Transcripts
1. 01 What you'll learn: Hey. Let's jump right in and see what you'll
master in this course. In Chapter one, we'll
dive into everything you need to get up and
running with Calipe software. We'll break it down
nice and easy. So you'll be animating
like P in no time. Next, you will learn
a secret weapon, a method for animating
any kind of movement. We'll need some awesome
references for this, so we'll show you
exactly where to find the good stuff and how to
use it on your iPad pro. As a bonus, we've
got a special pack filled with fantastic references
just for this course. Consider it your personal cheat sheet for epic
animation practice. Now, let's put the
knowledge into action. We'll pick one of
those cool references and based on it together. Animate a walking
cycle frame by frame. Remember the awesome
community Skillshare. Well, here's your
chance to shine. Once you've mastered
all the exercises, it's time to send me a project. I'll be there to guide you with personalized feedback to develop your animate step by step. So are you ready to unleash your inner animation
rocket store? Join us on this
exciting journey, and let's create something
amazing together.
2. 02 What we need to start: Welcome back. Now that you are pumped up and
ready to dive in, let's make sure that you have all the tools you need
for this journey. First, Pad. Any iPad that supports
the Apple pencil will do, so double check that
before you start. Speaking of the Apple pencil, you'll need one of those two, since sadly, it's not included with the iPad
device. You have to get one. And finally, you'll need
the CalPEx software. As you maybe know, it's not free, but there are
different plans available. You can choose the one that fits your budget. That was all. Now, just find a quiet spot, grab your iPad, pencil, and let's jump into
the first vio listen.
3. 03 The app interface + Tools: Hey, friend, welcome. This is our first video
on the Calipa software. The software is mainly
for people who have an PAD prove that means it
is just available for PDS. Calipe can be used
for a wide range of projects from study
based assignments to professional ind serial work. In this session, we'll start by taking a look at the
Calipa interface. We'll also show you how
to set up the software. To start, open up a store
and Calpe like this way. As you can see here, once
you have found the app, absolutely, you can install it. We already have
the app installed, so it is open here instead
of t. To use the app, you will need to subscribe
to a month sliplan. The current price
is $2 per month, and the annual
budget is different. You can subscribe
from the App store easy just like other apps. Once you have subscribed, you can open the app and
see this primary interface. Recently, the app
has been updated and some functional
features at it. Maybe even you're
watching this video, some features change, but always the overall
will be the same. Just let's see
what's new for now. Well, for one thing, you can now organize your shots into
different categories. This is great for keeping
track of your work, especially if you're
working on a large project. As you can see, I
have many shots that I've organized
them in some folders. You can also label your shots, which can be helpful for
finding a specific shot later. One of the most important
new features is the ability to create folders. This is ridiculous that the app didn't have
this option up to now, but believe me. This is new. Thanks to developers, we can now organize our
shots really better. Like me, you may be working on several different
projects at the same time. For example, I have
a project called the Bones and a folder
for my exercises. In each folder, you can add as many shots and
sequences as you like. Let's create a new folder
and name it Project one. This is for this
course exercises. Every time we want to add a
new shot for this course, I'll create it in this folder. Now we can create a new scene. Click the plus sign from
here and select new shot. We don't need to
create a sequence. Just in bracket, as you know a sequence is a collection shot. We'll back to that in future. We tap on new shot. The app has some presets and you can change them
based on your need. Choose a name,
choose a resolution, choose the FBS you want, and choose the
duration of your shot. That means to set
how many seconds do you want this shot to be. We'll call it one. And set the preset to custom. Here you can choose the preset. It has different things for you, for example, 210 AD, standard HT, or if you want to work in S square coordinate,
you can select this. But what I usually do is in
their these numbers manually. So if I want to work
in 12 80 by 720, I double click here, change
the numbers and heat. Okay. I do about 90 to 95% of my projects at 90 20 by 1080. One of the most important
things which can also be changed during the
project is the frame rate. I currently set
the frame rate to a limited 12 frame per
second by default, and the duration of the shut, which can also be changed. I set it to 5 seconds. It asks you how many shots you want to create with
this specification. We only want one, so we click Create. And as you see, the software creates this environment for us. If you've ever used an iPad pro, you know how to rotate the
screen, zoom in and out. You can also use this
hand gesture to return any part of your screen to full screen so we can see
an overview of your shut. Here is something that you
need to pay attention to. The first and most
important is the brushes. At the top left, you have a few options that all you'll be working
with are there. You have a brush, an
eraser, a field bucket, selection tool,
and transforming, which you can select from here. But it tells us that since
nothing has been drawn yet, of course, there's no
possibility of moving it. I select a brush, and when I click on it
for a second time, you see that different
brushes open for me. Pay attention that
the second click has an effect on everything
in the software. For example, if I select a pencil and click on
it for a second time, it will enter the setting
for a pencil again, which we don't need to
talk about right now. From the top bar, you can choose whether you want
to draw a free line, a straight line, a square, a rectangle, an oval, a curve, or a circle. If I click on this,
their shape changes. What's the difference?
