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rufia74067359
Participating Frequently
Dec 11, 2019 10:12 AM UTC
Answered

Character animator-fading issue

Hi, I created a clock and I want it to change time, how do I make it fade out one hand and fade in next hand. I just want to the small hand (9) to fade out and fade in small hand (12)

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alank99101739
alank99101739Correct answer
Legend
Dec 11, 2019 11:04 AM UTC

There are several ways you can do it. If you want it to fade out and in, then you will need a Transform behavior to adjust the Opacity value. E.g. have the Clock as a puppet, then put two short hands for 9 and 12 and put a Transform behavior on those layers. Rename the Transform behaviors so you can tell which is which. Then use keyframing or similar so one Transform Opacity starts at zero, then changes from 0 to 100. The other Transform will do the opposite - start at 100 to change to 0.

 

You could make it rotate by the way - set the origin of a single short hand to be the center of the clock and add a Transform behavior. Key frame the "Rotate" value to the angle you want it. So it can start at 9 o'clock, then swing up to 12 o'clock and stop there (again using keyframing). You could add a Transform to the big hand too if you wanted to.

4 replies

alank99101739
alank99101739Correct answer
Legend
Dec 11, 2019 11:04 AM UTC

There are several ways you can do it. If you want it to fade out and in, then you will need a Transform behavior to adjust the Opacity value. E.g. have the Clock as a puppet, then put two short hands for 9 and 12 and put a Transform behavior on those layers. Rename the Transform behaviors so you can tell which is which. Then use keyframing or similar so one Transform Opacity starts at zero, then changes from 0 to 100. The other Transform will do the opposite - start at 100 to change to 0.

 

You could make it rotate by the way - set the origin of a single short hand to be the center of the clock and add a Transform behavior. Key frame the "Rotate" value to the angle you want it. So it can start at 9 o'clock, then swing up to 12 o'clock and stop there (again using keyframing). You could add a Transform to the big hand too if you wanted to.

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rufia74067359
Participating Frequently
Dec 11, 2019 11:18 AM UTC
Thanks for quick response, just wondering do you have any tutorials
demonstrating any of the ways you described above?
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alank99101739
Legend
Dec 11, 2019 3:57 PM UTC

Here is the key frames video from adobe. It does position and scale, but its the same principle for opacity. https://youtu.be/isL-NZ00QaM

 

In the rigging hierarchy you can add behaviors to any level. Frequently they are just at the puppet level, but for transform behaviors (and cycle layers) you add behaviors at the layer you want to change to take effect.

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