David J McClelland

eLearning Designer / Developer

Make a Bobblehead Character

In previous posts I showed a generic walking character rendered from Poser named Ryan. He is fine for getting somewhere quickly with a proof-of-concept without getting lost in the weeds of what is possible with Poser.

To take that work a step further while continuing to avoid that deep dive into modeling and clothing figures, I present a labor-cheap alternative that I call a Bobble-head. I doubt this is original, I think I might have seen Terry Gilliam do something like this at some point.

I had a friend take a snapshot of me from 5 angles that I need to show my ffilmation character from an angle roughly matching that of the game. To get the angle I sat down on the floor. Flat lighting is essential to avoid weird shadows or color effects. You will save a lot of time on silhouetting backgrounds if you can find a solid color background or hang a blanket behind the subject. An office conference room is a good place.

I transformed the silhouetted head shapes so that it looked like each one fit on Ryan’s body at a given angle. To do this I put each angle of Ryan standing in a layer in Fireworks. Then I imported the head bitmaps into a copy of the .fla file containing Ryan, which I had already finished and tested.

A quick test using the script in this post on the .fla showed that I had some more work to do to make the head look natural. It just floated around like a stationary object pasted on Ryan.

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Some tweening and testing for each angle made a convincing connection between the two images while maintaining a certain amount of artificiality to the whole thing. Most of the tweens in the mirror angles of the character could be reused by pasting them in and flipping them horizontally. Plan on spending some time on this part, although not as much as you might if you have a learning curve to climb with Poser.

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Final Build

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  • Isometric Character Motion Analyzer

    As I promised, I will describe how I set up the motion analyzer to test character animations without loading them into a game. It should go without saying that you should still test your character in the game – the idea is to eliminate simple issues before getting to that stage.

    This is really quite simple: set up a document class that puts listeners on every character on the stage. put a button in your library and use it to set up the controls you want to wire up to the character. If the clip has a timeline it will run the lead-in and loop until you stop it.

    I added a tile background to help visualize foot position and relative angles.

    The same swf that is used to test can be used in the game as media. I recommend hiding the tiled background if you want to optimize file size. Do this by leaving “include hidden layers” unchecked in the publish dialog or setting the layer that contains them to be a guide.

    The ActionScript is very basic. The connection between the frame animation and the document class are one of the things that keeps me coming back to Flash. At some point I want to try sprite sheets in ffilmation too though.

    package {
    	import fl.controls.Button;
    	import flash.display.MovieClip;
    	import flash.events.MouseEvent;
    	import flash.filters.GlowFilter;
     
    	public class FFChar_MotionAnalyzer extends MovieClip {
    		public var FFChar_0:MovieClip;
    		public var FFChar_45:MovieClip;
    		public var FFChar_90:MovieClip;
    		public var FFChar_135:MovieClip;
    		public var FFChar_180:MovieClip;
    		public var FFChar_225:MovieClip;
    		public var FFChar_270:MovieClip;
    		public var FFChar_315:MovieClip;
     
    		public var run_btn:Button;
    		public var walk_btn:Button;
    		public var jump_btn:Button;
    		public var stop_btn:Button;
     
    		private var cur_FFChar:MovieClip;
    		private var glowFilter:GlowFilter;
    		private var rollFilter:GlowFilter;
    		private var characters:Array;
     
    		public function FFChar_MotionAnalyzer() {
    			rollFilter=new GlowFilter(0x00FF00);
    			glowFilter = new GlowFilter();
    			characters = new Array(FFChar_0, FFChar_45, FFChar_90, FFChar_135, FFChar_180, FFChar_225, FFChar_270, FFChar_315);
    			for each (var char:MovieClip in characters)
    			{
    				char.addEventListener(MouseEvent.CLICK, FFCharClicked);
    				char.buttonMode = true;
    			}
    			run_btn.addEventListener(MouseEvent.CLICK, run_btnClicked);
    			run_btn.label="Run";
    			walk_btn.addEventListener(MouseEvent.CLICK, walk_btnClicked);
    			walk_btn.label="Walk";
    			jump_btn.addEventListener(MouseEvent.CLICK, jump_btnClicked);
    			jump_btn.label="Jump";
    			stop_btn.addEventListener(MouseEvent.CLICK, stop_btnClicked);
    			stop_btn.label="Stop";
    		}
     
