Return-Path: Received: from na3sys009aog112.obsmtp.com ([74.125.149.207] verified) by media-motion.tv (CommuniGate Pro SMTP 4.2.10) with SMTP id 4569199 for AE-List@media-motion.tv; Tue, 20 Dec 2011 19:18:34 +0100 Received: from mail-gy0-f170.google.com ([209.85.160.170]) (using TLSv1) by na3sys009aob112.postini.com ([74.125.148.12]) with SMTP ID DSNKTvDS7GCPYKN4cGqgLjKPQ9tL5m+UbeoV@postini.com; Tue, 20 Dec 2011 10:24:47 PST Received: by mail-gy0-f170.google.com with SMTP id r1so1243026ghr.15 for ; Tue, 20 Dec 2011 10:24:44 -0800 (PST) Received: by 10.236.131.97 with SMTP id l61mr5741307yhi.52.1324405483322; Tue, 20 Dec 2011 10:24:43 -0800 (PST) Return-Path: Received: from [10.0.1.5] (adsl-74-177-33-153.mem.bellsouth.net. [74.177.33.153]) by mx.google.com with ESMTPS id s12sm7232752and.15.2011.12.20.10.24.41 (version=TLSv1/SSLv3 cipher=OTHER); Tue, 20 Dec 2011 10:24:42 -0800 (PST) From: Brian Maffitt Mime-Version: 1.0 (Apple Message framework v1251.1) Content-Type: multipart/alternative; boundary="Apple-Mail=_86E1A037-AF56-448C-953A-4845AC46FA5A" Subject: Re: [AE] 2d character/puppet/Duik animation question Date: Tue, 20 Dec 2011 12:24:40 -0600 In-Reply-To: To: "After Effects Mail List" References: Message-Id: <58C2F706-DE16-4518-AA18-B6912CCD8FE5@totaltraining.com> X-Mailer: Apple Mail (2.1251.1) --Apple-Mail=_86E1A037-AF56-448C-953A-4845AC46FA5A Content-Transfer-Encoding: quoted-printable Content-Type: text/plain; charset=iso-8859-1 Parenting the whole thing to a null and flipping the null is an easy = place to start. Might be easier than pre-comping, since you might need = to keep all of your keyframes local. > what about precomping, making it a 3d layer and flipping it on the = y-axis? You could also time-reverse keyframes on a 2d layer, then scale = the object(s) / precomp to a negative Y-value to flip it >=20 > On Tue, Dec 20, 2011 at 1:15 PM, scott.aelist = wrote: > I'm doing some simple cut-out style character animation with the Duik = rig script. I'm running into situations where the character is changing = his orientation to the camera.. facing left... then front, then turning = and walking right. How do people do these transitions? Do you just swap = out Right facing rig with Left facing rig? Or do you have all your body = parts as precomps and then time-remap them to switch between these = perspectives? I'm finding the rigging setup very time-consuming so i'm = trying to find the most efficient way to do this.. > thanks >=20 >=20 >=20 > --=20 > Animator & Editor > www.teddygage.com > Brooklyn >=20 --Apple-Mail=_86E1A037-AF56-448C-953A-4845AC46FA5A Content-Transfer-Encoding: 7bit Content-Type: text/html; charset=iso-8859-1 Parenting the whole thing to a null and flipping the null is an easy place to start. Might be easier than pre-comping, since you might need to keep all of your keyframes local.

what about precomping, making it a 3d layer and flipping it on the y-axis? You could also time-reverse keyframes on a 2d layer, then scale the object(s) / precomp to a negative Y-value to flip it

On Tue, Dec 20, 2011 at 1:15 PM, scott.aelist <scott.aelist@gmail.com> wrote:
I'm doing some simple cut-out style character animation with the Duik rig script. I'm running into situations where the character is changing his orientation to the camera.. facing left... then front, then turning and walking right. How do people do these transitions? Do you just swap out Right facing rig with Left facing rig? Or do you have all your body parts as precomps and then time-remap them to switch between these perspectives? I'm finding the rigging setup very time-consuming so i'm trying to find the most efficient way to do this..
thanks



--
Animator & Editor
www.teddygage.com
Brooklyn


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