it makes! The smooth method works by averaging out the motion over time. The first number is the amount of time averaged &#8212; .5 means half a second. And the second value is the number of samples over that time. Make sure it’s an odd number so that the frame you’re looking at gets factored in. The bigger the number, the smoother the motion, but it may slow down your machine, and if you average things too much you’ll start to get into creepy mocap jello territory. I find .5 and 15 work pretty well for me, but you can adjust the numbers to suit your own designs.</p>
<p>&nbsp;</p>
<h4>3. Adding Invert Pins Option</h4>
<p>Now, sometimes the data comes in with left and right inverted. The next thing we’re going to build gives us a quick method of flipping the point sources so that when that happens you just have to check a box instead of rewriting all your expressions.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/9-Invert-Pins.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/9-Invert-Pins-580x326.jpg" alt="" title="9 - Invert Pins" width="580" height="326" class="aligncenter size-medium wp-image-990" /></a></p>
<p>Create a new layer, and call it <strong>Invert Pins</strong>. Add a Checkbox expression control (Effect -&gt; Expression Controls -&gt; Checkbox Control). </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/10-Invert-Pins-Checkbox.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/10-Invert-Pins-Checkbox-580x326.jpg" alt="" title="10 - Invert Pins Checkbox" width="580" height="326" class="aligncenter size-medium wp-image-988" /></a></p>
<p>You can rename that if you want. I’m calling mine “<strong>Invert Pins?</strong>”. </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/11-Name-it-Invert-Pins.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/11-Name-it-Invert-Pins-580x326.jpg" alt="" title="11 - Name it Invert Pins" width="580" height="326" class="aligncenter size-medium wp-image-986" /></a></p>
<p>We’re going to write conditional expressions that refer to it &#8212; that means if this box is checked, they’ll get the tracking data from one side, and if it’s unchecked, they’ll get it from the other.</p>
<p>&nbsp;</p>
<h4>4. Creating control layers</h4>
<p>The next step is to create the control layers for the different body parts. You could just have all the expressions on one layer, but separating them gives you a little flexibility and makes it easier to find the body part you’re looking for when you’re connecting the pins on your rig to the controls.</p>
<p>Start by creating another null. Set the anchor point to 0 by selecting the layer, pressing a, then typing 0. If you need to shift a whole arm or leg over once you have things rigged, you’ll be able do it by moving these layers.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/12-leftLeg.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/12-leftLeg-580x326.jpg" alt="" title="12 - leftLeg" width="580" height="326" class="aligncenter size-medium wp-image-987" /></a></p>
<p>Let’s start with the left leg. Rename the layer <strong>leftLeg</strong>.</p>
<p>Create an expression point control (Effect -&gt; Expression Controls -&gt; Point Control), and call it <strong>leftAnkle</strong>.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/13-leftAnkle.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/13-leftAnkle-580x326.jpg" alt="" title="13 - leftAnkle" width="580" height="326" class="aligncenter size-medium wp-image-985" /></a></p>
<p>The next bit is easier if you hit U to show all the points on your source layer so you can grab them with the pickwhip.</p>
<p>Enable expressions, and clear out the default one. Now it’s time for that conditional expression I mentioned earlier. We’re setting this layer up to change its content based on the Invert Pins checkbox.</p>
<p>Here’s how to add the expression. The bits in bold you should type exactly as they are, the bits in italics are instructions, and the comments after the //s are just to help explain what’s going on if you’re new to conditional expressions.</p>
<p><strong>if(</strong> <em>[Pickwhip the Invert Pins checkbox control]</em> <strong>== false)</strong> // That’s saying “if the checkbox isn’t checked”&#8230;<br />
<strong>{</strong><br />
<strong> fromWorld(</strong> <em>[Pickwhip Source pin 1’s position]</em> <strong>)</strong> // &#8230;grab the position of the left ankle pin and convert its coordinates to World layer space&#8230;<br />
<strong>}else{   </strong>     // &#8230;otherwise&#8230;<br />