For example, look at this free line brush. When I click on it once
again, it becomes like this. Pay attention that from
here I can adjust its size. I hold down my pencil and adjust the size by moving
the pen up and down. You can see that this line is
drawn freely on my screen. And since pressure
sensitivity is enabled by default
in iPad software, if I draw a line slowly,
it will be light. If I apply more
pressure like this, it will draw the line thicker. Now, what's the difference here? If I select the brush again
and click and it wants more, you can see that it turns into this shape. What
does this shape mean? It means that if I draw
a line, it will feel it. Let's draw a line
anywhere we want. The software will feel it
whenever you draw the outline. The same applies to
the rest of the tool, except for the
straight line tool, which obviously
cannot be filled in. Here, we can click and select the tool we want
and draw the line. Just let me make the site
just a little smaller. Remember, you can also do the second tab and
draw field shapes. In this case, if you want
to use a different color, click on the colored
circle on the top, right corner, and the color
palette will open up. From here, you can choose any color you want and draw with the color
you've selected. Let's go through an
example. I choose blue. Let's make this a big. Blue or any other
color that I want, such as red, green,
or any other. Let's explain these options briefly while the
palette is open here, just very brief and fast. At the bottom, each color you choose is added
to your history. You don't need to pick it again based on a color palette again. You can find it in
the history here. You know it's almost impossible to remember
color specific numbers. But if you know the numbers, you can set them from here. But there's a problem. There's a limited
numbers of colors, and after a certain number, it starts to delete the
first color you've added. To prevent this from happening, you go to this option, which is your own palette and add a new palette
from the button. Double click and rename it. For example, We name
it 01 for a project. If I drag the palette
to the right, you will see three options. First, export. If you want to work
on another device or share the palette
with someone else, you can export it and
share it with others. Others can easily use the second option that
we name it import, and they can import it from
here and use it very easily. You can drag this part to the
right and click on select. This palette will be selected. He does it go, it comes
into this section. You can see from this section that my palette is selected. I can choose any color, for example, this red color. I can click on the plus sign. When I click on the plus sign, the color is added
to my palette. For example, I don't
always use pure black. I choose a slightly
lighter shade of black and add
that color as well. Let's choose a
color for shading. I want to use the three colors
in total in this course. For example, next time, I want to choose a color. I open this palette and click on any of these three colors
start drawing with it. I will limit myself for this course to use
just three colors. Now let's go on. There is a time when
you have an artwork. For example, we use
the color here, but we didn't save
its numbers or it has been lost and it doesn't
exist in the history below. Now, what we can do? We can use this eye
dropper icon to select a color from all the colors you
have on your cavas. You can see that the
current color is red. I select the eye dropper
and it becomes active. The color change Lightly when I click on the screen and
start moving my pen. You can see that
the RGB value of the colors I'm picking up
are displayed at the top. Take those three numbers. Right now, 255 is repeated
three times for white. When I move over
the green color, it picks up the RGB
values of that color. Similarly, when I move
over the red color, it picks up the RGB
values off the red color. As soon as I lift the
pen from the screen, the color is selected for me, and I can start drawing with it. I can select another color and start painting with
different colors. As you can see, I'm
introducing the tools in a floating way rather
than going one by one. I want you to learn
how to use them. There may be some tools that
you don't need right now. You don't need to
know all the settings for all the tools
in the software. It's better to just
learn what you need, and that's what I'm
going to focus on. After that, we'll move on
to the timeline panel, which is very, very important. The timeline windows show your layers and the
frames you've created. As you can see from the top, you have set the frame rate
to 12 frames per second. You can change this
during the project. Here, each second is divided
into 12 frames for us. Frames one to 12, make a 1 second, which is
why there's a line here. If you move forward at frame 24, it will become another second. O frame 36, it will
be another second. If I zoom out a little
bit on this section, you can see that the
beginning and end of my project are set to
60 frames. Why is that? Because when we first
created the project, we set the duration
to 5 seconds. So five times 12 is the total
duration of the project. If we set the frame rate
to ten frames per second, then we should have
