Hack 32 Computer-Generated Character Animation 
If you don't have the time or
skill to create character animations by hand, use Curious
Labs' Poser application for Flash character
animation.
Old hands will remember the buzz
created during Flash 4's heyday when faux 3D first
appeared in Flash sites. Early users of the technique such as
Manuel
Clement (http://www.mano1.com)
did the whole thing by hand, but the introduction of a number of
dedicated 3D-to-Flash exporters and standalone applications (most
notably Swift 3D,
http://www.swift3d.com) made it
possible to automate the whole process.
Applications like Swift 3D are cool for creating 3D interfaces and
other regular objects. Sure, it's good to have
around, but it's not something mainstream motion
graphics designers will use every day. Another form of 3D that is
used every day by some Flash designers is character animation. Many
Flash cartoons feature faux 3D characters, and almost all of them are
done the old way—hand drawn.
Automating Character Animation with Poser
Curious Labs' Poser 5
application (http://www.curiouslabs.com), formerly from
MetaCreations, is specifically designed to make 3D figures. Unlike
other 3D character animation applications (such as 3D Studio
Max's associated character animation suite,
Character Studio), it doesn't have a steep learning
curve; anyone familiar with Swift 3D can quickly pick up Poser 5.
Also, unlike most other 3D applications supporting dedicated
character animation, Poser is relatively cheap.
Like all 3D applications, Poser takes some time to master, but it
saves you having to hand draw all your character animations. A
typical Flash hand-animated feature takes months to develop, so
taking the time to learn Poser should quickly pay off.
Don't be put off by the bad reviews of Poser you may
find on the Web. Those refer primarily to the "dot
oh" release of Poser 5, which had a number of
issues. When used with the available patches installed, Poser becomes
a stable and reliable tool.
Poser can be used in two ways with Flash:
To create realistic animated figures that you can use as guides for
your own animations. This is the original purpose for which Poser was
created—as a digital version of the wooden mannequins used by
traditional artists. To create final animations directly and export the animations into
Flash as SWFs (in much the same way as 3D animations are exported
into Flash from Swift 3D).
We will look at the latter way as an introduction to Poser and Flash,
since it is the route that includes features specifically built into
Poser to allow Poser-to-Flash export.
Using Poser to Create Animation Directly
Although Poser allows you to design your
own characters and animation sequences, I will show what Poser can do
by running through the export of an animation consisting of a preset
model and preset animation.
On Poser 5's startup screen, you are presented with
the default model in the default pose, as shown in Figure 4-13.

Select any part of the default figure and press the Delete key to
delete it (you will get an Are You Sure? dialog box. Click yes).
From the Poser Library (select Window Libraries if you
don't see it on the far right), select
Figures Additional Figures Cartoons to display the
characters shown in Figure 4-14. Double-click on
Minnie.

Minnie should appear in the main window in the standard 3D character
model's default
"T" pose (standing upright with
arms outstretched to the sides). We need to add an animation to
Minnie. Still in the Library, select Pose Cartoon
Poses Minnie. Select the Point pose, as shown in the middle
left of Figure 4-15. This is a 28-frame animation
(as stated by the number in the top right of the pose thumbnail).
Minnie will change to reflect the start of this pose in the main
window, as shown in Figure 4-15.

You may have to move Minnie back a little on Poser's
Stage so that all parts of her will appear on the Flash Stage when
she is animated as a SWF (this is because the Poser Stage area is
square, whereas the Flash Stage is typically rectangular, causing the
top and bottom of the figure to be cropped when seen in Flash). To do
this, find the Editing Tools icons (select Window Editing
Tools if you don't see them). Click and hold on the
Translate In/Out (Z-index) icon, shown in Figure 4-16, and drag the mouse up or down to move Minnie
backward or forward.

To export the animation as a Flash SWF, select
Animation Make Movie, which opens the Make Movie dialog box
shown in Figure 4-17. For the Sequence Type, select
Macromedia Flash (.swf). In the Frame Rate section, select the Use
This Frame Rate radio button, and select the frame rate of your
target SWF. The Poser
default frame rate is 30 fps. Setting a frame rate that is much lower
than 30 fps may result in a jerky animation caused by too few frames,
so it is best to set your SWF's frame rate at or
near 30 fps.

Select the Flash Settings button in the Make Movie dialog box. The
options in the Flash Export dialog box, shown in Figure 4-18, allow you to define how you want the images
that Poser renders converted into vectors. The settings for the most
optimizable SWF are shown in Figure 4-18 (namely, 4
colors with Quantization set to All Frames and other options
unchecked).

The optimal number of colors to use depends on the character being
created. Minnie has a reduced palette and can be exported as a vector
with very few colors. Remember though—the more colors you
select, the more vectors will be created.
Click OK to accept your Flash Export settings, and click OK again to
create the SWF.
To import the generated SWF into Flash, open a new or existing FLA
and select File Import Import to Stage.
The animation appears as a series of keyframes on a single layer.
Graphic shapes are grouped. As with all exports, the next step is
optimizing the animation. Optimizing Poser output is very similar to
optimizing Swift 3D output. If you are good at the former, you should
have no problems with the latter.
The following tips should help:
Figure 4-19 depicts the process of optimizing frames
using onion-skinning outlines and the standard Flash optimization and
drawing tools.

More experienced Flash designers may want to consider importing the
Poser images as guide bitmaps and tracing them to create the vector
shapes from scratch, as shown in Figure 4-20. This
is my preferred route; although it is less automatic, it retains the
hand-drawn feel of traditional animation while still speeding up the
process. It also results in more optimized graphics.

Final Thoughts
Poser is a tool that is often used with Photoshop for any work that
would otherwise require source material consisting of images of human
models and stand-ins, but it is currently rarely used with Flash.
Although creating your own custom 3D characters and animations in
Poser, then hand-optimizing each frame in Flash, is still a long
task, it may shorten at least some of the months of hard work
required to do the whole thing by hand, particularly if you already
have some 3D experience through Swift 3D.
For the traditional animator who prefers to hand draw his characters,
Poser offers a quick and easy way to create accurate animation guide
images.
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