<strong>fromworld(</strong> <em>[Either pickwhip pin 4’s position, or just copy and paste the pin 1 info and change the 1 to a 4]</em><strong> )</strong> //  &#8230;get the position of the other ankle in World layer space and use that instead.<br />
<strong>}</strong></p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/14-leftAnkle-expression.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/14-leftAnkle-expression-580x326.jpg" alt="" title="14 - leftAnkle expression" width="580" height="326" class="aligncenter size-medium wp-image-984" /></a></p>
<p>The final expression should look like this:</p>
<pre><strong>if( thisComp.layer("InvertPins").effect("Invert Pins?")("Checkbox") == false) {</strong>
<strong> fromWorld(thisComp.layer("Source").effect("Puppet").arap.mesh("Mesh 1").deform("Puppet Pin 1").position)</strong>
<strong>}else{</strong>
<strong> fromWorld(thisComp.layer("Source").effect("Puppet").arap.mesh("Mesh 1").deform("Puppet Pin 4").position)</strong>
<strong>}</strong></pre>
<p>When you rig your puppet layers, your character’s left ankle is going to connect to this layer.</p>
<p>Now let&#8217;s set up the rest of the body parts. Here’s where that skeletal diagram comes in really handy: since you already have the basic expression format, all you have to do to set up the rest of the arm and leg controls is change the pin numbers.</p>
<p>Duplicate the leftAnkle expression point control by selecting it in the Effects palette and pressing control or command + D. Rename it <strong>leftKnee</strong>. If you had 1 and 4, now you need 2 and 5.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/15-leftKnee.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/15-leftKnee-580x326.jpg" alt="" title="15 - leftKnee" width="580" height="326" class="aligncenter size-medium wp-image-983" /></a></p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/16-leftKnee-expression.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/16-leftKnee-expression-580x326.jpg" alt="" title="16 - leftKnee expression" width="580" height="326" class="aligncenter size-medium wp-image-981" /></a></p>
<p>Do it all again for the <strong>leftHip</strong>, and this time change the numbers to 3 and 6.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/17-leftHip-expression.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/17-leftHip-expression-580x326.jpg" alt="" title="17 - leftHip expression" width="580" height="326" class="aligncenter size-medium wp-image-982" /></a></p>
<p>Then, duplicate the whole leftLeg layer, and rename it <strong>rightLeg</strong>. </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/18-rightLeg-expressions.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/18-rightLeg-expressions-580x326.jpg" alt="" title="18 - rightLeg expressions" width="580" height="326" class="aligncenter size-medium wp-image-979" /></a></p>
<p>Press EE to show all expressions, rename them to <strong>rightAnkle</strong>, <strong>rightKnee</strong> and <strong>rightHip</strong>, and swap the numbers around for each of them. 1 and 4 becomes 4 and 1, 2 and 5 becomes 5 and 2, 3 and 6 becomes 6 and 3.</p>
<p>That’s both legs set up. Now it’s time for the arms. Duplicate the leftLeg layer again, and this time call it <strong>leftArm</strong>. </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/19-leftArm.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/19-leftArm-580x326.jpg" alt="" title="19 - leftArm" width="580" height="326" class="aligncenter size-medium wp-image-977" /></a></p>
<p>Rename the controls to <strong>leftWrist</strong>, <strong>leftElbow</strong> and <strong>leftShoulder</strong>, and, again, switch out the numbers. For the wrist, the pins are 7 and 10, for the elbow 8 and 11, and for the shoulders 9 and 12.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/20-leftArm-points.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/20-leftArm-points-580x326.jpg" alt="" title="20 - leftArm points" width="580" height="326" class="aligncenter size-medium wp-image-978" /></a></p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/21-leftArm-expressions.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/21-leftArm-expressions-580x326.jpg" alt="" title="21 - leftArm expressions" width="580" height="326" class="aligncenter size-medium wp-image-976" /></a></p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/22-leftArm-finished-expressions.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/22-leftArm-finished-expressions-580x326.jpg" alt="" title="22 - leftArm finished expressions" width="580" height="326" class="aligncenter size-medium wp-image-975" /></a></p>
