Neeters_guy’s notes on Sinclair’s head turn method
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PHASE ONE: FULL HEAD FRONT
1. Make a vector layer consisting of a circle (head) and two more circles (eyes). Name the layer "head front"
2. Make a new switch folder, name it "mouth front". Place a vector layer in it, name it "AI". Draw the mouth in the AI position, it will consist of a black circle (for the back of the mouth), tongue, teeth, and skin. Build them in that sequence, ie., black circle is back and skin is front. (Appendix B below.)
3. Once the "AI" layer looks good, copy the layer nine times, one for each of the standard phonemes. Adjust the vectors in the each layer to match the desired phoneme shape.
- a. There are ten phonemes and they are case sensitive for Papagayo: rest - the closed position, etc, E, AI, L, MBP, FV, O, WQ, U.
b. All of these layers have to have the same vector count, or this won't work, so don't delete any vectors, do not add any, do not change the thickness on any of the lines, do not change the colors of any of the objects on each layer or the objects stack sequenc (on every layer, the "skin" is on the top and the "black circle" is on the bottom).
c. As you adjust each layer, turn on interpolation on the switch layer, set the first keyframe on the timeline to "AI" and the next keyframe to whatever phoneme layer you have completed (make sure to space the keyframes a second apart). When you scrub through the time line you'll see the "AI" layer interpolate into the new layer.
5. Make a copy of the "head front" vector layer, pull it out of the "Full Head Front" group folder and name the new vector layer "front switch" (this is not a switch layer).
6. Copy and paste all of the vertices on the "rest" vector layer in the "mouth front" switch layer and paste them onto the "front switch" layer.
7. Check point: If all is correct at this point, you have one vector layer with a full head (head, eyes, mouth) and a group layer with the exact same head (as long as your mouth switch layer is in the "rest" position). Turn the "front switch" layer on and off to make sure that all of the vertices are in the exact same spot; as you turn it on and off (exposing the folder beneath it) you should see no changes in the head.
PHASE TWO: FULL HEAD SIDE
8. Copy the "front switch" layer and name it "side switch". Move the vectors on the "side switch" vector layer so that the head and mouth are in the side view position. Important: The "side switch" and the "front switch" vector layers have the same amount of vectors (just like the mouth switch layer).
9. Put the "Full Head Front" group folder, and the "front switch" and "side switch" vector layers into a new switch layer. Name it "FULL HEAD" (this will be the top level layer). Make sure the switch layer is set to interpolate. Set the first keyframe on the switch layer to "front switch", then scoot down the timeline and make the next keyframe "side switch". When you scrub through the timeline, the head should turn.
10. Set up the group layer "Full Head Side":
- a. Select and copy all of the mouth features on the "side switch" vector layer. Paste them onto a new vector layer, name it "rest" and put that layer into a new switch layer named "mouth side".
b. Select and copy the circle (head) and two small circles (eyes) on the "side switch" vector layer and paste them onto a new vector layer named "head side".
c. Make a new group layer, name it "Full Head Side" and place the "mouth side" layer and "head side" layer in it.
- a. "front switch" vector layer
b. "side switch" vector layer
c. "Full Head Side" group layer which contains- i. "mouth side" switch layer
ii. "head side" vector layer
- i. "mouth front " switch layer
ii. "head front" vector layer
- i. "mouth side" switch layer
PHASE THREE: TESTING
13. To see the head in action, set both mouth switch layers to a .dat file (generated from Papagayo). Because the mouths shapes interpolate, you'll have to add a "rest" keyframe to the .dat file in the spaces where nothing is being said or the mouth will interpolate to the next phoneme over the length of silence.
14. Set the first keyframe on the "FULL HEAD" switch layer to "Full Head Front" group layer. Whenever there is a pause in the characters speech and the "mouth front" is in the rest position, add a keyframe to switch from "Full Head Front" to "front switch" before the character starts talking, then add a keyframe to "side switch" and then another key frame to "Full Head Side".
15. The character will start talking in the front position. When it pauses, the head will turn and begin talking in the side position.
Notes: I generally complicate the file (as if this isn't complicated enough) by adding hair switch layers, nose switch layers, and jaw switch layers (the same way the mouth layer is built).
You can use this technique to switch from up, down, left, and right positions (repeat steps 8 to 12), if you’re willing to build that many variations of the head.
APPENDIX A: LAYER HIERARCHY

APPENDIX B: MOUTH DETAIL
