Learn Walk Cycle Animation with Animate | Venkatesh B | Skillshare

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Learn Walk Cycle Animation with Animate

teacher avatar Venkatesh B, Asst. Professor of Visual Communication

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

14 Lessons (2h 3m)
    • 1. 00 Class Introduction

      1:09
    • 2. 01 New Document Setup with Adobe Animate

      5:14
    • 3. 02 Basic Structure of the Character

      7:34
    • 4. 03 Guideline Setup

      3:10
    • 5. 04 Convert the Character into Graphic Symbol

      4:01
    • 6. 05 Nested Symbols and Character Setup

      26:59
    • 7. 06 Tween Animation for Single Walk Cycle

      15:46
    • 8. 07 Character Walking from One Place to another

      7:38
    • 9. 08 Frame by Frame Walk Cycle for Human Character

      9:55
    • 10. 09 Adding Additional Frames

      7:57
    • 11. 10 Create Background for Walk Cycle Animation

      8:56
    • 12. 11 Make Cartoon Background Design for Parenting View

      5:52
    • 13. 12 Setting up the Parenting View

      6:56
    • 14. 13 Walk Cycle using Parenting View

      12:21
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About This Class

Welcome to the course on Learn Walk Cycle Animation with Adobe Animate. In this course, I have completely focused on Cartoon character walk cycle animation. Adobe Animate is one of the best software for Cartoon Animation. Through this course, you will learn both Adobe Animate and Professional cartoon walk cycle animation from the scratch.

Course Lessons:

  • New Document Setup with Adobe Animate
  • Basic Structure of the Character
  • Guideline Setup
  • Convert the Character into Graphic Symbol
  • Nested Symbols and Character Setup
  • Tween Animation for Single Walk Cycle
  • Character Walking from One Place to another
  • Frame by Frame Walk Cycle for Human Character
  • Adding Additional Frames
  • Create Background for Walk Cycle Animation
  • Make Cartoon Background Design for Parenting View
  • Setting up the Parenting View
  • Walk Cycle using Parenting View

Meet Your Teacher

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Venkatesh B

Asst. Professor of Visual Communication

Teacher

Hello, I'm Venkatesh. I will post one new class every week for you.