50 frames in total. Why doesn't this happen and why doesn't this red
line get shorter? Because the red line that marks the end of our
project is measured. According to the frame rate
I said at the beginning. The timing happens exactly
according to that frame rate. You can see that
when you want to export and click on sitting, the frame rate here is the
same as what you sit here. But you have to be careful
with this division, because it's the same as what
you sit at the beginning. Okay. Let's set it back to 12 and zoom in a bit
more to explain further. Here I have a layer by default, which I was drawing on. If I start drawing on an
empty part of a layer, you can see that an
image is created here. As soon as I start drawing a frame or an image is created. I can copy this frame, move it anywhere, or do
other things I want. Let's go through a
very simple example. We draw a circle here in
the middle of the page, and we see that an
image is created here. If I move the frame forward, it goes to frame two,
and I can draw again. Those who are familiar with the animation know that one of the most important tools of any animation software
is onion skin, which means that you can
see your other frames, previous frames or
upcoming frames. From the section, the onion skin of each layer can be activated. If I go to the next frame, I can't see anything. If onion skin is turned on, you can see that the previous
frames is visible to me. I draw frame two here, and then I come here and
draw frame number three. You may be wondering why frame one disappeared when I
went to frame three. Well, this has its own setting, which we'll discuss later in
relation to onion skin part. Let's turn off onion skin. While I move this timeline, we can see a simple
movement is created. If I click on the
play buttom here, it will start playing
at this high speed. To see it better, let's set
the frame rate to eight. I'll click Play again and you can see that it's
moving like this. Just so you can see how
these frames are working. I'll click the stop and go
back to my first frame. Now let's describe
some tools better. You may want to create one
to several more layers. Just consider that
there is no limit. Here, I can choose the name
of the layer when absolutely, I double click on it. I'll name it B ALL ball and click on this plus sign
and choose first option. If you click on information, now you can see that it writes all these
information for you. But after a while, when you get more familiar
with the software, you don't need them anymore. You just need some icons. When you click on
this, it tells you that I'm adding
another drawing layer, and the layer that is added is just added above
the previous layer. Maybe you can see it right now. If you take this tugle and
bring it up a little more, you can see that it
shows you more layers. For example, I'll
name this one effect. Now I can start
drawing on the layer. Let's expand our example a little more just
by adding something. Since the layer is on
top of the ball layer, if I draw something here, it will naturally be
drawn on the ball layer. This is how the layer
priority works. You can see that the red lines are on top of the black lines. I'll go one step forward. You can enable N screen or not. You can draw another line, and then another line here. This is the movement we want, just a simple movement. For example, I don't
need the effect layer. You can click on the icon, and this will be your animation. If you need the effect layer, you can click on it and
see the layer again. You can also disable
the ball and see these drawings
as an animation. You may want to see
each of your layers with lower opacity
or transparency. Let's talk a little about it. Here, if you hold down the
pen and move it up and down, you can see that the opacity of that layer start to
increase and decrease. If you devil click
on it, absolutely, like other parts, you can also enter these
numbers manually. We set it to 50 and you can see that our opacity is about half. Let's turn it back to
full opacity, 100%. Let's expand our
example a little more. For example, you may want this effect layer to be
under the ball layer. You hold down the
pen on the layer. When it looks like this, you bring it under
the layer you want. You can move it
anywhere you want. As you can see,
now the red layer, which is our effect
layer is below the ball. Just see the difference. This is how you can
add other layers and make your animation more
and more and more detailed. After you are done with a layer and you don't need it anymore, you can click on this
three dot option. Again, I say if you click
on this Tugle light, you can come and do all
the things related to that layer with all the
information that is next to them. For example, you want to delete your layer or you
want to lock it, so there's no longer editable, or you want to activate
its alpha lock, which we'll talk about
all of this layer. But if you want to delete the layer or lock it or copy it, it is completely possible
from the section very easily. For example, I
select this effect, click delete, and layer
is completely deleted. The number written here is
the number of your layers. If I undo, you can see that
I have two layers now. When it was deleted, I just had one layer
lift. Just let's move on. Let's go to the next part.