    		private function FFCharClicked(event:MouseEvent):void {
    			trace(event.target.name);
    			cur_FFChar=event.target as MovieClip;
    			clearGlows();
    			cur_FFChar.filters=[glowFilter];
    		}
     
    		private function clearGlows():void {
    			for (var i:uint = 0; i < numChildren; i++) {
    				getChildAt(i).filters=[];
    			}
    		}
     
    		private function run_btnClicked(event:MouseEvent):void {
    			if (cur_FFChar!=null) {
    				cur_FFChar.gotoAndPlay("Run");
    				cur_FFChar.filters=[];
    			}
    		}
     
    		private function walk_btnClicked(event:MouseEvent):void {
    			if (cur_FFChar!=null) {
    				cur_FFChar.gotoAndPlay("Walk");
    				cur_FFChar.filters=[];
    			}
    		}
     
    		private function jump_btnClicked(event:MouseEvent):void {
    			if (cur_FFChar!=null) {
    				cur_FFChar.gotoAndPlay("Jump");
    				cur_FFChar.filters=[];
    			}
    		}
     
    		private function stop_btnClicked(event:MouseEvent):void {
    			if (cur_FFChar!=null) {
    				cur_FFChar.gotoAndStop("Stand");
    				cur_FFChar.filters=[];
    			}
    		}
    	}
    }

    My next post will show an example where using this approach is essential to setting up a hybrid Poser/Photo cartoon character.

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  • Using Poser Character in Flash ffilmation

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    Click a character and use the buttons to test it.

    This is a continuation of my last post on the workflow involved in creating a character in Poser to use in a ffilmation project in Flash. We pick up after you have completed rendering all frames for all the angles you need to display a character that can walk around in an isometric game.

    OK, maybe BART is not a catchy acronym but is better than when I started (Bulk replaced Wholesale, Full).

    When you move an asset into a folder that contains another asset with the same name in Flash Library it will prompt if you want to replace it? If we carefully name all our assets we can use this feature to great advantage when importing assets to build each angle of our character.

    The key is to organize assets into folders that ID the angle in their name, but only name the sequence files with the pose and sequence number. For example, the folder ryanRunLoop_90 contains runLoop_0001.png through runLoop_0015.png.

    If I want to make a ryan_135 MovieClip from a copy of ryan_90 I can do this by importing the assets and dropping the appropriate bitmaps into their respective folders. For runLoop I would drop the imported bitmaps into char_runLoop_90, choose to replace existing, and rename the folder char_runLoop_135.

    To save time, I installed a jsfl Command extension called Find and Replace that will automatically change library names. Unfortunately it doesn’t change folder names.

    Create two files for creating your character: an asset .fla to contain all the clips that make up a complete character, and a conversion .fla where you replace assets. This will make creating each angle timeline easier and make any mistakes more obvious when they occur and less costly to fix once detected.

    Keep assets for a particular angle in library folders that contain the angle as part of their name. Rename the folders before you copy the finished angle clip from the conversion stage fla and paste it in the asset fla to avoid copying over existing assets for another angle.

    Once I had the character angles for 0, 45, 90, 135 and 315 I planned to flip 0, 45 and 90 (the mirror angles) to make 180, 225 and 270.

    Gotcha: In order for ffilmation to access the angles at runtime you must make a link for each one. Flipping the mirror angle characters, even if they are duplicates of the mirror angles with the correct linkage names, will not work. You will see the character in your game just as it appears in the library, not on your character .fla stage.

    To make movieclips with linkage names for every angle you will have to flip the bitmaps inside a copy of the Movieclip. I use the Edit Multiple Frames tool to select every frame and flip all bitmaps in a single operation. It only takes a few seconds and cuts down on your file size compared to Poncho, which has bitmaps for all angles. You will get the added benefit that any bitmap replaced for a mirrored clip will be also be replaced in its mirror.