<p>Duplicate the leftArm layer, and rename it to <strong>rightArm</strong>. </p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/23-rightArm-pins.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/23-rightArm-pins-580x326.jpg" alt="" title="23 - rightArm pins" width="580" height="326" class="aligncenter size-medium wp-image-973" /></a></p>
<p>Rename the controls <strong>rightWrist</strong>, <strong>rightElbow</strong> and <strong>rightShoulder</strong>, and reverse the numbers for the opposite side of the body.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/24-rightArm-expressions.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/24-rightArm-expressions-580x326.jpg" alt="" title="24 - rightArm expressions" width="580" height="326" class="aligncenter size-medium wp-image-974" /></a></p>
<p>So now you have all four limbs. Time for the spine, waist, neck and head. These don&#8217;t flip left and right like the arms and legs, so it&#8217;s going to work a little differently.</p>
<p>Create a new null layer, set the anchor point to 0, and call this one <strong>Spine</strong>.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/25-create-spine.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/25-create-spine-580x326.jpg" alt="" title="25 - create spine" width="580" height="326" class="aligncenter size-medium wp-image-972" /></a></p>
<p>Create a new expression point control (Effect -&gt; Expression Controls -&gt; Point Control) and call this one “<strong>waist</strong>.” This one’s a little easier.</p>
<p>Type <strong>fromWorld(</strong> <em>[Pickwhip pin 13’s position]</em> <strong>)</strong></p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/26-waist-point-control.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/26-waist-point-control-580x326.jpg" alt="" title="26 - waist point control" width="580" height="326" class="aligncenter size-medium wp-image-971" /></a></p>
<p>The final expression should look like this:</p>
<pre><strong> fromWorld(thisComp.layer("Source").effect("Puppet").arap.mesh("Mesh 1").deform("Puppet Pin 13").position)</strong></pre>
<p>All this does is grab the waist point’s location and change the numbers to World coordinates.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/27-waist-control-finished.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/27-waist-control-finished-580x326.jpg" alt="" title="27 - waist control finished" width="580" height="326" class="aligncenter size-medium wp-image-970" /></a></p>
<p>Next, duplicate the waist point control, rename it “<strong>neck</strong>” and change the pin number to 14.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/28-neck.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/28-neck-580x326.jpg" alt="" title="28 - neck" width="580" height="326" class="aligncenter size-medium wp-image-969" /></a></p>
<p>Duplicate it again. Make this one “<strong>head</strong>” and change 14 to 15.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/29-head.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/29-head-580x326.jpg" alt="" title="29 - head" width="580" height="326" class="aligncenter size-medium wp-image-968" /></a></p>
<p>I like to color code the control layers, green for the left arm and leg and red for right, with a purple layer for the spine and head.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/30-color-coding.jpg"><img src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/30-color-coding-580x326.jpg" alt="" title="30 - color coding" width="580" height="326" class="aligncenter size-medium wp-image-998" /></a></p>
<p>Whew. You now have a reusable puppet template! Now is a good time to save!</p>
<p>In the next part, we’re finally going to connect an actual puppet to this.</p>
<p>&lt;iframe width=&#8221;580&#8243; height=&#8221;325&#8243; src=&#8221;http://www.youtube.com/embed/NZxLEXNn0ow&#8221; frameborder=&#8221;0&#8243; allowfullscreen&gt;&lt;/iframe&gt;</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>Kinect MoCap Animation in After Effects — Part 2: Motion Capture with KinectToPin</title>
		<link>http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-2-motion-capture/</link>
		<comments>http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-2-motion-capture/#comments</comments>
		<pubDate>Wed, 08 Feb 2012 23:14:36 +0000</pubDate>
		<dc:creator>Victoria</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[After Effects]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[KinectToPin]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[Processing]]></category>

		<guid isPermaLink="false">http://victorianece.com/?p=927</guid>
