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parenting when using puppeting

Dec 14, 2013 10:41 AM

Hi All,

I'm new to After Effects (AE)..and very excited about the opportunities available with the puppet tool. I am, however, banging my head against the wall over the issue described below. No doubt my inexperience with AE plays a big role in my frustration. I hope someone can point me in the right direction.

 

I have a composition that includes a tree trunk and a tree branch, each on different layers. I want to be able to use the real-time puppeting function (where you can deform/move the object over time by holding down the control key while you move a specific puppet pin)...on *both* of these objects (the trunk and branch). I need the trunk to sway side to side and the branch to flutter up and down. (Different types of movements and at differnt tempos.)

 

Of course, I want the branch layer to always be attached to the trunk layer, which is no problem when using the parenting methods in AE and non-puppeting methods of animating: When I'm animating by changing the position/rotation of the trunk, the branch stays attached and follows the movement of the trunk as expected. But when I'm moving the trunk with the puppet pins using that real-time puppeting  method described above, the branch won't obey parenting relationship. It does not follow trunk...just stays where it is.

 

I've tried merging the branch layer with the trunk layer and then animating the whole artwork with the real-time puppetting but it's very difficult to make the branch dance in a different way than the trunk. I've used the starch tool to kind of isolate the two areas of the artwork but it isn't satisfactory either.

 

I like the organic feel of using the real-time puppetting method to move the trunk and branch (as compared with the other methods) but how do I keep the branch attached to the trunk and still  be able to deform/move each part in drastically different ways?

 

Thanks much for any help you can offer.

 
Replies
  • Currently Being Moderated
    Dec 14, 2013 10:50 AM   in reply to paul_james123

    You need to pre-compose all of the elements you want to puppet, then apply puppet pin to the pre-comp. Puppet pin works by applying a mesh to the first frame and then distorting the first frame. This means if you move elements in the frame after the first frame that the mesh does not know where they have moved and you end up with odd looking results.

     
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  • Currently Being Moderated
    Dec 14, 2013 11:16 PM   in reply to paul_james123

    That's exactly what I'm saying. You cannot move a layer that has puppet pin applied without breaking the puppet pin animation because the mesh is based on the comp frame and the first frame of the layer. Puppet pin is not based on the layer size, shape, or content. Move the layer in the comp and puppet pin breaks. Simply parenting won't cause a problem but as soon as you move one of the layers the mesh falls apart because the mesh is moving pixels that are not there any more.

     

    Your workflow would be to put the part of the tree that is behind the trunk on a separate layer, animate the back with puppet pin, then pre-compose the front and back layers and use puppet pin to move the rest of the tree.  Then you can use that comp as a nested comp in your main composition to position the tree in the scene.

     

    Take a look at this puppet pin tutorial by my good friend Angie Taylor. You'll see how she animates a dancing bottle. Notice that the comp she is using to animate the dancing bottle is just enough larger than the bottle to allow room for the dancing. This little comp is then placed or nested in another comp to produce the final product. I would do the same with your project. Create your tree in a comp that is just larger than your tree so you can animate the movement, then nest your moving tree in another comp to do the rest of the movement.

     
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