Opentoonz - Tweening | Paul Gieske | Skillshare

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Topics include illustration, design, photography, and more

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

Lessons in This Class

8 Lessons (27m)
    • 1. Introduction

    • 2. Explained: Animate Tool

    • 3. Explained: Nested Animations (Subsheet)

    • 4. Explained: Morphing / Shape-Tweens (Level strip)

    • 5. Step-by-Step: Ball Bounce

    • 6. Step-by-Step: Repeated Ball Bounce

    • 7. Step-by-Step: Morph

    • 8. Challenge: The Rocket to the Moon

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About This Class

This course will cover tweening in Opentoonz. Make sure you are familiar with the basics of Opentoonz before getting started!

  • Explanation video's:┬áJust watch and learn
    • Animation tool: tween transformations and use the function editor
    • Nested animations: subsheets
  • Step-by-step:
    • Ball bouncing up steps
    • Morphing zones
  • Challenge:┬árocket blows up the moon

Meet Your Teacher

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Paul Gieske

Digital Art Enthusiast


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1. Introduction: Hi everybody and welcome back. In this video, we're gonna learn all about tweening and open tunes. With tweening, we can save a lot of time. Cleaning involves having so-called keyframes. And all the in-between frames are calculated automatically by open tools. This can be done in various ways, and that's what we're going to learn about in this chapter. This course contains the following examples and exercises. We will use the animation to create this ball bouncing up the stairs. We will learn to create nested animations using sub sheet. And we will learn how to convert this diamond into this heart using a morph tween. And we will also create these growing zones. And as a final exercise, we will create this rocket blowing up this moon. Before getting started, make sure you know the basics about vector drawing in open tombs, as well as the basics about animating and open tunes. If you do then jump on in and if you don't, then I recommend following the first two chapters of this course first. So that's it. Let's get started. 2. Explained: Animate Tool: In open tunes, we can create tweens using the animate tool. We can use this tool on any type of level. Imagine we are working on the following scene. We have a ten sided polygon on the left of the screen and a vector level, which is six frames long. After activating the animate tool and making sure we have the first frame of the lever selected. We click and drag on the canvas to move the polygon to the left. Smart key appears in the level showing that it has become a keyframe. Next, we select the last frame and move the polygon to the right of the canvas. A second key appears in the last frame. You will see that the position of the polygon, all the frames between the two keyframes Now keeps changing. Activating island scanning illustrates the motion of the polygon. You can use the same procedure to change not only the position, but all sorts of other transformations are also possible. When the animator is active, we see a number of options. In the upper Options bar, we find drop-down list with the following possible tweens, position, rotation, scale, shear, centre, and all follow the same procedure to twin any of these tunes. The only difference is that rotation, scale, shear or depend on center. So make sure you set the center to a sensible place before you use any one of these. You can set precise values for the parameters associated with these tweens in the options toolbar on the top of the page. And for these parameters, you can also click on the padlock to lock the perimeter. For example, in this case, I'm locking the vertical shear. You can use the function at a third to get an overview of which transformations have been key framed, opened the function at a term by right-clicking on one of the keys. And the function editor, you can find an overview of the values of the parameters that have been twinned. Dark orange means a key value has been set for that parameter. Light orange shows a value as it was calculated by open terms. That's enough about the function editor for now, but we will learn more about this in a future video. 3. Explained: Nested Animations (Subsheet): It often happens that you need to repeat and moving animation loop over time. A walk cycle would be a typical example. To achieve this, we use a nested animations. You can think of a nested animation as an animation within an animation. In open tools, we can use a sub x sheet to do this. In this section, I will demonstrate the principle using, applying bad. We start with a vector levels, the head and two wings. The two wings each rotate up and down using simple rotation twins. This is a single flap of the wings. Now we want to loop this animation and we want the animated bad to fly around the canvas. We could loop it by clicking on the repeat buttons at the bottom of the wing levels and extending the duration of the animation. Then we still need to move the bed. We could set up position twins like this. But that would create some confusion because there's a kind of conflict between the rotation twins and a position tweens. So it would need a setter remaining rotation twins manually. Even in this quite simple situation, it's a lot of work. A better way is to use subjects sheet. Select the columns by holding down Shift and clicking on the pictures in columns, and then click on the collapse button. The pre columns are combined into one. The resulting column is called a sub sheet and contains the original columns. Let's repeat this loop ten times. Then we can add any number of key frames to scale down and move the bad around the place. Why are his wings keep flapping? Once you've applied this collapse, we can still added the original columns by selecting the column and clicking open sub sheet. Or if we change our minds, then we can explore the spreadsheet back into the original columns. Just right-click on the picture in the top of the column and select explode. 