Turn to look

Staging: something off to the right is worth seeing, and the turn tells the audience in order: the eyes and the head go first, then the shoulders, then the feet step the body round; held, looking, then it all turns back.

Use it in a cartoonChange it in the move makerThe pack file (JSON)

What it is for

Put it on a character just before something appears off to its right: a door opening, a friend arriving. The audience looks where the character looks.

The principle it shows: staging

Staging makes one thing clear at a time. The head turns first, so the audience knows there is something to see; the shoulders follow, then the feet step the body round. Turning back, the feet go first and the head last.

The program, line by line

when it starts
  show the front view
  at the same time:
    โ€” 1:
      glide head 0, part:head~twist 0, part:head~tilt 0 over 0 s
      glide head 0, part:head~twist 40, part:head~tilt 0 over 0.25 s (out)
      glide head 0, part:head~twist 30, part:head~tilt 0 over 0.25 s (inout)
      glide head 0, part:head~twist 10, part:head~tilt 0 over 0.4 s (inout)
      glide head 0, part:head~twist 10, part:head~tilt 0 over 0.8 s
      glide head 0, part:head~twist 40, part:head~tilt 0 over 0.4 s (inout)
      glide head 0, part:head~twist 0, part:head~tilt 0 over 0.5 s (inout)
    โ€” 2:
      glide torso segment 1 0, part:torso#1~twist 0, part:torso#1~tilt 0 over 0 s
      glide torso segment 1 0, part:torso#1~twist 25, part:torso#1~tilt 0 over 0.5 s (inout)
      glide torso segment 1 0, part:torso#1~twist 6, part:torso#1~tilt 0 over 0.4 s (inout)
      glide torso segment 1 0, part:torso#1~twist 6, part:torso#1~tilt 0 over 0.8 s
      glide torso segment 1 0, part:torso#1~twist 25, part:torso#1~tilt 0 over 0.4 s (inout)
      glide torso segment 1 0, part:torso#1~twist 0, part:torso#1~tilt 0 over 0.3 s (inout)
    โ€” 3:
      glide part:root~spin 0 over 0 s
      glide part:root~spin 45 over 0.9 s (inout)
      glide part:root~spin 45 over 0.8 s
      glide part:root~spin 0 over 0.4 s (inout)
    โ€” 4:
      glide right leg 0 over 0 s
      glide right leg 22 over 0.62 s (out)
      glide right leg 0 over 0.33 s (in)
      glide right leg 0 over 0.75 s
      glide right leg 22 over 0.12 s (out)
      glide right leg 0 over 0.33 s (in)
    โ€” 5:
      glide right shin 0 over 0 s
      glide right shin 35 over 0.62 s (out)
      glide right shin 0 over 0.33 s (in)
      glide right shin 0 over 0.75 s
      glide right shin 35 over 0.12 s (out)
      glide right shin 0 over 0.33 s (in)
  wait 0.2 s

Try this

  1. Turn the head over 0.6 seconds instead of 0.25. It arrives with the shoulders instead of before them, and the order is lost.

    In the program: ramp ยท over 0.25 โ†’ 0.6

  2. Turn the body 90 degrees instead of 45. The character ends side on, facing what it looks at.

    In the program: ramp ยท to.part:root~spin 45 โ†’ 90

How it differs from Look around

Look around glances one way and the other at nothing in particular; Turn to look commits the whole body to one thing.

Works on

The two in the film above, and what the move turns on each: worked out by the build, which plays the move on each body and checks what moves. Nobody types this table.
WhoMoves?What moves
Sunny (one of the six people)yeslegs
Grump (an animal on four legs)yesturns, front legs, back legs

c4c:beh:turn_to_look ยท version 1.0.0 ยท c4c-free ยท by Jabbertoon