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Participant
January 5, 2022
Question

AI File type for Character Rigs in AE - AI, AE Shape Layers or Rasterized AI to PSD to AE?

  • January 5, 2022
  • 2 replies
  • 769 views

I have drawn a bunch of characterrs in Illustrator for rigging in After Effects.

What is the best way to now work in After Effects?

1. Import native AI files/layers into AE and start rigging. I did this years ago and after a while some of the characters glitched out.

2. Export the A files into a PSD with Layers then import the PSD into AE. Basically rasterizing the vectors before getting into AE.

3. Taking the AI files into AE and using the plug-in 'Explode Shape Layers' so they are turned into AE shapes (native vectors).

Any advice / experiences would be appreciated!

Thank you.

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2 replies

Mylenium
Legend
January 7, 2022

Yeah, definitely looks more like it would be distortion-based on PSD layers rather than creating layer hierarchies using native vectors. Future-proofing this may be difficult, though, as from what you show you'd heve to create new rigs regularly, anyway. Probably talking out of my behind a bit, but from the look this would likely even benefit from using a proper 2D toon software. Saw a bunch of tutorials on Moho and they seem to have quite a few things on offer for secondary animation, including physics-based simulation in the latest releases. Otherwise I suppose it becomes a matter aof splicing out the work in AE to create e.g. a dedicated project just containing the head animations in separate comps so they can be imported into other projects. In terms of resource usuage you should have no issues these days, even with expressions, as that has been acclerated a lot. Personally I'd be more concerned about stuff glitching out or data corruption. Ever since Adobe introduced hardware-accelerated functions everwhere this seems to happen a lot, so creating copies and backups should definitely also be part of the plan.

 

Mylenium

Participant
January 9, 2022

Thanks for the heads up.

 

I feared that may be the case. I'm looking into Moho and ToonBoom Harmony. It would have been good to keep it in an Adobe pipeline as I have all the plug-ins and can build the final edit it Premiere.

 

Glitching is just something my creative mental health can't deal with. Three steps forward, one step back just wrecks my head.

 

Animate doesn't seem to have the same functionality for rigging and physics.

 

Thanks for the advice!

Mylenium
Legend
January 6, 2022

Well, no really good answer beyond the old "It depends." Without actually seeing your artwork and understanding what kind of treatments you plan to apply, nobody can give you a definitive answer. At the end of the day, all three workflows could be appropriate, at least for portions of your project. Clearly outputting a plain walk cycle to Lottie/ Bodymovin would be completely different from creating deformation effects like jiggly tails or wobbly bellies and then there's all kinds of things inbetween. See the problem? So rather than pinning it on specific file types and formats, this determination should be made on a case-by-case basis and even then if you were e.g. to use a rasterized PSD, you would likely still want to have the vector artwork in your project or opened in AI to copy & paste over masks or fix small things. Again, no universal answer here. We can advise on what you are willing to show and tell, but otherwise simply trust your experience and gut instinct.

 

Mylenium

Participant
January 6, 2022

Thanks Mylenium, You're always on it!

Attached are samples of the characters - theyre kind of a Bob's Burgers look and pretty basic animations with some secondary physics like hair shake and shirts flowing after head turns, skateboarding kicks, walk cycles etc. to give it a professional lift and a bit of polish. It's for a cartoon teaser.

 

Some people have said it may be better to do in Animate or make the leap over to ToonBoom Harmony but I'm most familiar with AE so was thinking a combination of plug-ins - DUIK, Joysticks n' Sliders and 'Character Swing Rigging' or 'Springy' for the secondary physics actions. So I suppose it's mainly Puppet Pin work rather than Mesh Deformers.

 

The characters hopefully gain a future of being turned into a 30 minute cartoon so I'm thinking 'future proof' for that, before I start rigging. My main concern now is that I did some semi-complicated character stuff like this years ago - Illustrator layers if I rememeber correctly - and then at the end of 10 hours, or when I opened a file again, arms and legs would glitch out on the redraw and the file was rooted. Plus it became super slow, probably because it was leaning on so many back-end expressions.

Thanks again for anymore advice!