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Transcripts

1. 00 Class Introduction: Hi, my name is rigorous. I welcome you all for this course, learn walk cycle animation with Adobe Animate. Adobe Animate is another coolers software to create a 2D animations. In this course, we are going to see how to create a walk cycle animation for a cartoon character. Within this course, we are going to see how to create new documents that have for creating a walk cycle animation. How to create the basic character of appearance for a walk cycle. How to do a guideline setup for creating walk cycle animation. How to convert the shape into symbols. How to use Nestor resemble concert to create the repeated walk cycle animation. How to use a tween animation for creating the walk cycle. How to move the character walk from one place to another place. To create the walk cycle animation with the help of a frame-by-frame animation also, how to handle the root time when, as well as the symbol timeline in this box cycle animation. And finally, we are going to see how to create a simple background for this walk cycle character animation. So through this course, we're also going to learn how to use Adobe Animate, how to handle the stage, how to use timeline, how to handle all those Adobe animation elements in this course, let us see in our classes. 2. 01 New Document Setup with Adobe Animate: In this lesson, I'm going to show you how to create a new document setup for creating walk cycle animation. So first I'm going to create a new document. I choose Create New and choose Create New, and we'll get a new document user interface. Here we have different categories to create a new document with the help of this Adobe Animate. So here I have character animation. If you want to create a character for, you know, film or animation movies, we can choose this character animation. So you can have on the dimension like, you know, full HD resolution has three-dimension for k. So based on the need, you can choose which one you want. You can also play it. Lot of automation works for the social media. It can to Suseela know to, to an emission of a social media. We can create animation for games, create animation for educational content and advertisements and verb. And we have a more advanced options like we can create the HTML canvas. You can create a VR panel, Omar, we can create VR 360. So we can create a lot of work that'll put this oligo and emit. So right now I'm going to choose this character animation. And here I'm going to choose this full entity. After choosing this full HD, you can see here we have the dimension that with this 1920 into 1080 and we have unit in pixels. We have that the frame per second. So if you want to adjust the frame per second here, you can adjust if you want 24 frames per seconds, we can do that. And we have the platform type here. So if you want to choose the HTML canvas or if you want to use the Android, you can choose which one you want, right? No, it was extraction script three. So I'm going to leave this, That's default setting. And here I want to paint in the same frame rate to 30. And I'm going to click the Create button. After choosing this Create button here you can see I've got the document. Just press Control 2. So if I press Control 2, I'll get the fitted window size. Here you can see what is the current in the display zooming level, it's a 61 percent H. Again, make it into a hunter this and hit I'm going to type 50 percent H. You can also choose, you know, from this arrow to switch only want that you can choose Fit in Window. So further, totally we are going to use the shortcut Control to control to Al-Qaeda fit in Windows screen. So here we know the toolbox, the menu bar, and the document area. We have the timeline here. I'm going to do all those animation works. Here you can see we have the needle, so you can create multiple layers to do the animation. We have the frame per second. Here we can see that we have a lot more options in upcoming lessons. We will see how to use all those things. First, I'm going to set this document properties. So to access the documents settings, I'm going to press Control J, and I press Control J, I can access this document setting. Here you can see we have the 118 pixels. You want to change that into inches or centimeters or millimeters. You can do that. Since I was creating this animation for creating a movie or a web purpose, I'm going to maintain only the pixels unit. And you can see the dimension here. So after creating the document, if you want to convert that to 8 K for K, here, you can do all those changes and you can see we have mass condensed. So if you have a little open to the existing document and if you want to match the same document dimension of this new dogma, you can use this match content and this option scale content. So we want to enable the scaling when you are exporting this document as a video, you can enable this option here so that it can scale at anytime. And after enable this scaling, you can see the hell locked and hidden layers. So if you want to render the log deselect enable layers in video, you can enable this. There are ways we can disable, so that's drawn to a needy can do that. Now I'm going to keep this in a default value. And here you can see we have the anchor value, give that into all directions. So based on your needs, you can choose which one you want. You can also choose the central point alone. That's up to you based on your need. You're going to do all those things. And here you can see the stage color, things where you're entering. In a third term will have that stage performance. And whatever you have in that stage, you can see from the audience side. So this is the stage, it's a stage view. We can set the stage background color here. I can choose whichever I want, like I have to say black or green color, red. Based on the need, you can add the 21. By default it will be white. If you want to keep it in a wide, you can keep the same default background color here so you can adjust the frame rate. You can just click and type which one you want. And at the same time we can just click and drag so that you can have just a frame rate. So basically one area. Just so I know I'm going to keep that into fatty. And if you want to use, you know, that once layer options we can enable this mode. And finally, I'm going to choose, okay, so this is the new document setup we are going to see. So in this way, you can create a new document setup using Adobe Animate. 3. 02 Basic Structure of the Character: In this lesson, I'm going to show you how to create our cartoon character to do a walk cycle animation, I'm going to show you the simple way to create a cartoon character. If you are animator, you're going to consolidate the animation only. If you are doing the interwork like you are going to create the concept of God. You are going to create the background, the character design. You can convert it, all those things. Right now I'm going to create a very simple, basic shape to create the cartoon animation walk cycle. So I'm going to use only one tool, which is this ellipse tool. So I choose this tool, and after that I'm going to choose I want color. So here I have the fill color option. I choose this fill color. Here. I'm going to choose which color I want. So I'm going to use this dark maroon color. And here I'm going to create one circle. I press Shift ticky to create the circle. And you can see I got the circle here. I just released memos. So after that I'm going to choose the selection tool. You can use the shortcut V. And I selected, just click and drag from outside. And I got selected that particular ship. And here I can select like this also. So based on your rubric and select how you want. I was elected this shape. And after this, you know what I'm going to do? I just press Control G to make that particular object into group. Now you can see this is a group, so this is how I want that object after converting the shape into group, now I'm going to create a few more shapes. You're going to use the same tool or the same oval tool. And I'm going to create the shape like this. So this could be the body of that particular character. And just convert that Group I use Control G is the shortcut key. When a paste this into this lepton, say that character, you know, it looks like that character was moving towards right hand side. And if we place that in this pregnancy, the character, you know, facing towards this left-hand side. So this basic shape itself is not defined how that particular character move, how it has its own header. So I can see how it looks, whether it looks sad, place like this. You can see that it looks really sad. And if it is like this, yeah, this looks really competent. So based on your needs, you can place where you want. And after that, I'm going to scale this object. So I select this object. And here I want to transform tool I plus Q to access the script transfer and a transform my data. Here you can see how I have body shape. And hereafter I'm going to create a few more objects. So I'm going to use the same overtone, going to create the appearance like this. And just group this. After this. What I'm going to do is going to duplicate this shape a plus all Tiki. I just press hold the Alt key and click and drag. So we can see that I got that ellipse here. We just update transform, the big transform. And here I just want to rotate. When I play quick turns bomb, I'll get the terms come here and I'm going to just move them malls outside. You can see I can rotate that object. I just rotate that. And that's based on my data. So this is how we know I attached to that object. And here I'm going to duplicate this object again. I press hold Alt key to duplicate that object. Here I'm going to reduce the cycle size, and I'm going to move this here. So this will be my hand. And I want to earn more hand. I just hold the Alt key. Duplicate own more hand. So this is how neat NO or two hands. And I want in all pair of legs. So to create a pair of legs, I'm going to use the same object and just hold and drag to duplicate that. And here I'm going to use the same, you know, this segment. I'm going to scale a bit. And here I'm pointing. That's it. So this is our y want to delay maybe a little bit thinner syllabus. Quite ridiculous height. So after that, I'm going to create the feet and just duplicate this using Alt key. I'm going to reduce the shape size. Can see that that snapping setting was out there. It control the object and just zoomed in and just press hold control and is called memos. So I can place the cursor where I want to know Zoom. Here I have like this. When you're doing the transformation work, you can move the center point. Right now you can see if I rotate this object, we can see that that object was rotating from the center. And it has the center point here. Here you can see how it looks. So based on your need, you can place where you want that particularly no central point. Here I have a lake like this. And here what I'm doing, I just gave the same. Now we have two hands, two legs. Now I'm going to assemble all those things. What I'm going to do, going to reduce the hand size. Looks at really beaker. After that. I'm going to place where I want those hands. So I just placed here. And here I'm going to place those hands. We can see how pleased, you know, those hands. If you want to see the object, what we have behind the shape, what you can do is you can come to this layer palette. So here we have this outline view. I come to this layer one and they just clip this outline view option. We can see we have that same layer content in outline view. We want to change this color. I can come to this place, I just double-click so that I can access the layer properties. Here. I'm going to change the color and just choose blue or a two. So k, I'm going to enable this, the outline view again. So here you can see that object now looks really clear. And I'm going to select those shapes. So this is I want to place that had and after that, I'm going to place those legs. So based on the position of the hand, I'm going to place those legs. So I'm going to choose this part. I'm going to place this leg, know the friend. And here I have going to place this led to the left-hand side, the back. So you can see I have the character. Just enable this No Outline View. I'm going to place how I want the character. It's a simple form you can create according to need. 4. 