When you click on add layer, you can create
different layer types. Can use a video as a
reference or non reference, add a transformation to
move your layers or group your layers or import an DO file and any
other files you want. We will explain all this
in detail in the future. For now, I'm only working
with the drawing layer. When you start drawing, if
you have a lot of layers, for example, if I add
a few more layers, when the numbers of layers
reach certain point, your space will get smaller, and your design space
will be reduced. You can't keep
dragging the tugle up and down and draw. It
will be bothering. Here we can use this option to make the entire
timeline invisible. If you click on it, it will
make the Canvas full screen, so you can draw and then go
back to the same section you want and make
the various changes you want on the
different layers, to not need to go to the next or previous frames
like before, like that. For example, now I select
this ball to draw, go to another drawing, just enable onion skin to see the previous frames
and turn this one off. Now, for example, we want to add another circle with a
different color a top here. We add another circle here, but we don't want to turn it on. We have two options here to go to the next frame
or previous frame. At next frame, I see
it's onion skin, I can draw, and then next frame. You see, my drawings are done. If you want to go
to the first frame, click this one,
and if you want to go to the last
frame, select this. If I want to edit something, turn onion skin on and off, I select the invisible timeline, bottom again and make
the necessary revisions. Now, what if I want to
work in multiple form? For example, I want to
edit my layers all in one. Pay attention that this part and this selection doesn't
happen with the pen. If you drag to the
right with your finger, you will see a
layer color change. If you do the same thing
with the next layers, their color will also change. This means that if you want
to delete, for example, four layers together, you
select them this way. Just turn off this tigle, click lite, and you see that
four layers are deleted Now, what if you want
to move your frames? For example, you
have some frames and you want to move them. To make changes on frames, you should double click on it. You see that a single
tap does not select it. Duble tap, select the frame. Now you can use this
section to increase or decrease the duration of that frame to any
amount you want. You can also enter
the number manually. For example, if
you set it to ten, you will see that the drawing
will remain for ten frames. Let me just turn this off. You'll see one frame, one frame, and the next ten frames are the same design that I did
for frame number three. I can bring it back
to one frame again. From the section, you can select the frame and absolutely, you can delete it
or if you want, you can copy paste
and other options. Open the tagle details. You see everything
is written for you, and it is very simple. Copy and paste or
duplicate with content. For example, you want to
make a duplicate of it. I usually do this
when I want to copy a frame itself and take
it somewhere else. Click and hold the
duplicate with content. For example, make a
duplicate for me here. If you don't hold
it and just click, you will see that this
happened from the next frame. But if you want to
move it, select it, hold down your pen,
bring it down, and release it
whenever you want. The frame will be
created for you there. Or if you want to copy it, select copy from here, for example, come here
and select paste. I will paste for you here. Anywhere you want. Is
that the same thing. Now we have explained these
tools and we have also given a general explanation about frames and selecting them. I know there are many tools let around our software that
we have not mentioned, but we don't need to learn
them to start our project. As we go further,
we will refer to them one by one in detail
when we need them. I think I forgot something y, erasing, how to erase
or modify your frames. Well, for drawings, your desired layer
should be only active. If you start drawing,
you can change it, and the change will be
applied on the same frame. But if you want to
erase something, you select this eraser. If you click on a second time, like brushes, the
seating will be appear. Here, the side of the
eraser is exactly like the brush that you can change and erase
any part you want. I go to the previous frame. For example, I want to
erase here a little bit, the next frame here, and the next frame, this part. Now that you have done this, let's just make the
ball layer visible, how to move the whole
drawing or a part of it. For example, this is not in the right place. We
want to move it. The frame and layer
are selected. I click on the transform tool, and I can move it all
together anywhere I want. For example, I bring it here
and if I deactivate it, you see that its
place has changed. Again, I select it in the next
design and move it at bit, and you see that its
place has changed again. I do the same for the next. And you see this
displacement has been done. Now, what if you don't want
to move the whole drawing? For example, I want to
move half of the circle. Let's do this just simply. I select the ball layer. Instead of transform tool, I'll use the selection tool. I select the part,
I want to move. You see this part is
active because it determines the type
of selection I want. For example, if I select this, I can select a square
or rectangular shape. If I select this, I can
select spheral shapes, This is a free line. I select the free line, and then I select
the transform tool. For example, I select
this part again and bring it down a little bit because
the ball layer is active, only the ball layer will be selected when
I select this part. I do the same thing
with the next free. This is how my limited this animation just the
movement turned out. The last thing is flip. If you want to see
your scene flip, you can flip it from
here for a moment. Do your drawing and flip it
back to the original state. Was it? This was just a
general explanation of the software interface so that you know how to
use the software. I said multiple times that
there are other tools left, but we don't need them all. If we need them in
the next videos, we will go through
them one by one and explain them as much as we
need them for this project. In the next videos,
we will start to create a very basic
animation step by step with the
software and export it to see what's
happened. Satium.