    Gotcha: Resist the urge to crop! After I saw first render sequence from Poser I realized that each image was the size of the render window, even though most of that area is transparent. So I batch cropped them. After which I noticed the file sizes increased, and I had to hand-register each frame because the cropping algorithm I used made the smallest possible image.

    You will notice that every frame you export from Poser will be pin-registered automatically as long as you keep your character in one place and make variations from a copy of the original, standing character. When you replace the bitmaps to create each angle you don’t have to fiddle with their coordinates. Sweet!

    [DDET How to filter mouse events to visible areas of png, allow for overlaps]

    Use a mask over the standing pose to limit the clickable area to the visible portion of the character. Either a rectangle or a copy of the image will work, depending on how precise you want to be.

    My next post will cover how to set up a test rig that I used to display the examples.

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  • Creating Objects for ffilmation

    Adding objects to a scene is very similar to the process for adding a character. According to the documentation the only difference is that objects are static, and they require less memory resources from the engine to exist on the stage.

    You can use any method to create the graphics that make up an object. I used a prop in Poser and set it to an angle that I hoped would fit in my layout. You can create multiple angles using the same method as with characters. Keep the pixel dimensions of the object bitmap as small as possible – I keep a high-res version and make smaller copies from it. Make sure to set the export properties so that ActionScript can find it:

    You can store multiple objects in a single fla/swf. I approach them as any shared library – you can organize libraries by project, theme or other principle that meets your project’s requirements. They don’t have to be placed on the stage as I’ve done either.

    Create a definition file for your library to enable ffilmation to utilize it. The name should be the same as the swf name, only with an .xml extension. Here is a sample:

    <?xml version="1.0" encoding="utf-8" ?>
    <definitions>
    <media src="../media/medicalProps.swf"/>
     <objectDefinition name="LabTube">
    
     <displayModel>
     <sprite angle="0" src="LabTube"/>
     </displayModel>
    
     <collisionModel>
     <box width="116" depth="70" height="200"/>
     </collisionModel>
    
     <shadowModel>
     <shadow type="sprite"/>
     </shadowModel>
    
     </objectDefinition>
    
    </definitions>
    

    Then you must add the library swf and object definition to your scene definition file.

    In the head section add this:

    <definitions src="../definitions/medicalProps.xml"/>

    In the body section:

    <object id="labTube" definition="LabTube" x="422" y="224" z="0" orientation="0"/>
    

    You will probably need to experiment with a few details of your object: the location of the origin in the MovieClip and the collision area shape and dimensions. If you see light between the bottom-most parts of your object and/or weird Z-sorting, the origin is probably too high. I set mine near the bottom and center. I start the collision shape and dimensions that match as closely to my bitmap pixel dimensions and then test with a character in the game.

    If you use png format when importing bitmaps your game will look better in low quality, since the quality setting will not effect their display, unlike shapes. Compare the gurney to the vacuum chamber in the screenshot. Also notice the built-in support for transparency in the object and the shadows, and Z-sorting.

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  • ffilmation

    The third game engine on my list, ffilmation has a lot going for it. By substituting the assets in the demo levels I am able to create a sketchy walkabout iso game proof-of-concept in about an afternoon. It also comes with a free level editor, and is tied pretty closely to the Flash IDE (it can be set up with Flex as well, but you will still need Flash to create assets).

    What worries me is that it looks like a one-man labor of love project. There has been little/no activity on the site in quite a while. There doesn’t appear to be much of a community built up around it. I thought it must be because the source is not hosted under version control and there is no licensing information. But I was wrong- it is now hosted on Google Code – but still only the one contributor. And it has an MIT license.

    Still, ffilmation has a lot of potential, and has the most complete feature set of any engine I have looked at so far for my goals.

    That includes:

    • texturing with bumpmaps
    • animated, scriptable lighting
    • simple 3d prisms
    • projectiles
    • heads-up display
    • ISO character sprites
    • Multiple characters
    • Collision detection

    Hoping to have something worthwhile to show clients from this soon.

    Here’s a shot of a space adapted from one of the examples provided on the site. The character was created in Poser.

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  • Shiny