03 Guideline Setup: Was just created this character because I just want to explain this walk cycle animation. So I was completed and I'm going to start my walk cycle animation work. So this is how I need to know at the beginning, when I was creating the walk cycle animation, we can see how that character looks. And to all those individual shapes. I press the Shift key and I hear it use the character size was used. This Free Transform tool, plexus, the transform controls. And here you can see this character really looks good in my timeline. You can see how the layer, which is layer 1, going to rename this layer and choose properties of this layer. And I'm going to walk cycle. I'm going to go, okay? And you can see that in the particular layer name is walk cycle. Next what I'm going to use, so I have to know where we have the ground. So to ensure where we have the ground, what I'm going to do this going to view the rule is first and from those lowers what I'm quite fully so I just click and drag from the top from this x axis of the ruler. So I'll get a guideline here. I please. Below the feet. I just want to ensure where we have that particular ground. And now I'm going to create an own moral guideline. So it shows me what was the current state. So after creating those guidelines, going to create one more guideline. So this guideline will decide how much amount of that particular character we have, the height when the leg comes into the state portion. So for that I was created that. And here I want to add Kaitlyn from my y-axis and to ensure where I have that particular character end. And here I want to add on more guideline to entry where I have the front leg. So this is the starting position of the character. I was just added those guidelines to control, to monitor the particular character movement. So if you want, you can remove those guidelines based on DVD. You can keep it or not. When we are creating the walk cycle animation, those guidelines may disturb us if it was selector. So what I'm going to do is I'm going to lock all those guidelines. Further. I come to this view menu. I come to this guides here. I'm going to choose log case so that you know it will never disturb you when you are creating the walk cycle animation. So in this way, you can create your own simple character form to do a walk cycle animation. When you are completed the walk cycle animation later, you can replace all those body parts. The proper kind of character design. You can also add those guidelines to do all the effect of oxygen animation using Adobe Animate. 5. 04 Convert the Character into Graphic Symbol: In this lesson, I'm going to show you how to create a walk cycle for this simple character design. First, I'm going to select all those objects. Here you can see we have this endif character with the different objects we have created in our last lesson. Now I'm going to create the walk cycle for this character. So first, I'm going to convert this character into symbol. Because when you are converting this particular character, it is simple. You can easily use any number of times. That's where I was going to convert this character and per symbol. So I choose the entity area. Can see all those areas of cover. The character was in outline view. Now you can see how that looks. I'll select all those theories. We press F8 and I fade. You can see I got the option to convert to symbol. Here. I'm going to give it a name. I'm going to give an IM walk cycle. And you can see that if I was choosing this vision into center point, and here we have to select the type of symbol. Symbol is a container, so it's a usable element which you create and you can use any number of times. Valuable. How the symbols, let me show you how this symbol type I had three types. Here. We have movie clip, but an and graphic symbol. So if you want to create any interaction over the particular object, can choose a button. And you'll get all the advantages as well as the futures to add the particular buttons feel to this object. And after that we have movie clip symbol. Do you want to control the animation with the help of this clip as well as the coding. You can use this option movie clip. Now I'm going to create this animation for movie purpose. If you are going to create any animation, any symbol and emission, the repeated animation movie purpose. What do you need to do is you have to select a graphic symbol alone. You should not choose any other particular symbol table. So after choosing these topics and we'll type I choose OK. So now we can see this signal symbol going to close this window Minow. And here you can see we have a lot of what is going to Tools my library. So here we can see we have a liability. I held the shortcut key which just controlling choose this liability option. To choose this option here you can see we have the particular symbol which is walk cycle, was given a name walk cycle. And if you want to rename this particular symbol name, you can right-click. And it can rename that. I'm going to give a name I grew up. So I can see the difference. So in this way we can convert the object, all those, the individual objects into simple. Now, I'm going to create the animation within this imbalance. So far that what I'm going to do, I just choose this particular symbol. Here you can see we have the root time. Then here I'm going to double-click this object or this symbol on it. Double-click this symbol right now you can see we are inside the symbol walk. And if I click here, I can see this is the route screen. They have the name of the same we've just seen one can change the name here. They come to this domino. Here you can see I have the option which is seen. I chose the scene, the shortcut key Shift F2. And here you can see the scene one can keep that name into xenon arc to rename that layer. So this is only when needed can do all those changes. Now the scene name is boxing. So here you can see the same name we have here and a double-click this particular symbol, the name of the particular same beliefs walk. I double-click. Now we are inside the particular symbol which is walk. So the main timeline is the root terminus work setting. So here we are going to do all those walks regularization for this symbol. 6. 05 Nested Symbols and Character Setup: In this lesson, I'm going to show you how to create a walk cycle animation for this character. Here you can see we have the timeline and how the symbol, which is what? Now I just double-click the particular, you know, the symbol with the individual objects here. In overtime men you can see we have the single layer, which is layer one, and we have all those objects in layer 1. Now what I'm going to do is I'm going to choose all those shapes. And I right-click here in, say the shape. Here. A lot of options. I'm going to choose the option which is distributed to layer. And I choose this option distribute layers. You can see we have all those individual objects in a single layer and a separate layer. And there was a reminder that the first failure. Here you can see we have different objects. Can see that here, the feet here, and we have the hind leg, and we have the full red. We have another live force. So all those body parts in a separate layer. That's what we need to do the animation work. We want to make visible or layers I can click here to make it less visible. And if they want to hide all those layers, I can click here. So based on many, they can do that. And here you can see we have different colors for each and every layer. I'm going to keep all those layers viewed TO Plainview. And you can see how it looks. It looks really good. And we'll help you to do all those animations. I'm going to make that view and to normal. And if you want to lock in any one particular layer, we can log that particularly with a report this option. And we want to lock all those layers. We can use this IPO. You can use this option here from this particular timeline area. So no, I just unlock all those layers. I'm going to start the work. So this is the first pose we're going to use for this walk cycle animation. And you can see we had a lot of frames here. We have this number of layers and just press Control 2 to view the entire screen within the window. What I'm going to do is I'm going to use the train animation to create this walk cycle animation. For that, I just click here the very first frame. And I'm going to select all those no frames. And I'm going to select all those first frames from all layers. For that, I'm going to press Shift key, and I'm going to click the last layers keyframe. Here you can see we have selector, all those keyframes. Now I'm going to right-click in this area. And I'm going to choose Create classic Gene, and I choose Create last twin. And it shows me all those individual shapes into symbols. Yes, I just don't want to hide this message again because I know when I was adding the Create classic tween, those shapes may be converted into simple. So it's just best, okay, no problem. I know all those objects will be converted as a symbol and it come to the first frame here. Now, you can see how that particular looks, that particular character looks. Now what I'm going to do is I'm going to select the very first tryna, the shape. I press Q to play the free transform. Here we can see we have a central point. I was moving this so that I can create the animation like this. That's way, no, I was pleased that point here. And after that I'm going to adjust all the stuff, the points that I want. So this is the important part, how to do it the first, after the two only now you're going to do all those cysts of the animations. If you want, you can keep all those subjects now, Plainview. No, it looks much better. I'm going to do the same thing for those hand areas. So this Oak Lane option will allow you to do all those adjustments. What we have, the end the initiator. So we are going to create the illusion late, you know, the bone like illusions here. And they had done that. So this is the first pose. And I'm going to add the second post. Let me show you. I'm going to use the DataFrame to add the second post. Since it was the first time I'm going to choose the 10th frame. So I was selecting the 10th frame first. And I come to the bottom area, the same column. I press Shift and deselect layers frame can see I've selected all those dream from all layers. Now we have plus the F6 to add. Now I press F6 to add a keyframe here. That's it. So I was just pressed F6. So like no, we are in second keyframe and we got the train and emission here. Now we need to do the changes what we need in this second frame animation, in the second keyframe animation. So I'm going to do all those stages. First, what do you need to use? I come to this in the leg, this state, and I choose the complete live, a move that center point into this top area. And I'm making this leg into state. Jazzy how it looks. This is how I need that leg. And when they how that particular no front leg and to state the body head will be rised. So what I'm going to do is before that, I'm going to show you how they have that animation. So you can see how the 2D animation, and you can see how we have the termination. Now what I'm doing is this second keyframe animation. I was selecting all those objects and I'm going to increase the height or the help of upper arrow. So quite use the up arrow. You can see now all we have feet on the ground. Here. You can see how much I motivate. We have increased for the character. Just want to adjust that. So I'm coming to this view. Here. I'm going to choose the guides. I just want to unlock the dates. So I disable this and I want to unlock the position. Now we want to adjust the guides. And you can see we have the sijang color for the guidelines. I want to change the color of the guidelines too. So for that I am coming to this view menu. I choose guides. Here, I'm going to choose Edit guides. So here I can change the particular color. I'm going to choose a different color. Maybe important juice, the blue, This bright blue, R2, so small, you can't see the current know, the