4. 04 Where to start what to improve : In the previous video, we covered everything
you need to know to get started with the software
in about 20 to 30 minutes. If you practice yourself, what we talked about, now you're ready to start animating. But here maybe you
will be a question, and that is where
should we start? If you want to know where
to start animating, even with pe or any
other software, you'll always hear
the same thing. You need to 12
principles of animation. There are a lot of
videos out there that says you don't need
to learn principle. Let's do it with simple things. Say, you can just start
animating and learn as you go. Absolutely, you can animate
with these methods, but you will never
be a professional. You can never understand how
to analyze an animation. This is really important. The 12 principles of animation are a
foundation. It is a base. They will help you
understand how animation works and how to create
flod believable movements. There is one thing you always need to remember
about animation. Sometimes you use software
such as Maya th DS MAX or cut out softwares like Harmony or Moho and any other software. You may know that
character animation usually goes on with a k in the softwares and that
limits you in some cases. I'm not talking about overall. I'm talking about foundation. It will limit you just in the foundation,
in the movements. When you want to animate
in a traditional way, like the simple project
we're doing together, your limit will be your
mind and drawing a skill. Frame by free manuation is a more challenging
way to animate, but it gives you more freedom. This way of animate is a foundation of all
other animation styles, such as 2d3d and stop motion, and the foundation of
me by free manuation is principle. If you want to
understand animate better, if you want to analyze
the movements better, you need to learn the
principles of animation. Right now, I'm developing
a complete course for just animation
principles on this channel, which will lead you
to a correct way on your career in
animation industry. You should start
from a correct spot. You just want to
learn animation and go based on the courses,
you will get lost. There are lots of
ways to animate, and I just tried this. I tried lots of ways before
I learned 12 principles, and I really regret that's why I didn't start it at the
beginning of my career. As an advice, just
don't make my mistake. Nick simple and straight advice is you need to get
better at drawing. If you want to be a good
animator, it is essential. To get better and better. Maybe you can only
draw a circle now. There is no problem at all, but you need to be able to draw your designs
in more detail. You need to learn the
principles of design and gradually learn
perspective and other things. In general, you need to learn everything about
design step by step. You should grow step by step. No matter how perfect
you can paint now. As a conclusion of this video, be careful about two things. Get better at animation
principles and drawings.
5. 05 How to use references: Thank you. In this series, we wanted to tell you how
to use the Calpec software. As you know, the basic
foundation of frame by frame animation software
is pretty much the same. Just interface can vary a bit. But to make sure this
course is more than just an introduction to
a software like ipe, we are going to work on an
animation project together. Super simple, so you
can try it out with me. To do that, you will
always need a reference, and you need to use good ones. But how to recognize if the
reference is good or not. A good reference is one that you need to keep two
things in mind for. One is that you need to deeply understand what's actually
happening in the movement. Second, we need to be
realistic about our abilities. That's why we've chosen
specific references and the goal isn't just to copy the references frame by frame. Just going to take inspiration
from the references. If you want to copy
the reference exactly, that's great practice too. But if you are just tracing
the reference line by line, that's a bit of waste of time. Be careful how
you're practicing. In many cases,
tracing references is considered a valuable
learning exercise, and there's nothing
wrong with that. But that's not our goal here. We want to teach you
a different method that allows you to take inspiration from references and create your own animation. Without wasting any time, let's jump right into
introducing another software. Your device, you can install another
software called Viz Rf. You can install it or not, but I use this software. To save your time, I won't explain the
software in detail. Just do a quick search yourself to see what
it's all about. Just to give you a general idea, I import my references into
this software. Viz Rf. This allows me to organize as many different
references as I want for a particular project in specific files with
some nice options, and I can easily access
them whenever I need them. For example, take a look
at this walk cycle. This walk cycle we have or this one, a little
bit different. Pay attention that these are the steps that you
will be working on in the final stage of the 12 principles of animation course that
we mentioned earlier, which is creating some
cycles for a character, such as walk cycle or run cycle, and such the things. Scores, we're going to show
you how to turn anything you see into also
animation fuel. It's all up to you how far you develop it and
make some details. You get to decide what
you want to do with it, depending on the kind of project you're working
on. Check this out. When I add this gift file here, one great feature is that I can use the tigle at the
bottom to move forward and backward through
the frames and perfectly check and analyze
a specific movement. Y close attention to the
way the character walks, especially how they
take each step. Take a look multiple times. Just to keep things clear, we're going to start
by breaking it down with a simple circle
for the body. We want to just draw
a circle for a body. And I'll draw a few
straight lines to represent the character's
leg and some details later. But for now, I'm focusing on the character's overall
movement, not in detail. Just pay attention,
just overall. I carefully check the right
legs motion several times. Look, when it is on the ground, I just checked the preparation between all of the elements. This is the most important thing that you just don't pay
attention where the leg is. It is important, where the
leg is compared to body. Can see how far the leg moves
in relation to the circle. These are important, the
angles are important. Just pay attention, the
relation between the objects. For example, a relation
between leg and our main body, a relation between
hand and the head, the relation between
head and the body. In this course, we just
need the leg and body, so just pay attention to the relations between
the leg and the body. Pay attention to angles. Approximate 45 degree
angle backward, and the approximate 45
degree angle forward. To start drawing,
let's splace our view. You're using an iPad pro, this option is enabled
by default in a setting. But if it's turned off, go ahead and activate it here. I'll tap on the three dots, select split view, and
choose the Calpeg, so I can see both apps together. I'll enlarge Calpeg and minimize the reference
a little bit, positioning it next to a
Calipe for easy reference.