		<description><![CDATA[&#160; Hey folks! Welcome to part 2 of my new tutorial series. (Part 1 is here and Part 3 is here.) The text is a transcript of the YouTube video, so read or watch &#8212; it&#8217;s up to you! Click here to grab the tutorial files (CS5+ only). &#160; Welcome back. You have your USB [...]]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
<div class="info_box">Hey folks! Welcome to part 2 of my new tutorial series. (<a title="Kinect MoCap Animation in After Effects — Part 1: Getting Started" href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-1/">Part 1 is here</a> and <a title="Kinect MoCap Animation in After Effects — Part 3: Building the Puppet Rigging Template" href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-3-building-the-puppet-rigging-template-in-ae/">Part 3 is here</a>.) The text is a transcript of the YouTube video, so read or watch &#8212; it&#8217;s up to you!<a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-+-AE-Sample-Puppet-CS5.zip"> Click here to grab the tutorial files</a> (CS5+ only).</div>
<p>&nbsp;</p>
<p><iframe src="http://www.youtube.com/embed/nFZpFIAGy4s?rel=0" frameborder="0" width="580" height="325"></iframe></p>
<p>Welcome back. You have your USB adapter and you’ve installed all the software I linked in Part I, right? Now it’s time to get KinectToPin up and running. <span id="more-927"></span></p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/1-Unzip-KinectToPin.jpg"><img class="aligncenter size-medium wp-image-936" title="1 - Unzip KinectToPin" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/1-Unzip-KinectToPin-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>You don’t have to install it, just unzip it and drop its folder inside the Processing library folder, which on a Windows machine is usually just a folder in My Documents called “Processing.” If your folder ends up called something like NickFG-KinectToPin-Bunchofrandomnumbers, you need to rename it to just plain old “KinectToPin.”</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/2-Rename-folder.jpg"><img class="aligncenter size-medium wp-image-937" title="2 - Rename folder" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/2-Rename-folder-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>Processing sketchbook folders have to match the names of the programs, or sketches, they contain, or you won’t be able to load them.</p>
<p>&nbsp;</p>
<div class="tip_box">Tip: SimpleOpenNI installs the same way as KinectToPin, but you need to put its folder inside Processing =&gt; libraries instead of inside just the Processing folder. You also need to rename its containing folder to SimpleOpenNI. (Thanks to YouTuber TheSquarecow for pointing out that I&#8217;d omitted that step.)</div>
<p><br class="clear" />And now you’re ready to go! We’re going to run a few programs at the same time. First, plug in your Kinect, and wait for your computer to recognize it. Next open OSCeleton, then open up Processing.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/3-Launch-KinectToPin.jpg"><img class="aligncenter size-medium wp-image-938" title="3 - Launch KinectToPin" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/3-Launch-KinectToPin-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>Now go File -&gt; Sketchbook -&gt; KinectToPin and hit the play button. If you want to streamline this process a bit you can compile KinectToPin into an app, but it’s not necessary, and every now and then it doesn’t do quite what I expect and I like to see what’s going on in the code.</p>
<p>So right now, you’ve got one window with a bunch of text, and another with some buttons and a black background.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/4-2-black-windows.jpg"><img class="aligncenter size-medium wp-image-939" title="4 - 2 black windows" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/4-2-black-windows-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>You can press cam to check and make sure your Kinect is seeing things. Now go stand in front of the camera. If you’ve done everything right, OSCeleton should notice you. Put both hands in the air as if you’re being arrested &#8212; that’s the calibration pose.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/5-Calibration.jpg"><img class="aligncenter size-medium wp-image-940" title="5 - Calibration" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/5-Calibration-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>You should see some more text pop up on the OSCeleton side saying it’s recognized you and ready to track. There are two different ways to record the tracking data: you can hit “rec” to capture with SimpleOpenNI, or “OSC” to use OSCeleton. OSCeleton supposedly provides a smoother track, but I find it also gives me much buggier data, so I’m using SimpleOpenNI. Your results may vary. Now, press the recording button of your choice in KinectToPin, step back, and let the countdown begin. In a few seconds you should see your skeleton appear as a series of white circles.