Caitlin appearance here. So after, you know, increase that particular height of the character I was making the moment you can see how we have the changes on the leg as well as the rate of the particular character. I'm going to create this small change at the very first frame. So we have that character head like this. And we had a moment like this. So they have slight movement to make you know, the more the moment values. And they can see us moving to that or am going to in this second keyframe animation, I want to move this leg in front. So that time, how did this? We will have the appearance for this lecture I'm going to show you. So first we'll have the feet like this. I'm going to select both these areas to place the center point there. And I'm going to make the fold like this. And after that I was directing the Shift key and I click the PR segment. Well, I was moving that central point for all those three objects into this place and just rotate. So we'll have the appearance like can see. We have a moment here to add like this. And after that I want to add the moment for the hand. So the hand which is present at the backside, you know how to move their hand towards the front side. So in this second keyframe, I was selecting the hand area. And there was placing that hand into this interrupt, this character. After this, no, I was choosing those hands. And I'm going to adjust the central point. I want to place that into this center point. So we have created two key frames here. The very first to frame, and we have created to the second keyframe. If you remember this two key frames, That's it. Can able to create any walks easily. You can create any work psyche in a easy manner. So let me show you. We have the first keyframe, and we have the second keyframe. The third keyframe will be completely opposite to the post-war. Here you can see we have the first 1. Third keyframe will be completely opposite to the first one, That's it. And here we have the moment between keyframe one and keep him to find this looks very good. I had to give a value for the moment. And instead of giving hard moments like this. And it was giving hard moment, that will looks really bad. Right? It looks like the leg is moving towards the kicking though. The liquid, you know. It looks like he was moving his legs. King. It looks like. He was moving his lips to kick the ball. We don't want to create that kind of appearance. So this is the simple in all walks likely force. And I'm going to add the third keyframe, but the 20th frame. So I select the first frame, and I was selecting the last layer, same 20th frame. I add on keyframe. So here what I'm going to use, I'm going to move the legs first. I was using the stateless. And after that I was choosing this point. I was adjusting that to rotate that. This is where we have a guideline that okay. Do you remember that will guide you to remember the pushing out the character. Here. I want to make the tunnel like interstate like this. And they can create more and more like a place like this. So after that, what I'm going to do after creating the lead moment, according to adjust the weight of the character. So we're selecting all those shapes. And I'm going to reduce the position of the character. Just press Control a to select all those objects. And I was moving that to the ground area. We have the Kaitlyn further. And you can see the data. And you can see that really looks good. So after placing the particular character, going to place the hands on the spec two places. So I'm going to make sure which hand was moved. Here. I'm going to access. So you can see this hand. If you want to depreciate with the different or the same color values, we can add the same color value here, for example, going to use the same cyan color here. So I just told it that layer, I'm going to select the same color. So you can see the difference here. Timepoint to the subjects also, this layer eight, I just double-click that particular layer. And I'm going to change the color to this particular and was completely visible with the blues-based colors we have added as a young for this two area. So it's easy now to adjust. So this is the second keyframe. I want to move with that particular blue placed added to this friend area. So I choose the particular characters area. And after that, it's easy to lose the center point and move towards the red side. Just want to know where we have at hand. Yeah. They have the handle motion only bit that particular guideline. And now I'm going to choose another hand. You can see it's very easy process if you remember the very first famous listed second frame. So we are going to punish the walk cycle. You can see how we have other HIT moment. They want to move their head back to the original question like this. So you can see we have completed half of the cycle. And we're going to add two more keyframes. We are going to create the fourth key frame, just completely opposed to the second keyframe. And the flip, the keyframe will be the same as the very first keyframe. We can even copy the all those frames and we can paste them. So we have created the first keyframe, second keyframe. And third keyframe. I'm going to add a keyframe at the 30th frame. So it was F6. Here. I'm going to create another keyframe. I was added. And I'm going to make those changes. First, I'm going to choose the leg area. You all know, I was to think differently at first and I'm going to make the interstate point. I'd just the feet. And I just want to know the slip towards the top area. Or I'm going to choose Control a to select all those segments. And I'm going to increase hate. Since this was, you know, coming to the state point for the height of the body will be no increased. And after that, I was creating a moment for this segment. So based on the need you can create the moment. And move this back into this central portion. And again, choosing this area. And I was moving towards the center point, so forth, keep them also. So this time point to increase the height of the head. Just turn the head to create the moment. And we had a walk like this. And we have a head moment has less the walk cycle like this. So we have added a fourth key frame. As I told you, you're going to place the same very first frame into the filter keyframe, then only you will have the complete cycle of the walk. So I was choosing the very first frame and they choose the last layers, very first screen. Now we right-click here and choose copy frames. Here you can see we have a lot of options. I choose Copy pimps. After choosing this coffee frames, I come to the 40th frame off the very first layer. Choose the very first frame. They come to this bottom area and they press Shift D key or choose the last layers, 43. And a record here. And I'm going to choose Paste Frames. And choose Paste Frames. I got all those frames into the 40th frame also. So we have created the complete walk cycle and just press Enter. You can see how most that's it. So we have successfully created and I was disabled this outline view. You can see how it moves. So based on your needs, you can create the leg muscles hand moment, the head moment. Also. Since we have created this particular walk cycle animation into inside the graphic symbol, I can control the entire animation of this particular graphic symbol. So I just double-click outside the area. Here you can see we have a single frame. I just want to hit all those guidelines. Come to this view menu. I come to this view menu and I'm going to say I'm going to choose, Right? So just on luck. So I just hide all those guidelines. And here I'm going to show you how that works. So here I just probably insert again inside the symbol instead exotic symbol. We have the walk cycle just totally outside, come into this route screen. Now I'm going to make this particular character in two. Now I'm going to move this character from one place to another place. How it's possible, I'm going to show you. So we have the very first frame and just want to increase the frames in this road timeline to view what we have inside the graphic simple. So if the graphic symbol contains multiple number of frames, you need to increase the same number of frames on maintained in also. So here I'm going to increase the frames. I just press F5 to increase those static frames. So here you can see I have just increasing. And when it was increasing the static frames, you can see the visibility for the graphic symbol here. So I was having 40 frames. I mentioned inside. You can see how it looks. Now I'm going to have the preview, so I press Control Enter. So we can see we have the complete walk signal. Since we have copied the very first frame and paste and paste it into the filter frame. We have the complete walk cycle. Repeat again and again and again. So let me show you how to move this character from one place to another place. We have the animation inside the particular symbol, which is walk. Now we have the main route table in here and just increase the number of frames. So I have the frame of 380. We have two cycling of the animation. Now what I can do this, I can add one, keep him here. We have one keyframe already. I just slightly here and I'm going to choose create motion tween. So it just create motion tween. We can see how we have that particular moment. We have the local area here. And I'm going to choose on the fame. I want to add a keyframe and choose 83. And let's use the character and I create a moment. So here you can see we have got the keyframe, which is automatically added by Adobe Animate. And here we'll have a moment like this. So in inside the graphic symbol, it has its own animation. The moment of the keyframes, the same time in outside the graphic symbol. Also, I was creative moment for this symbol which just walk. So simultaneously both animations will be played. That's why we have the moment like this. And let me show you a few more things. I'm going to add on guideline here. And I just want to ensure whether it was added the right amount of the frames moment for this character or not. So it just move this. So here you can see we have keyframe on this particular location. Here you can see we have guideline at the first feet deep. So I'm going to create the moment. So in this time also, you know, I want the boy or the character in the same location. It has moment. So I want to avoid that. To avoid that I just increased the frames and reduced. You can see I was increased the beam and we have reduced the unwanted movement of the character. I want to increase more. Review scat. So I wanted to use little more. Yes. Here I have almost 130 frames animation. Now you can see we have very good to know the moment for the character. The character never track, you know, most freely from one place to another place. So I'm going to press Control Enter. And you can see how we mostly know from one place to another place. The lead character never drag from left to right. But at the beginning, you know, we got the dragon moment. Here you have 12 frames, duration the time interval here. Let me reduce the time interval for that. I'm going to press the Shift F6. Further. I'm going to press Shift F5. And I press Shift F5. You can see I can remove those static frames. And I'm going to have only 42nd duration. O. You can see the difference how that drags the character from one place to another place. So for a single walk cycle, the first single complete walks, they have such a moment for the character. Sometimes you'll get the problem like, you know, I'm just going inside the character, the graphic symbol. Here you can see we have a lot of timeline. Here you can see we have a lot of layers and a lot of the tween animations. Sometimes if you have created an error like this, I'm going to show you I was having the keyframe. And if you fail to place this particular central point at the beginning, the very first frame, you will have the problem. Let me show you here. I'm going to have the point and the center point here. And in the second keyframe, I'll have us n to point at this center location. So when he had done the error like this, will have this kind of, you know, and emission years. The lead was boring and Delhi different. You can see that how that moves and outside, that will look really bad at it. So if you have seen any kind of moment like this, this is the only reason. So you have missed the particular central point. You have to place that you want to change that now you can see how we have the leg movements. So in this way you can create the walk cycle for any characters. Again, avoid increase of ramps up to 130. And if this character is moving, you can see how the particular character was moving. 