4. Explained: Morphing / Shape-Tweens (Level strip): In this video, we will talk about what I call morphing. Another app name would be shaped tweens because it's calculating in-between frames. But it's not a meaning based on some transformation like position or the size. It's in-between based on two different shapes. So in other words, open tunes is calculating the in-between frames when one shape is morphing into another shape. Be careful though, this only works on vector tunes levels. We start by creating a vector 2j level with two frames. On the one we draw a diamond and on the other we draw a heart. When we do this, two drawings appear in the level strip. We can add more drawings to this level strip by right-clicking on it and selecting add frames and specifying which and how many frames to add. You can also use the Insert key to add frames one by one. Once we've added a bunch of empty drawings, we select the first rowing hold down shift and then select the last crying. And this will select all of them. A bunch of buttons labeled in-between should appear. Click on any one of them to calculate the in-between frames. You can choose different types of interpolation. Linear e's n is odd and the combination of ease in and ease out. Once the empty drawings have been feared, you can export them from the level strip to the tax sheet by selecting them all, right-clicking and choosing expose the next sheet. 5. Step-by-Step: Ball Bounce: In this Walkthrough exercise, we will get some hands-on experience creating an animation of a boar mounting upwards. First, we will use a position tween to create the ball bouncing up a single-step. Start by drawing the steps and the bore on two separate vector tunes levels. Making the level of 24 frames long, activator and make tool and make sure it's set to position. Select the first frame on the ball level and user animate tour to move the ball to the bottom step. This will set the first key value for the position. A key will appear in the currently selected frame. Go to the 12th frame and move the bar to its resting position on the second step, another key will appear on the 12th frame of the level. Go to the six frame, and move the bar to the highest position of the path of the ball. Not bad for a start, but that's not how balls really pounds, is it? Adding onion skinning to each frame helps us visualize the motion of the ball. Actually, the path of ball makes as it shoots up and starts to fall is called a parabola. Add some more key frames in the frames 45, and adjust the motion of the ball so that it gradually slows as it reaches the top. And then add keyframes in frames 789 to adjust the motion of the ball so that it gradually speeds up after passing the peak. Next, we want to animate a pounds. Move the position of the tenth key frames so that the bottom of the bar is just below the step. As the ball hits the ground, it gets a bit squashed for a moment. We need to adjust the drawing to show this selected tense frame, right-click and choose duplicate drawing, a number to appear showing that we now have two drawings in our current level. Use the selection tool to shrink the ball vertically. After the ball bounces back, it would go back to its original shape. So we would like to copy drawing one into frame 11. Select the first frame, press control C to copy. Select the 11's frame and press Control and V to paste. On the 11th. We show that the ball bounced up from the ground just by a little bit. Using the animation tool, add another key frame to the 11th frame. Select params 12 up to 24, and press doubt, delete them. Finally, extended level by dragging down on the tab until it is 24 frames long again. And that's how we create a single bound. In the next video, we are going to repeat this bounds and the ball is going to bounce to the top of these steps. 6. Step-by-Step: Repeated Ball Bounce: In the previous video, we created this ball bouncing up a single-step. In this video, we are going to repeat this animation and the ball is going to bounce all the way up to the top of the steps. Right-click on the icon at the top of the column containing the bar vector and choose collapse. We have not used any peg bars, so let's use only columns. Select all the frames of the resulting sub sheet. Aldon shift to select multiple frames. By the way, use the repeat button to repeat the animation. We want to repeat the animation. Primar types. Drag down the level with a drawing of two steps to extend it to match the rest of the animation. We want to use a animate tool to change the starting position of the second pounds. But we don't want the key point to have any effect on the first bounce. So we first need to move the second bound to another column, select the appropriate frames. Remember you can hold down shift to select multiple frames. Click and drag on the left side of the level to move it to another column. Repeat this for the third, fourth bouts. Select the first frame of the second bounce and user animate tool to set a new key position. Repeat the previous step for the third, fourth bounces. And that's how we can repeat this animation until the ball bounces all the way up to the top. In the next video, we are going to use the move tool to create an animation of these zones increasing in size. 7. Step-by-Step: Morph: Hello everybody. In this video, we are going to use morph tweens to create the following, like blob, which keeps growing in size. First, draw these breeds simple blobs on a new vector