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/6-Recording.jpg"><img class="aligncenter size-medium wp-image-941" title="6 - Recording" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/6-Recording-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>Try to stay as far back from the camera as far as you can, and give yourself plenty of room to move. The Kinect requires a surprising amount of space. There’s a lens you can buy to shorten its focus, but it may distort your results &#8212; I haven’t tried it out yet.</p>
<p>The Kinect does the best job capturing you when you’re facing directly toward the camera. The open-source Kinect APIs don’t support estimating occluded joints yet, which is a technical way of saying it will get confused if you put your hands behind your back. You should also make sure to keep your arms and legs within the window at all times, or it may lose track of you.</p>
<p>Now, press stop to stop recording to xml. I like to make some big goofy gesture that’s easy to spot so I know where my usable track ends, since I’ve captured quite a few sequences of myself pressing stop.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/7-Big-goofy-gesture.jpg"><img class="size-medium wp-image-928" title="7 - Big goofy gesture" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/7-Big-goofy-gesture-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>Click play to watch your track play back and make sure you have what you need. I make sure to record a motion sequence several times, because I keep running into a strange bug that makes my puppet’s head fly off. And while it’s always nice to have multiple takes you really need at least one non-decapitating dataset.</p>
<p>So KinectToPin captures the tracking points for you in individual XML files, but you need to do one more step to get them ready for After Effects. Press the button labeled “save” to convert them all at once.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/8-Saving-for-AE.jpg"><img class="aligncenter size-medium wp-image-929" title="8 - Saving for AE" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/8-Saving-for-AE-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>Go to My Documents -&gt; Processing -&gt; KinectToPin -&gt; data -&gt; saveae, and if all goes according to plan, your files should be waiting for you there.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/9-Finding-the-data.jpg"><img class="aligncenter size-medium wp-image-930" title="9 - Finding the data" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/9-Finding-the-data-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>Sometimes, when I have too many tracks, I need to move them elsewhere before it will let me record new ones. One way to fix this issue is to go into Processing’s preferences and increase the available memory, but if you want to delete your tracking data or move it elsewhere, you’ll need to clear out both this folder *and* the savexml one. It’s not a bad idea to move all your track data files somewhere else where you can give them proper labels.</p>
<p>You now have proper keyframe data, all ready for import into After Effects.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/10-AE-ready.jpg"><img class="aligncenter size-medium wp-image-931" title="10 - AE-ready" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/10-AE-ready-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>You can try copying and pasting it to a set of 15 puppet pins on a null.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/11-Select-the-pins.jpg"><img class="aligncenter size-medium wp-image-932" title="11 - Select the pins" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/11-Select-the-pins-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/12-Paste-data.jpg"><img class="aligncenter size-medium wp-image-933" title="12 - Paste data" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/12-Paste-data-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>If you have CS5 or higher, you can <a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-+-AE-Sample-Puppet-CS5.zip">download the sample puppet</a> from this tutorial and test your data with that.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/13-Results.jpg"><img class="aligncenter size-medium wp-image-934" title="13 - Results" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/13-Results-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>Continue on to <a href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-3-building-the-puppet-rigging-template-in-ae/" title="Kinect MoCap Animation in After Effects — Part 3: Building the Puppet Rigging Template">Part 3</a>, where you’ll learn how to rig a puppet of your own that will react to the data you’ve just recorded.</p>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>Kinect MoCap Animation in After Effects &#8212; Part 1: Getting Started</title>