6. 06 Start animate in the easiest way: I have created a new rough layer here and selected my brush. Just let's check the
brush size. It's good. The color is fine too. But I'll make it a bit lighter since
it's for rough sketch. I create a new layer and place
it below the first layer. I name this layer surface, indicating the point where my characters will
put his foot on. With the surface layer selected, I draw a line to
define the ground. To expose it more, I select and extend it
across multiple frames. I want to animate my
walk cycle in 12 frames, and the background will
be there all time. If the ground needs some
revisions, we can rotate it, shift it around,
or do whatever it takes to make this
drawing looks fine. Now everything is okay. To prevent any accidental
drawing on the surface layer, you can lock it by clicking on the three dot and
selecting the lock option. This ensures that even if you have the surface
layer selected, you won't be able to draw on it. If you try to draw
on that layer, you'll see a message that
says the layer is locked. That just means if you want
to make edit to this layer, we got to unlock it first. To do that, just click
that little lock icon. It will be unlocked. I lock the layer, then switch to my
character layer, which I named it rough, activate the onion skin, and inspired by my
characters concepts. I'll begin sketching out a few key poses for
its walking cycle. One of the poses is right here where the character's
foot is completely straight. I want to choose this frame. I simply just draw a circle. And this to represent
my straight foot. See, just in simple shapes. For the foot on the
front, droid like this. Extending forward and making
contact with the ground. Check out the level of
simplification I made. Look at the reference character and this character I'm drawing, left and right leg. I'm simply showing my
front foot just by adding simple lines to the
circle as my main body. The onion skin is active, but it won't show anything when you switch
to the next frame. If you face this
problem and to fix it, just create a new frame
by tapping on the screen. Once you do that, the onion skin will display the previous frame. I will not draw the
exact next frame. I'll do it in limited
form for now. I need a completely
different pose. I'll jump ahead a few
frames to a point where my character's foot
is fully lifted. I'll escape a few frames, maybe two, three,
four, or even five. I think this frame is good. I draw this frame. Pay attention that we should first analyze the differences. For example, pay
attention to body by watching how the
character's body moves. Consider that circle again. If you pay close attention, you can see that the
body actually goes a little higher in this pose. In the next frame, let's
draw that circle up a bit. Pay close attention to the level of analysis and simplifications. My goal isn't to
replicate every detail of the reference
character, but believe me, if you want to have a
feeling full movement like this character
with all details, we should first do it
with simple object like this circle on line. After achieving the t
feeling for the movement, we can add any detail we want. We have to check and analyze the differences in each
frame. Pay attention. I'm not saying pay
attention to a drawing. I'm saying that pay
attention to differences. The differences
between the frames and reference is important. For example, let's see how far back the back leg has moved. It's position like this. You see, it has a
slightly angle shape. I'll move it back a
bit and draw the foot here. Just like this. And it's almost on this foot. A bit upper or down. Don't worry about making
mistakes at this stage. It's perfectly fine to
experiment with drawing. Draw and erase
until you like it. Don't be afraid
to make mistakes. Because as you can see from the layer name is called rough, which means you're just
creating a rough draft. By the way, by moving
between these two frames, you can see there
is some movement just in these two frames. It's all part of the
simulation process. On frame or two frame. I see that this leg is going
to be placed on the ground. So I'll click here again to
see the bodies pose again, and we can see that it's gone back down to its
previous position. So I'll move this
circle down a bit. Just let's have a small talk
in a gap for onion skin. I don't just want to
see one previous frame. I want to see two, three, four. How we can do that.
