01. Creating Motion (X, Y movement)

Making the Character's 2D face mimic a 3D model when turning up, down, left, and right, is the core function of Modeler. 
Because the head is comprised of many parts that move, it could be daunting at first.
Rest assured, once you get the hang of it, you will be breezing through it in no time!

Here, we have an example of the Pupil, named EYEBALL in the default templates. We want the character to look in all 4 main directions (Up, Down, Left, and Right), and also the 4 sub directions (upper right, lower right, upper left, and lower left)
That means we need 8 Key Forms + 1 Keyform for the default centered pupil.
Together, they are 9 Key Forms in total.


    Moving along the X axis (Left and Right)

As explained in the previous chapter, let's set our [Eyeball X] parameter to have 3 points (-1, 0, 1), and set the default to the middle point at 0.
Now make sure that it is effective on the [Left Pupil] Deformer. (Please read the previous chapter about Parameters if you would like to read in more detail) 

First of all, make sure that the lights are green, and that the red ball is exactly on the Key Point (Right click or Middle click to snap into it if you are not sure)
The pupil deformer will be highlighted.
Now, set the parameter to 0 so that the pupil is in the center of the eye. 
If it is not in the center of the eye, you can move it using the center red square in the deformer box.


Now move the parameter slider to the left (to the 1 point on the scale) and move the deformer to the left side of the eye. 







And to create the movement to the right, move the parameter slider to the (-1) point on the scale and then move the deformer to the edge of the eye.



Your changes will be saved automatically (there is no confirmation dialogue) as long as the lights are green.
Now try moving the slider left and right to see how your character responds!



 
  Moving along the Y axis (Up and Down)


Just like the Eyeball_X parameter, now we will create an Eyeball_Y parameter (or activate it to the same deformer if the empty parameter slider already exists)

This, too, will have three points, (-1, 0, 1) and the default will be the 0 point in the center.



You can click on the space next to parameters, a blue rectangle will be highlighted to indicate the possibility, and this will show the parameters as one compound parameter. this makes it easier to understand visually, especially for parts that have 9 points of movement such as eyes, head angles, and mouth.



Here we have the Eyeball_X and Eyeball_Y in one compact parameter slider with 9 points.



Because the Left and Right positions of the pupil are already keyed in, it will be easier to work with the rest of the key forms.
Simply slide the parameter ball to the upper left corner, and then move the deformer of the pupil itself to the upper left corner of the eye.
Do the same to the up, upper right, left, lower left, and other positions.






To achieve a consistent motion of the pupil, it is best to set the middle points first (up and down)
and then work on the corners by finding middle ground between each two points.

Again, you can right click or middle click to snap onto points easily, and always make sure the lights are green!




 
  About Parameter Corners


This page helped you create the motions for the corners manually, but there is a way to create them automatically which depends on some circumstances:


It is always better to go back and check on how the automatic generation affected the part, and make proper adjustments.
Here, we are giving the corner key forms more obvious movements.



Depending on the type of character, and your modeling style, you may choose to apply some squash and stretch to the object while changing it's location. so it is possible to not only move the deformer, but also manipulate it. the in-between animations will be taken care of automatically by Modeler.

And that is how you create a 9 point parameter set.
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