		<link>http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-1/</link>
		<comments>http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-1/#comments</comments>
		<pubDate>Sun, 05 Feb 2012 06:38:45 +0000</pubDate>
		<dc:creator>Victoria</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[After Effects]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://victorianece.com/?p=889</guid>
		<description><![CDATA[&#160; Hey folks! Welcome to part 1 of my new tutorial series. Part 2 is here and Part 3 is here. The text is a transcript of the YouTube video, so read or watch &#8212; it&#8217;s up to you! Click here to grab the After Effects project (CS5+). &#160; Hello, I’m Victoria Nece. I’m a [...]]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
<div class="info_box">
<p>Hey folks! Welcome to part 1 of my new tutorial series. <a title="Kinect MoCap Animation in After Effects — Part 2: Motion Capture with KinectToPin" href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-2-motion-capture/">Part 2 is here</a> and <a title="Kinect MoCap Animation in After Effects — Part 3: Building the Puppet Rigging Template" href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-3-building-the-puppet-rigging-template-in-ae/">Part 3 is here</a>. The text is a transcript of the YouTube video, so read or watch &#8212; it&#8217;s up to you!</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-+-AE-Sample-Puppet-CS5.zip">Click here to grab the After Effects project</a> (CS5+).</p>
</div>
<p>&nbsp;</p>
<p><iframe src="http://www.youtube.com/embed/rjnxaXsn39k?rel=0" frameborder="0" width="580" height="325"></iframe></p>
<p>Hello, I’m Victoria Nece. I’m a documentary animator, and today I’m going to show you how to use your Kinect to animate a digital puppet like this one in After Effects.<span id="more-889"></span></p>
<p>If you have a Kinect that came with your Xbox, the first thing you’re going to need to do is buy an adapter so you can plug it into your computer’s USB port. You don’t need to get the official Microsoft one &#8212; I got a knockoff version from Amazon for six bucks and it’s working just fine.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Part-1-2.jpg"><img class="aligncenter size-medium wp-image-907" title="Kinect Part 1 - 2" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Part-1-2-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>&nbsp;</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Part-1-3.jpg"><img class="aligncenter size-medium wp-image-908" title="Kinect Part 1 - 3" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Part-1-3-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>Next you’re going to need to install a ton of different software. It’s all free and open-source, but I’m warning you now: there’s a lot of it. Check the links below to see what you need for your particular setup.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Part-1-4.jpg"><img class="aligncenter size-medium wp-image-909" title="Kinect Part 1 - 4" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Part-1-4-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>Here’s a quick overview of how it’s all going to work. Once you’re up and running, you’re going to be using a Processing app called <a href="https://github.com/N1ckFG/KinectToPin">KinectToPin</a>, written by the very talented animator <a href="http://fox-gieg.com/">Nick Fox-Gieg</a>. That’s where you actually capture the tracking data, as well as where you convert it to keyframe information After Effects can understand.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Part-1-5.jpg"><img class="aligncenter size-medium wp-image-910" title="Kinect Part 1 - 5" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Part-1-5-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>Then on the After Effects side of things, you’ll set up a skeletal rig for a layered 2D puppet and apply the tracking data to bring it to life.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Part-1-6.jpg"><img class="aligncenter size-medium wp-image-911" title="Kinect Part 1 - 6" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Part-1-6-580x326.jpg" alt="" width="580" height="326" /></a></p>