You just need to click on the onion
skin sitting here. This will open up
the setting panel, and then you can click
on the previous frame. As you can see, it appears
as a very low opacity, that you can double click on
it to adjust its opacity. You can click on
the previous frame and adjust its opacity slightly. As you adjust the opacity, the opacity of the
previous frames will also adjust accordingly. That looks good to me for now. I'll close the
onion skin again to continue my drawing and I see that the character's body needs to be drawn like
the previous level. I'm coming back here now and I'm going to roughly
sketch out the circle. As you can see, my circles
are not perfect at all. I really don't care. I
don't draw them neatly and my hands are a bit tight because
of this video recording. Beeve me, I'm trying to draw
neatly for this recording, and it is like that. Don't try to draw neatly. This is rough for
1 million time. Complete your frames. I see
the foot that came up before. I mean the back foot, this one. Se. It is on floor. Now it should come back. Exactly like our forward foot
form in previous frames. I draw it a little back and I try to draw it a bit different from this one because it will be a cycle.
It will be a loop. I draw it like this,
to be different. I want to see the feeling
it takes like this. If you see you are
getting confused, turn off the onion skin
and see what is going on. Sometimes it just
happened to me. I'm trying to figure
out how should I draw my forward leg
based on reference, and I should draw this leg
a little bit more forward. Let's turn this off and see
how our character is moving. See, It is how we simulate step backing
in just three frames. The character, again, we put this leg down and turn until
reach the loop frames. See how many frames I skip. Further, we'll know why. I just wanted to see how the
movement is in few frames. Then if everything
is fine in overall, so we can dive into details. I can even limit at this sip. It all depends how the
project is defined. Here I'll go to next frame and continue drying to make a loop. I'll just increase
the video pace so it will not be boring for you.
Check the process out. As you can see,
this walk cycle is animated just in key frames. If I copy the first frame
and put it at the end, you can see a good
loop is created. Pay attention that absolutely
this is not the final, and it is just an
overall limited for. M.
7. 07 Filling between keyframes: Now we should add frames
between our key frames. Totally, we need one, two, three additional frames
between our key frames. To do that, I select all of
these with double tab and. Pay attention to, don't
pen after the second. Double tab and drag. Here is an option. Just let me tell its exact name from here. By tapping on create
between structure, you can add a frame between two frames that
you have selected. Check this out. When
I tap on this icon, it adds an empty frame between each of my
selected frames. The point is you have drawn
the previous and next frames. I turn on the onion skin, and the only thing remains is
to draw the between frames. Our character leg is here. In next frame, it should be on the other side.
Check the circle. Let me just make it
a little bigger, and start my drawing. Let's have a small gap
to talk about something. We have two ways to continue
our animate process. First is to draw key frames
first and then continue the animate based on your
creativity, not the reference. Second way is to continue
based on reference again. That is what we want
to do. For example, now this foot is in
dispose. It is back. Just let's put the
character reference on the exact frame, this one. Now check two frames after this. Here is what we have to
draw between our frames. The body is a little upper. And check how much
the foot is moving. Pay attention to, toe
is not moving a lot. It still sticks to position. Foot starts to bend from
stretch poses to bending. That means I should draw this foot in its
previous contact stage. Like this. A little bit
up and bend it like this. Exactly based on the inspiration that we got from the reference. See how the leg is moving now. Turn off onion skin to
see the movement better. We need another in between
here that we'll add later. Now let's check how
far this foot moved. Again, turn on the onion skin. Now it is obvious that
it is about 90 degree. See that this foot is straight, so I'll draw like the reference. Straight and a little forward. Turn of onion skin
and now we can see. Walking cycle is getting
smoother and smoother. I'll do the same with
the next frames. The characters leg is going up. We have drawn that, and it
is going to be like this. The circle as our body
is going a little down. I draw it here, and
that leg in behind, which is about 90 degree is going back to
reach this form. A little back like this. Forward leg is bending this way. Let's check if it's good or not. We can see that the
cycle is smoother now. What is the next
frame from this pose? Here? We have drawn previous frames and
now we want this one. We have drawn these two poses and one is remaining
here, the mile one. Body is going up a bit. I switch between
rays multiple times to see how the
movement is exactly. The leg which is
forward is going to be a straight like this and the back leg is
going to move forward. So we need to bend it a little and the foot is
completely off the ground. I just erase this part. Check the reference again to copy the feeling
of the movement. Let's check the whole
movement again. Hold down all frames and play. See, the movement is
a little smoother. Keep this in mind
that I set frame rate to five for now because
I have a few frames. If I set them to 12
now, it will be fast. The character will walk
like this at higher speed. But I want to see the frames for a longer time, so I did that. Now I'll add some more in
between for my frames. The video speed
will be increased, so we'll be sure that it
is not boring for you. Ohh Let's see how this is after inserting
more between. Select all frames again, and now we set
frame rate to ten. That will check all layers
to be right in the duration. Need to expose one more frame. I change the FPS to 12 and
see how it is working now. I see this food is placing
on ground with a high delay. That means it has one or
two additional frames. Let's delete this to see
if the feeling is better. Let's play again to check. Pay attention to
this small point. I saw a small gap here
and this is a problem. It is a loop problem.