7. 06 Tween Animation for Single Walk Cycle: Now what I'm going to do is I'm going to use the tree and animation to create this walk cycle animation. For that, I just click here the very first frame. And I'm going to select all those frames. And I'm going to select all those first frames from all layers. For that, I'm going to press the Shift key and I'm going to click the lost layers keyframe. Here you can see we have selector, all those keyframes. Now I'm going to right-click in this area. And I'm going to choose Create classic gene. And it just creates a twin. And it shows me all those individual shapes into symbols. Yes, I just don't want to hide this message again because I know when I was adding the Create classic chain, those shapes will be converted into simple. So it's just best, okay, no problem. I know all those objects will be converted as a symbol and it come to the first frame here. Now, you can see how that particular, that particular character looks. Now what I'm going to do is I'm going to select the very first to know the shape. I press Q to play the free transform. Here we can see we have the central point. I was moving this so that I can create the animation like this. That's why, no, I was pleased that point here. And after that, I'm going to adjust all the rest of the points that I want. So this is the important part you have to do at first. And after the term Lee, No, you're going to do all those cysts of the animations. If you want, you can keep all those subjects now, Plainview. No, it looks much better. I'm going to do the same thing for those hand areas. So this outline option will allow you to do all those adjustments. What we have, the end the initiator. So we are going to create the illusion late, you know, the bone like illusions here. And we have done that. So this is the first pose. And I'm going to add the second post. Let me show you. I'm going to use the filter frame to add the second post. Since it does have a stem, I'm going to choose the 10th frame. So I was selecting the 10th frame first. And I come to the bottom area, the same column. I press Shift and deselect the last layers frame can see I've selected all those noted the frame from all layers. Now we press F6 to add a keyframe here. That's it. So I was just pressed F6. So like no, we are in second keyframe and we got the train and emission here. Now we need to do the changes what we need in this second keyframe animation. So I'm going to do all those stages. First, what do you need to use? I come to this in the leg, this state, and choose the complete live, a move that center point into this top area. And I make it this leg into state. Jazzy how it looks. This is how I need that leg. And when they have that particular no front leg and to state, the body head will be rising. So what I'm going to do is before that, I'm going to show you how they have that animation. So you can see how the 2D animation, and you can see how we have the telomeres. Now what I'm doing is this second keyframe animation. I was selecting all those objects. And I'm going to increase the height or the help of up-arrow. So use the up arrow. You can see now all we have the feet on the ground. And here you can see how much amount of fate we have increased for the character. Just want to adjust that. So I'm coming to this view minimum here. I'm going to choose the guides. I just want to unlock the debts. So I disable this and I want to unlock the position. Now. I want to adjust the guides. And you can see we have this, the young color for the guidelines. I want to change the color of the guidelines too. So for that I am coming to this View menu and choose guides. Here I'm going to choose Edit guides. So here I can change the particular color. Going to choose a different color, maybe some point juice, the blue, this bright blue and choose, Okay. Now you can see the current know, the Kaitlin appearance here. So after, you know, increase that particular height of the character I was making the moment you can see how we have the changes on the leg as well as the height of the particular character. And I'm going to create this small change at the very first frame. So we have that character head like this. And we had a moment like this. So they have slight movement to make you know, that literally. More the moment values. And you can see how he was moving to that, or I'm going to do in this second keyframe animation, I want to move this leg in front that somehow we will have the appearance for this lecture I'm going to show you. So first we'll have the feet like this. And I'm going to select both these areas to place the center point there. And I'm going to make the full drag this. And after that I was selecting the Shift key and I click the PR segment. Well, I was moving that central point for all those three objects into this place. And I just rotate. So we'll have the appearance like this. You can see we have the moment here to add like this. And after that I want to add that moment for the hand. So the hand which is present at the backside, you don't have to move that hand towards the front side. So in this second keyframe, I was selecting the hand area. And it was placing that hand into this interrupt, this character. After this, no, I was choosing those hands. And I'm going to add just a central point. Now I'm going to place that into this center point. So we have created two key frames here. The very first to frame, and we have created the second keyframe. If you remember this two key-frames, That's it. Can able to create any walks in a easy manner. So let me show you we have the first keyframe, and we have the second keyframe. The third keyframe will be completely opposite to the Pasteur. Here you can see we have the first one. So the third key frame will be completely opposite to the first one, That's it. And here we have the moment between keyframe one and keeping him to find, this looks really good. I had to give a new value for the moment. And instead of giving hard moments like this, when I was giving hard moment, that really looks really bad. Right? It looks like he was moving his legs to kick the ball. We don't want to create that kind of appearance. So this is the simple in all walks likely forced. And I'm going to add the third keyframe but the 20th REM. So I select the first frame, and I was selecting the last layer, same 20th frame. I add on keyframe. So here what I'm going to use, I'm going to move the legs first using the stateless. And after that I was choosing the centerpoint. I was, I just think that to rotate that this is where we have a guideline that will guide you to remember the pushing out the character. And here I want to make that leg into state like this. And they can create more and more. Then you can place like this. So after that, what I'm going to do after creating the lead moment, to adjust the height of the character. So I was selecting all those shapes. And I'm going to reduce the position of the character. Just press Control a to select all those objects. And I was moving to the ground area. We have the Kaitlyn for that. And you can see that really looks good. So after placing the particular character live, I'm going to place the hands on the spec two places. So I'm going to make sure which hand was moved. So here I'm going to add this. So you can see this hand. If you want to differentiate with the different same color values, we can add the same color value here, for example, going to use the same cyan color here. So I just double-click that layer. I'm going to select the same color. So we can see the difference here. Point to this subject's also, this is layer eight. I just double-click that particular layer. Now I'm going to change the color to this particular hand was completely visible with the blues-based colors they have added to this young for this two area. So it's easy now to adjust. So this is the second key frame. And I want to move that particular blue placed added to this front area. So I choose the particular characters area. And after that, it's easy to lose the central point and move towards the front side. Just want to know where we have at hand. Yeah. We have the handle emotionally on that particular deadline. And now I'm going to stand other hand, can see it's very easy process if you remember the very first frame, second frame. So we're going to finish the walk cycle. You can see how we have other HIT moment. We want to move their head back to the original question like this. So you can see we have completed half of the cycle. And we're going to add two more keyframes. We are going to create the fourth key frame, just completely opposed to the second keyframe. And the flip, the keyframe will be the same as the very first keyframe. We can even copy the all those frames and we can paste them. So we have created the first keyframe, second keyframe. And third keyframe, I'm going to add a keyframe. At the 30th frame. It was F6. Here I'm going to create another fourth keyframe. I was added. And I'm going to make those changes. First, I'm going to choose the lake area. You all know, I was using the front leg first and I'm going to make that into state point. I'd just the feet and I just want to know the slip it towards the top area. Or I'm going to choose control, yay. Select all those segments. And I'm going to increase the height. Since this lake was, you know, coming to the state point for the height of the body will be no increased. And after that, I was creating moment for this segment. So based on the need, you can create the moment and move this plant back into this central cushion. And again, there was choosing an area. And I was moving towards the center point. That's it. So we are successfully adder both key-frame also. So this time to increase the height of the head. Just turn the head, created the moment. And we had a walk like this. And we have, the head moment has less the walk cycle like this. So we have added a fourth key frame. As I told you, you're going to place the same very first flaming to the filter keyframe. Then only you will have the complete cycle of the work. So I was choosing the very first frame and I choose the last layers, very first screen. Now we right-click here and choose copy frames. Here you can see we have a lot of options. So choose Copy pimps. After choosing this copy frames, I come to the 40th frame of the very first layer and choose the very first frame. They come to this bottom area and they press Shift Dickey or choose the last layers has 43. And a right-click here. And I'm going to choose Paste Frames. And choose Paste Frames. I got all those very first glimpse into the 43 miles. So we have created the complete walk cycle. Just press Enter. You can see how most. So we have successfully created and I was, is they build this outline view. You can see how it moves. So based on your needs, you can create the hand moment. The head moment also. 8. 