<p>It’s not an easy process, but the results are worth it.</p>
<p><a href="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Part-1-7.jpg"><img class="aligncenter size-medium wp-image-912" title="Kinect Part 1 - 7" src="http://victorianece.com/wordpress/wp-content/uploads/2012/02/Kinect-Part-1-7-580x326.jpg" alt="" width="580" height="326" /></a></p>
<h3>Required Software:</h3>
<ul>
<li>OpenNI + PrimeSense Sensor Module (You need both): <a href="http://www.openni.org/Downloads.aspx">http://www.openni.org/Downloads.aspx</a></li>
<li>OSCeleton: <a href="https://github.com/Sensebloom/OSCeleton">https://github.com/Sensebloom/OSCeleton</a></li>
<li>SimpleOpenNI: <a href="http://code.google.com/p/simple-openni/">http://code.google.com/p/simple-openni/</a></li>
<li>Processing: <a href="http://processing.org/">http://processing.org/</a></li>
<li>KinectToPin: <a href="https://github.com/N1ckFG/KinectToPin">https://github.com/N1ckFG/KinectToPin</a></li>
<li>After Effects CS3+ (CS5+ to use tutorial files)</li>
</ul>
<p><strong>Special Mac note:</strong> works in Snow Leopard, may not work in Lion.</p>
<p>&nbsp;</p>
<div class="info_box">Got all that? <a href="http://victorianece.com/2012/02/kinect-mocap-animation-in-after-effects-part-2-motion-capture/">Move on to Part 2!</a></div>
<p>&nbsp;</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>Animation Test: Kinect MoCap with After Effects</title>
		<link>http://victorianece.com/2012/01/animation-test-kinect-mocap-with-after-effects/</link>
		<comments>http://victorianece.com/2012/01/animation-test-kinect-mocap-with-after-effects/#comments</comments>
		<pubDate>Tue, 03 Jan 2012 05:24:13 +0000</pubDate>
		<dc:creator>Victoria</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[After Effects]]></category>
		<category><![CDATA[Kinect]]></category>

		<guid isPermaLink="false">http://victorianece.com/?p=885</guid>
		<description><![CDATA[I&#8217;ve been doing a lot of work with rigging Kinect-controlled digital puppets for After Effects animation. I&#8217;m using a combination of Nick Fox-Gieg&#8217;s KinectToPin for Processing and a bunch of expressions to smooth things out and make connecting pins to their source tracks a little less painful. I&#8217;m hoping to put together a tutorial soon, [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been doing a lot of work with rigging Kinect-controlled digital puppets for After Effects animation. I&#8217;m using a combination of Nick Fox-Gieg&#8217;s <a href="https://github.com/N1ckFG/KinectToPin">KinectToPin</a> for Processing and a bunch of expressions to smooth things out and make connecting pins to their source tracks a little less painful. I&#8217;m hoping to put together a tutorial soon, but in the meantime here&#8217;s a test render of a puppet created from a very old engraving:</p>
<p><iframe width="480" height="360" src="http://www.youtube.com/embed/T480oQi5hF8?rel=0" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Great News: AEFlame for CS5!</title>
		<link>http://victorianece.com/2011/04/great-news-aeflame-for-cs5/</link>
		<comments>http://victorianece.com/2011/04/great-news-aeflame-for-cs5/#comments</comments>
		<pubDate>Thu, 07 Apr 2011 20:36:22 +0000</pubDate>
		<dc:creator>Victoria</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[AEFlame]]></category>
		<category><![CDATA[After Effects]]></category>

		<guid isPermaLink="false">http://victorianece.com/?p=845</guid>
		<description><![CDATA[Hooray! The fine folks over at AEScripts are now hosting a beta release of AEFlame for CS4/CS5. Best of all: it&#8217;s still free, so there&#8217;s nothing stopping you from spending the afternoon making big swirly fractal designs. If you need a refresher on how exactly this (admittedly rather baffling at first glance) plugin works, take [...]]]></description>
			<content:encoded><![CDATA[<p>Hooray! The fine folks over at <a href="http://aescripts.com/">AEScripts</a> are now hosting a <a href="http://aescripts.com/ae-flame/">beta release of AEFlame</a> for CS4/CS5. Best of all: it&#8217;s still free, so there&#8217;s nothing stopping you from spending the afternoon making big swirly fractal designs.</p>
<p>If you need a refresher on how exactly this (admittedly rather baffling at first glance) plugin works, take a look at my <a title="Fanning the AEFlames" href="http://victorianece.com/2008/04/fanning-the-aeflames/">tutorial</a>.</p>
]]></content:encoded>
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