level. Duplicate the frame so that we now have two drawings in our level, strip. Select the second frame and in large debris blobs using the control point editor. Now duplicate the second parameter again and once again enlarge the pre blobs. But this time in the third person. Go to the level strip and select the second drawing. Press the insert button three times to insert preempted drawings. Select the first growing, hold down, shift and unselect the second non-empty drawing. This should select both non-empty drawings and the preemptive drawings in between. Pre buttons labeled in-between should appear. If not, double-check to make sure that you're working on a vector level, because morphing only works on vector levels, click on any one of these buttons. A dialog appears to ask what kind of easing new prefer. Repeat the last few steps of the last two drawings. Insert some empty drawings between and select them, and click on the in-between button. Now we have this transition in our Level script, but we would like to see it in our AC sheet. Select all drawings in the level strip, then right-click and choose expos in x sheet. And that's it. Thanks for watching. See you in the next video. Bye-bye. 8. Challenge: The Rocket to the Moon: In this exercise, we are going to create this rocket blowing up the moon. I recommend the following general approach. First of all, draw the basics in vectors. Draw the background, the rocket and the jet fire. You should already know this from the first chapter if you need a bit of revision on vector drawing them and have a look at the old videos. As a second step, Use shaped tweening are morphing to create a flickering fire of the jet. Combine the rocket and the animated fire into a sub-index sheet, US position, rotation and scale twins to animate the path of the rocket. And finally, and optionally finish off the animation with the explosion cloud. Make sure that the fire is in the correct place. In other words, the fire should be in the bottom nozzle of the rocket. Let's get started by animating the ignition. Duplicate the drawing of the fire, select the first one and shrink it vertically. Insert two empty drawings in-between in the level strip, and add a morph twin. Next, select all four drawings. Right-click and choose expos NX sheet. After that, we want to create a flickering fire, creates a new vector level named fire loop. Copies of frame of the original largest fire on it to the new level. Duplicate the frame twice. Now the level strip should contain three drawings. Use the control point editor to randomly adjust the flames in the two duplicated drawings. We want to loop this animation so it's important that the first and the last frame are identical. The first and the last frame being identical will ensure that the animation loop is seamless. Duplicate the first drawing, and move it to the end of the level strip. Now we have four so-called key drawings. The first and the last key drawing should be identical. Insert pre empty drawings between each of the key drawings and apply the shape twin. Each drawing to make sure there are no large irregularities. If you find one, it's usually easy to fix it with a control point editor. Select all the drawings in the level strip. Right-click and choose expose NX sheet. Delete the unnecessary columns. Finally, you should have the following four levels. One level for the background whatsoever, for the rocket. One level which contains the animation of the fire ignition, and one level which contains the animation of the jet fire on a loop, fire loop. Duplicate the column containing the rocket and rearrange the columns as shown. Extended duration of the rocket levels to match the duration of the fire ignition and a fire loop levels, respectively. Select a fire ignition column and the rocket column and collapse them. Select the fire Luke column and the other rocket column and collapse them to move the spreadsheet containing the fire loop down below the ignition level, the lack the fire loop frames and click on a repeat button. Repeat the loop. That's say ten times. Well done. It is video. We have created the following sequence. The fire ignites beneath the rocket and then continues flickering at maximum thrust indefinitely. The next step is to use the animation to twin these spreadsheets. We want a rocket to follow this curved path to rotate and also to shrink as it gets further and further away. First, we want to set the initial position of the rocket. We want a rocket in the file loop level to be affected by the same initial keyframes as rocket fire ignition. So we move the file loop level to the same column as a fire ignition level. Next, select the first frame and use the animation tool to set the initial position. Extended duration of the background quite a bit for now, we can always adjust this later. Select the fifth frame, which is from after the ignition is over. Set a keyframe here for our parameters by clicking on this symbol below the canvas. Next, we will set the last key frame. We would like the animation to last three seconds. So at 24 frames per second, at 72 seconds. But we add another five frames just because the ignition lasted five Prim's keyframes for the final position by moving, scaling and rotating the rocket with the animation to 77. Next, we fine tune this animation by adding multiple intermediate key params between the PIP and the 77 frame. And finally, we remove the excess Frames after the 77th frame. If you feel like it, you can also add the final explosion. I just added a simple explosion cloud using ellipsis. And then I used a simple scale or twin to grow it. If you got this far, I don't think I need to give you a detailed explanation of how I did it. So that's it for this chapter or something. And I hope you had fun learning it. See you later. Bye-bye.