07 Character Walking from One Place to another: Since we have created this particular walk cycle animation into inside the graphic symbol, I can control the entire animation of this particular graphic symbol. So I just double-click outside the area. Here you can see we have the single frame. I just want to hide all those guidelines. I come to this view Minow and I'm going to choose, I'm going to choose Show, right? So just on luck. So I just hide all those guidelines. And here I'm going to show you how that works. So here I just totally insert again in say the symbol in C, The grouping symbol. We have the walk cycle just totally outside to come into this route screen. Now I'm going to move this character from one place to another place. How it's possible. I'm going to show you, we have very fast to train and just want to increase the frames in this template to view what we have inside the graphic simple. So if the graphic symbol contains multiple number of frames, you need to increase the same number of frames on maintaining also. So here I'm going to increase the frames. I just first F5 to increase those static frames. So here you can see I have just increasing everyday was increasing the static frames. You can see the visibility for the graphic symbol here. So I was having 40 frames. I mentioned insight. We can see how it looks. Hello, I'm going to have the preview, so I press Control Enter. We can see we have the complete walk signal. Since we have copied the very first frame and paste it into the fifth frame, we have the complete walks likely to lead to the feet again and again and again. So let me show you how to move this character from one place to another place. We have the animation inside the particular symbol, which is walk. Now, the main route timeline here, just to increase the number of frames. So I have the frame of 380. We have two cycling of the animation. Now what I can do is I can add one keyframe here. We have one keyframe already. I just lightly here and I'm going to choose create motion tween. So and it just create motion tween. We can see how we have that particular moment. We have the local area here. And I'm going to choose further all the fame. Very want to add a keyframe and choose 83. And let's use the character and I create a moment. So here we can see we have got the keyframe, which is automatically added by Adobe Animate. And here we'll have a moment like this. So in inside the graphic symbol, it has its own animation. The moment of the keyframes, the same time in outside the graphic symbol. Also, I was creative moment for this symbol which just walk. So simultaneously both animations will be played. That's why we have the moment like this. And let me show you few more things. I'm going to add on guideline here. I just want to ensure whether it was added the right amount of the frames moment for this character or not. So it just move this. So here you can see we have the keyframe on this particular location. Here you can see we have guideline or the first feet deep. So I'm going to create the moment. So in this time also, you know, I want the boy or the character at the same location. It has moment. So I want to avoid that. To avoid that I just increased the frames and no reduced. You can see I was increased the beam and we have reduced the unwanted movement of the character. I want to increase more reviews. Cat. Okay, so I wanted to do more. Yes. Oh, here I almost 130 frames animation. Now you can see they have very good to know the moment for the character. The character never Dracula, most freely from one place to another place. So I'm going to press Control Enter. And you can see how we mostly know from one place to another place. The interior character never drag from left to right. But at the beginning, you know, we got the dragon moment. Here we have 120 frames. Duration the diamond drill here. Let me reduce the diamond travel further. I'm going to press Shift F5 and I press shift here for you can see I can remove those static frames. And I'm going to have only 42nd duration. O. You can see the difference how that drags the character from one place to another place. So for a singular walk cycle, the first single complete work city. They have such a moment for the character. Sometimes you will get the problem like, you know, I'm just going inside the character, the graphic symbol. Here you can see we have a lot of layers and we have a lot of the tween animations. Sometimes if you have created an error like this, I'm going to show you I was having the keyframe. And if you fail to place this particular center point at the beginning, the very first frame, you will have the problem. Let me show you here. I'm going to have the point and the center point here. And in the second keyframe, I'll have a central point, this central location. So when he had done the error like this, will have this kind of, you know, and emission years. The lead was moving until it different. You can see that how that moves outside, that will look really pathetic. So if you have seen any kind of moment like this, this is the only reason. So you have missed the particular central point. You have to place that you want to change that now you can see how we have the leg movements. So in this way, you can create the walk cycle for any characters. Again, I'm going to increase the ramps up to 130. And then press Control Enter. You can see how the particular character was moving. 9. 08 Frame by Frame Walk Cycle for Human Character: In this lesson, I'm going to show you how to create the walk cycle for this character. This is the complete character you can see in previous SVMs thin how to create walks it, recall the basic character. And I'm going to show you how to create the same work securely for this, the complete character design. First, I'm going to show you the body parts of this character. You can see how this particular character, how the head area, and we have the hand area. So we have the three segments. You have the body. You also have a handy area. Under the hand, the left hand. I'm going to have the shoes for the feet. We have the sequence like this. So in this same way, we have creator, the basic character in our previous lesson. So here I'm going to use the same, you know, the structure of those body parts to create the walk cycle animation. So I just press Control Z to get back all those objects. Which means I was doing undo. Got it. I'm going to create the animation. So it was changed, was just convert this all body parts into symbol. Going to create a graphic symbol will be no way we need a graphic symbol here. Going to give a name. Boy, walk. So it was created a graphic symbol. And inside this graphic, somebody, I'm going to add those moments. I just double-click. Previous lesson we have created, you know, they have just selected all those objects inside the symbol. Selector distributed two layers. And we got all those four reports into separate layers. And we have created a keyframe at a tween animation, the classic Gemini mission. And we have added the second keyframe. We have added the post change, we have done on basic character. So here what I'm going to do is I'm going to do the frame-by-frame animation. That these also have the way to create the walk cycle animation. So here I'm going to have a very fast stream like this. And I'm going to use the rulers, going to add those guidelines. We want to know where we have the clown hate off the starting as well as they end the pushing of the character. So after adding all those options, now, I'm going to create the WACC Sagan. So this is the very first two. We're not going to use distributed layer option here. So I was elected the very first to frame a way, select the clip, the frame, and just add a keyframe. So in 2D animation, we have used ten frames in between each and every keyframe. So here I'm going to use five frames that is up to you based on your needs you can add. So here it was added the second keep him into the frame. I'm going to 2s late position. We know how to make this lake interest rate. And after they're going to increase the height of the character because of, you know, the position. And I select both these objects. Bend the leg, push a little bit like this. And it was such way to hide those snow caps. And I select this bar. I just want to rotate. So this is the first keyframe. And this the second key thing I want to create in on those and moments. You can use either frame-by-frame a tree and based on your need to cue to attend BYU, because I have those handy areas in the body parts. So making that moment I was Nader. Less control to here we can see how that moment, 10th frame. So I'm going to add the second keyframe for that. I just make this, you know, like interstate. I just make this into NO. And just select the state-led. I'm going to move that into backside. Up to the Cleveland area. You want to make this into state. So this is where I need and I want to rotate that area. So after placing the position like this at risk control a to select all those objects, then move that down. So be needed. So after placing the leg, push 1 to the hand area, going to 2000 Bu. It's easy to win all those nations with Outline View. Better visibility. Here I'm going to select the left-hand. So it was done. Three he frames. The very first one is the first one, and the second one, and the third one. I'm going to add the fourth key chain. Remember, the first keyframe looks like this, and the third one is entered Leno, I'll post it to the very plastic kitchen. You can see the difference. And the fourth quadrant will be opposite to compare the second keyframe. So this is second one. And I'm going to add a third keyframe on the 15th frame point to make this lake area and to state, I'm going to rotate this. Now I'm going to select in all those shapes rather than point choose control you to know I want to make this interstate yeah. If this control you now, and I just want to make it bend towards the front area. And I want to hide those unwanted. Central question. I had a moment like this. So here I want to get back those areas in closer pushing. Just using this open due to ensure the pushing of the hand. Here also, I'm going to do the change for the character. After that. Remove the outline view. You can see how it looks. Finally, I'm going to copy the very first frame, and I'm going to paste that into the 20th frame, let's say two. So we have created a complete walk cycle, going to remove one frame in between five to 10, 10 to 15, 15 to 20. So here we have equal number of frames. Now we can see how the walk cycle going to Cal the preview. So I just come to the scene 1. This is the root C, and I'm going to increase the frame up to 17. This is all we had. Also, with the help of the frame-by-frame animation, you can create the walk cycle. Here we have one out what you don't want to deal in all those layers. We have only one layer and we're going to use only five. So in this way, you can create a simple walk cycle with the help of frame-by-frame animation using Adobe Animate. 10. 09 Adding Additional Frames: In this lesson, I'm going to show you how to add frames in between these keyframes. Let me show you if you want to create the smooth animation like appearance, like how we have to add a few more frames. The integral frames can add them both the same frame-by-frame technique, going to choose the dataframe here. So I got one here. Now what I'm going to do is I'm going to add the frame in-between the very first one and the second key thing here is some middle of this particular string. And I just want to know that we have the object pushing up the first famous unless the second keyframe. So I was choosing to use the option with this audience can put this audience skin. We can see the key frames for the object pushing on this team. I'm going to show you how to enable that. I come to this second kitchen. I come to this integral keyframe, and now I come to this area. So here we have just audience Skin. Choose this audience. You can see how the pushing of the object. So this is the very first to the last keyframe. You can see the difference. Now I'm going to expand the frame numbers. And here I have the frame and we had a train and Turkey in the same location. 0. What I'm going to do, I'm going to add a frame, the tool we have in between those areas. So let me show you how to add more depth in between the object. Here. I'm going to make the bending moment like this. So we'll have a moment. So this is the second keyframe, and this is the first key chain. And they want to make the head moment. And I'm going to do the moment for the hand. The hand, right hand, left hand. So here also you can see the audience Qin had a blue color for the previous keyframe and we had a dinner. So to make this into visible, now I'm going to increase the character. So it has successfully created. We have Azure only one chain and I just disabled this audience. Kin can see how it looks. So you can see it looks much better to compare the distance between him to another Caitlin really have three frames here. So note the study frames. We can adequately them like this. So going to like this. So in this place we have this MOOC moment because of this, one additional key thing. We'd have the privilege to Control Enter. You can see the difference at the beginning. We have smooth moment. To after that we have. So I'm going to add the same kinda keeps him going at the moment. So this is the center line and the red was moving towards the vaccine. Must using that. Just want smoother audience. This was the backside here, so I have to add up. And they want those moments. So in this way, you can add multiple keyframes. Those changes, complete frame by frame animation. You can create the complete works they thought this cartoon character design using Adobe Animate. 11. 10 Create Background for Walk Cycle Animation: In this lesson, we are going to see how to create the background environment or this block cyclic character animation. I'm going to show you this is the layer. I'm going to give a name. Just walk the walk cycle of the character. So can we have created a walk cycle it, so that isn't proclaimed between books. And here what I'm going to do is I'm going to move this character, can move a character univary want. We have two ways to create this character moment. We are going to create a illusion. Firstly, we are going to move this character from left to right, right to left. So that is the only. Secondly, what you're going to do is you're going to keep the character and the same location. But instead of moving the character, we are going to move the backdrop. In both this, we can able to create the character moment like illusion in the animation. Let me show you the first page. So I'm going to move the character from left to right. And I'm going to have the backup for adding the background. I'm going to add a new layer hidden grid to create a really simple background. I'm going to choose this rectangle tool first. After that, I'm going to disable this stroke here. I wanted to make the stroke color the Internet and hit. I'm going to choose the background color. So I'll just double-click here. And here I'm going to just a gradient color. I'm going to create a rectangle shape here. We want to move the layer below this character layer. So at this control to know a medicinal below that character layer, I'm going to give a name. So just double-click this and I'm going to choose the name. Here. I'm going to cue the different color values. So I choose the selection tool and click here. And I'm going to use the properties, can see how the field values going to change the color. What I'm going to do is just select this particular object plus and alter that. What I'm going to do is come to this color option. Here it has a gradient fill color, going to change the position of the first year. So they choose the object to the gradient trade-off if relaxes the transform tool. So I can transport the gradient color value here. Can I have the gradient color values here? What I can do, it can change the color in the color palette, obtain this back into blue. So you can choose this blue one. Blue as a background. After that, I'm going to see it in automotive diamond shape here. And sort of creating that, I just press Alt key and just click my mouse and drag to duplicate the object. And here I'm going to do a small car. So I come to this color. I'm going to choose the blue again. We want clean the water, the sea water lake appearance. So I'm going to press Control G to group the object and hear how the object color. To select this object to object transform. I'm going to place it here and I select this icon. I just want to add some sound like appearance. So rectangle, again, going to cosine. So here we have the object. I press Control G to group it a little bit. How can order that oxygen to group? And here I'm going to free the color to this color palette. Can see how the gradients right now. Going to change the gradient colors. No, I don't want the pink color and just fill a solid color here. You can see how the result is going to transform the object that I want to add in a road like appearance. So I'm going to duplicate this object again, going to choose the 90 percent gray color. Because the blue and the black. So just 90% black. And I kind of got the oxygen group. So here you can see we have the sand like appearance here. I want to convert the state line of code. Just double-click, and I just want to adjust that value. We can see how it's just the values will come in between the objects. Here we have this water a boat. Just, just, just select this object and press Control G to put the object. This object was below the sand and just control up arrow to move that. Kid, we had a sample of just double-click. And what it can do, you can come in during the points to this altar key to add more points. So this one, I just, which way you want that sand. Now you can see how it looks. So here if you want to add more weight, a different color background, you can see a plus Control Enter. And we have a character moment. Can see that. But I want to create a character moment from left to right or right to left. What I'm going to do is I choose this on the complete phonetic symbol. Mr. simple, more non-imaging insane can't see that. So what I'm going to do is I'm going to create an emission at the main dame length, that little dangling. So I'll just place or just here. Here you can see we have a donkey things. And now what I'm going to do, I'm going to do more frames to increase the static frames. So we want to add the themes or too much water. I'm going to tell you one cookie sheet. I'm going to add one more keyframe for this walk cycle. And in my blanket, a classic gene and the thumbnail view, just standard. So here I'm going to choose the very first 2, 3. And I click on it to the classic chain. Here you can see the head of oxygen like this. When I add the classic during quota in the thin portion of the object, the character. Now you can see how the characters moving them. Know that. That's Control Enter. So if you add more frames in between those keyframes, a keyframe one and the same key theme. And the third keyframe, if you added more Inaki rims in between those keyframes. How bitter, smooth animation. That is the important thing. Here again, we have the character moment lycopene. So in this way, you can create a walk cycle using Adobe academies. Can also create the background appearance, but it looks like lemonade. 12. 11 Make Cartoon Background Design for Parenting View: In this lesson, we are going to see how to create a walk cycle animation using this parenting view. But the LPA, this parenting view, we can able to create the bone skeleton like appearance, but the hilltop that you can create, the oxygen and the ECB. Let me show you how to create that first invertebrate as simple background for this walk cycle, the Q and a better life for this character. So I'm going to use my rectangle tool and I don't want a stroke. I disable the stroke. And here I'm going to choose any one color first. It just create the rectangle shape. I'm going to make this guy and some background, so create the sky. I just select that shape. And here I'm going to choose the fill colors into gradient, uh, come to this color palette. Here, I'm going to choose this black. I want to convert the black point into blue. And now I'm going to play the credit transform the shortcut key ECF. And a first year, if you can see, we got the gradient and from here you can scale it and I can rotate it. So based on your need, you can place that particular gradient color for the sky. Now I'm going to select this area. This is for my glasses. So I choose this area that I'm going to choose the snow. Oh, color palette here, I'm going to choose which color I want. So I choose some green color. And after there, here I am going to have some kind of mountain lake appearance. Remember having all those areas in a single shape. You know. We don't have in a multiple layers, we have only one layer which just background. And all those objects are shapes only. We convert that into group. Here I'm going to do those changes what I was expecting from this background. And I hope you too happy with that background. What I was creating. And here I'm going to make some shape like this, can change the color if you want. So based on the need, we can choose which color you want. And I'm going to change that color a little bit. Yeah. So after this a here I have the brown color is I can keep that in the same color if I want to add some changes. Yes, of course. I can add that. I'm going to create now small potluck appearance here. So I'm going to use this color. Based on your needs, you can choose which one you want. And here I want to create some irregular appearance. So creating that appearance here. And here also I need to know some green area. So what you can do is I can select this area. And here I'm going to choose the same green color. So I choose Fill Color and its use eyedropper tool. And here I come to this, you know, this outline area. Here you can see we got the transform option here for the cursor. I press hold Alt key to add those points. And if I want to create the curve, what I can do is I can just come to this area, this edges, and again, make the curve like this. So in this way you can create the simple background what you need for this walk cycle animation. If you'd like to add some tree, of course you can add. For example, I'm going to create those trees on Decide. So very simple tree to take so much time. So I'm going to use this shape. I just select this shape and I press Control G to group this object. Now if I duplicate this and I scale this, the different values. And that's it. We got those leaf area for the tree. And I'm going to create the stem area here. That's it. We have created a tree. And here I want to add a little bit different route appearance. So this is how that tree, and here I'm going to change the tree stem color. I can choose the brown and just press Control G to C. No, all those shapes. I press Control D to break apart the object. Again, I press Control G. Now you can see I've got a simple tree, a group that again, I can place this tree anywhere I want. I can place here. Cause I had to change the green color. So I change the green color value, going to make it in only to the brighter. So we'll have the better contrast to compare the background. And here I have the tree no, nearby the particular road. So this is how I know I have the background. If we want to transform, flip horizontally, know it can do. So. I'm going to flip this horizontally. And I'm going to place this somewhere far away from this area. So this is how, you know, I have a simple background. So after adding this simple background, now I'm going to create the walk cycle with the help of this parenting BYU. 13. 12 Setting up the Parenting View: Now I'm going to read the walk cycle, the help of this parenting view. So I place my character, just lock the background layer. Now I unlock my character layer, a place that character the center. You can see I press Control to fit the stage with the window. Here you can see we have our cartoon character. It's a complete single symbol. It's a graphic symbol. I just double-click to enter inside. And here you can see I have those guidelines. These guidelines will help me to create the walk cycle animation. And here you can see we have all those segments. You can see we have the head. I know it's a very faster segment. And we have the body of the boy and the forearm and hind arm for both, right. As soon as we're done side on the hind or no for SLS, hind on the food. So we have the complete simple cartoon on autonomy. And it'll pop this anatomy structure. I'm going to create the walk cycle animation. Remember I just converted that to all the individual shapes into graphic symbol and a press Q to apply a transform. Here you can see I have placed that particular pivot point into the joint where I record. So we have to do in the same way for all those objects. Otherwise, you will never get that animation. So after completing in all those settings, what I'm going to do now here you can see in more time gland we have different layers for all those objects going to start to create the animation. And before start to do the animation ion to add the parenting view. So how to do that? Let me show you. So here, you know, which part is a parent? That is an important question for this walk cycle animation. This bodies the parent because those head, no hand under those legs are completely attached with this body area. So this body area going to act as the parent. And this parent, we are going to connect all those joints. For example, pastime going to connect this head with my parent, the body. So what I'm going to do is I'm going to enable this show parenting View and enable this show Barrington view here you can see we have extra space for adding the parenting view. I just disabled that. You can see we don't have the vehicle area. I enable that again, you can see we have the parenting view area. So I choose the head. Now I come to this in the gray area. I click here and I drag it in, connect that with that same boy body area. Here you can see that red colored line indicates that hit was connected with that body. In the same way for us to this right or no forehand. So I want to connect this with the body. So what I'm doing is I choose this and they connect the body. And we got this kind of appearance. The same way you want to connect this Lego. So the right leg also. So I'll just click and drag and connect with the body and choose the left leg. The leg. Just click and drag and connect with this boy body. You can see what kind of those joints created here in this parenting view. So this body will act as a parent for all those subjects. And on other side we have our left hand and just enabled this outline view. Here you can see in the left-hand, I was choosing that lifter hand. And I'm going to the left hand only. And I want to mention which one is my parent, of course, my body. So the boy body was apparent here you can see I was completely connector the head, the hand from left as well as IT area. And here we have an actor. Do you know both legs joined? So we have connected to 45 segments with our parent here you can see 1, 2, 3, 4, 5, and plus completer know I want to connect in all that stuff the areas with the other ports for this right hind on the parent is only this the forearm. So what I'm going to do is I'm going to choose this. I want to connect that particular segment that this parent, this forum. So we can see here, you can see we have a right forehand and here we have right hind hand. So I haven't the same object. And it'll be this. I just want to click and drag. So what I'm going to do is I just click that I have in hand and I connect that with the forehand. So this forehand will act as a parent for this hind hand. And after that we have the hand area here. How to connect that with our high-end hand. This is the right hind hand. So I just click and drag, and I just connect that with the hand. So here you can see we have the body. From the body we have connected the right forehand. And from the right foreground we have an electrode, right hind hand. And finally you have connector, right hand area. So in the same way, I'm going to connect those secondary ports. So I choose this left hind hand. I want to connect that with the forehand. Yes, I was connector. I want to connect with the left-hand with this hind hand. So here you can see we have the proper t segment. And after that I had to connect those leg area. How this right foreleg and I want to connect the right hind leg with the foreleg. Choose right hind leg. Here you can see in this timeline, I have added those layers in a proper way. So that is an easy way to connect all those joints with the parenting view. So I was choosing this hind leg with the foreleg. So this foreleg will act as a parent. After that, I'm going to choose this right foot and I'm going to connect that with the right hind leg here also, we have the exact parenting view for the leg, the right leg. And I'm going to do the same thing for the left leg. So I choose this left leg segment. This is a fourth leg. And I'll choose hind leg. I just click and drag and choose the foreleg. And after that I choose left foot and just click and drag and joint. So here you can see we have connector, the head, this is the head. And here connector right hand. And this is left hand. And after that we have connected right leg as lip flip. So we have perfect parenting appearance here. And after that, we're going to create the walk cycle animation. 14. 13 Walk Cycle using Parenting View: When you are competitors, successful parenting connection, it's easy to create a walk signal animation. So now what I'm going to do is I'm going to move this guidelines from this location. And after that, we're going to start the animation. Here you can see. So now I'm going to create an emission. So this time what I'm going to use, I'm going to choose the create motion tween, not a classic tween. Joseon. Our previous lesson, we have created the walk cycle animation with the help of a frame-by-frame animation. We have also created the VOC second animation with the help of no classic tween animation. But here I'm going to choose the very first frame. And from the faster train, I was selecting the layers first keyframe. You can see I've selected all those keyframes. Now I just right-click in this area and I'm going to create motion tween, not a classic tween. Going to choose create motion tween and choose create motion tween. You can see we have that the frames here, since we have the frame per second for the project. Here, I'm going to choose the position. For example, I'm going to choose the tenth of a tenth the frame. And I'm going to create a walk cycle. So how to lead a walk cycle? If I select the segment and just move that. You can see I was just selected this right for lab. But rest of the areas also, you know, God mode. So in this way it works but I had to create the exact walk position with the help of transform tool and just press control Z. Let me show you how to do that. So this is the first to pose, and I'm going to create the second pose in this 10th frame. So far that what I'm going to do, I'm going to choose the creek transform, as I said, it just rescue to access that. And here I'm going to make the transformation. So you can see we have the perfect parenting view. And I'm going to select all those layers. So all those segments, those segments, and they make the moment. So here you can see we have created the moment like this. And here I'm going to create the moment for this leg area. Choose this segment and make the transformation. Here you can see we don't want to, that's this object. Since that was parenteral. With this left hind leg, the foreleg. The left foreleg. We don't want to touch that. And now I'm going to choose this and I'm going to make them no moment. So we have created the successful moment like this. And after that, what I'm going to do, I'm going to create the hand moment when a tubes this area and I know we have this kind of appearance here. What I'm doing is I choose the parent, the second parent for this right forearm. And I'm just moving like this here also. I'm going to do the same thing so far that what I'm going to do, going to enable this show all Plainview, then only I can access that. And I'm going to turn that. So we have created the successful second keyframe for this walk cycle. You can see, and I'm going to create the third keyframe. So I come to the 20th frame. If you want to adjust the space between both keyframes like Oh, keyframe one and keep them too. You can do it later. So here I'm going to adjust now. So I just come to this place. I just place the needle here. Now I want to create the changes. So I choose the right leg first. And I'm going to make the change here. And here. So I'm going to do the change. So we know we have the guidelines. We know where we need to place those objects. And also I want to reduce the hate to know. So I select all those objects and move down to the ground. And I want to move the hands to respect to questions. So till this I can move the hand. And for the left hand, choose the forehand. And I was moving like this. So we can see we have successfully created. Step. We just create a small moon for the head so I can see how it moves. Now I'm going to add the fourth keyframe. Finally, I'm going to add the two and also, so I'm going to place the needle here like this. And here I'm going to do the change. I move that leg into state and select all those objects. I increase the height. Now I create the change for this 10 right hind leg. And I just move a little bit to avoid those segments. Finally, I'm going to choose this light foreleg and a place like this. So it's up to you based on your needs. You can place value one. And since those objects are parents, you can set how you need, I need in this way. Now I'm going to choose the hand area. We want to keep that in a bit to the middle. And here also I'm going to do the same thing. So you can see how small that animation. Here we have some issues guideline to adjust that. Let us see how I want to keep the dino like this. Yes, That's fine. Now finally I'm going to create a keyframe. It should be similar like, you know, how we held a very fast keyframe. So I just enabled this audience kin and expand this area. And here I'm going to add the keys. So first I want to move that leg towards backside. Can see how I'm going to place. Yes. And here I want to adjust this leg area. I select all those shapes. Remember you have to be in this final keyframe. Otherwise you'll get a shoe or get a error that may affect, you know, they entail walks. So I want to adjust that. So we have mode, those links. And we have to create the hand movement. So we can see the right hand, you know, how to move towards the backside. Moving for this parenting view. So this is the coolest way to create the walk cycle animation. If you are using the traditional way, it will take more time. And it's easy to place the object to push him when you're using the parenting view. So now you can see I was completed the single walk cycle. And I just come from the symbol. And here I'm going to play, I just want to make the preview. So to back that I want to press control enter. Before that, I was increasing the main timeline frames up to 40. And I'm going to press Control, Enter. Control Enter. You can see how the moment for the character to want to create the small changes on the final keyframe. Because then you are placing the first and last keyframe in the same position. It will have the same kind of appearance on two frames. To avoid that, what you can do is you can create a small changes if you want. And I want to move that character also. You can see I want to create the character moment a little bit. Now you can see we have created the successor log cycle animation, the help of Adobe Animate. Now what I'm going to do, so I want to move that character from left to right. So I just place the static portion. I want to place the character here offstage on left-hand side. And after that, what I'm going to do is I'm going to add a key frame. Before that, I'm going to choose create motion tween. And at the 40th frame, I'm going to place the object on the right-hand side. Of course offstage. So in between you will have the walk cycle like this. But when I was creating the walk cycle, character was placing the right leg on the ground. Then the capitalists placing the leg on the ground, you can see where we have the Pushkin. But when I move the frame, you can see when the particular cattle holding all those weight, the body weight, the liquids here. So this is of course error. So what do you need to do is you need to increase the root timeline frame duration. So I'm going to increase that. So for that, we need multiple cycle, the walk cycle to travel the distance from left to right. So here you can see whether we have the leg on the same place. No, not here. So I want to increase the frame. When the leg on the position. When he was placing that live there. The lecture be in the same place. Okay, still we have the moment, I'm going to increase the frame. Of course, right now it's fine. So here we can see it has a perfect walk cycle here. The character was moving from left to right. So in this way, you can create the perfect walk cycle animation with the help of our concept, which is parenting view. It's easy and it'll help you to create the perfect walk cycle animation with the help of this parenting view in Adobe Animate.