We have to fix it. To have a loop at the end, we want to reach
the first frame. Make a duplicate
of the first frame and put it at the end. Not exactly the end. Make a gap frame before that. Now with onion skin, we can see what is
missing in our loop. I just make it between here. After that, I'll delete the duplicated first frame
and make a loop replay. Now, let's play and see
if the problem is solved. Everything is fine.
8. 08 Adding some details and finalizing: In the previous video, we have animated what we wanted based on
this course method. This is the cycle output. Now we want to make it a little bit bolder in all elements. You can see it looks like alive because of these rough
lines that we draw. It is kind of vibrating,
and that is cool. But these ground lines are
bothering because they are steel while our character
is vibrating and alive. We want to add two
elements to our animate. First, a simple shadow
to our character. And second, make the
ground vibrating. I don't like steel image
in animate scenes. Before that, we have to
pay attention to a point. Sometimes we want to make
a loop of some frames. For example, I don't want to animate ground in all frames. I just want to draw it three times and then loop
it in whole animate. I turn on onion skin
on ground layer. In its layer, I go to next frame and draw previous
lines one more time. Really simple. Then next frame. I draw these lines
again and all done. I just needed three
frames, and that's it. Check the character just
in these three frames. Now, what if I want to repeat these three frames along
all my walk animates? I select these three frames. Click on cycle to apply
it to where you want, you just have to drag the tyle. See, when we select
one of these frames, some other frames become blue. It is saying that
this frame you have selected is the
same of these ones. Now let's just play and see our animate again. Looks good. Everything is live. Let's move on and add some
other details to our animate. I select my surface layer
and add a layer above. Name it shadow. We just want to add
a primary shadow to represent our simple
character better. This is not the final
shadow, absolutely. Make my brush a little bigger, and on each frame, I should
add a simple shadow. Very simple. Where is the light source? I consider it here, so the shadow will be
on the other side. Make my brush bigger. Very simple. Don't try
to draw it neatly. We just want to have a three
d illusion of our character. Let's go on next frame and
to draw my frames relative. I have to turn on my onion
skin. It is too dark. Make it lighter from
here. It's good. Now I can draw all my
shadow in each frame. Don't take it hard. Draw easily. It is still rough. We just want to
represent something. Just draw as you like.
You can edit all later. The only important thing is
the feeling of movement, and that is not happening
in first drawings. You have to be able to edit. It is really more important
than the first drawings. You should be able to see
your problems and solve them. Edit them step by step to make your drawings and
animate better and better. Please don't try to clean
your drawings in first steps. You should not be neat here. We have lots of time to
clean our drawings later. See how I'm adding shadows, not really clean, just related to each other.
It is important. Be careful that they should
be related to each other. To avoid that problem
that we had in C cycle, I copy my first
frame to the end to check how can I draw them
related to each other. Now I draw the middle frame. I cannot delete the
duplicated frame that they add at the
end as reference, turn off onion skin
and heat play. It is completely alive. Is it without problem?
Of course, not. From now on, we can clean color
and add whatever we want. To represent my
character better, and for the last thing, I want to add a shadow
under my character. I have to add another layer. I name it shadow two. Check here, just make my
brush a little bigger, and make it darker. If I draw on this layer, it will be drawn on these
lines. I don't want this. I prefer it to be
under these lines, so I should reorder my layers, bring it under surface. And we want to make another
cycle for this erase, this one, onion skin on
on shadow two layer, start drawing my shadows. As my character
takes less space, the shadow should be
drawn smaller, like this. Until it becomes a
circle. Go on like that. If you want to check if you are doing your animate correctly, are you drawing easily or not? If it is taking lots of time, be sure that is not correct. Let's check the animate again. It's good. In next video, we'll export our animation.
9. 09 Export and DONE!: To export your
projects in Calpe, you just have one way. Go to setting. There are lots of options that you don't need
to pay attention right now. You can understand most of them just by reading
their descriptions. As you see, we didn't need
most of them in this course. Before we export,
we have to extend our project for multiple
seconds. It is not. It starts from here
and ends here. We wanted to move for some more seconds.
You have two weights. You can export this 1
second and extend it in other applications
like premier after effects or even Lum
phagen in iPad Pro, or you can do it
here with cycling. We can cycle them one by one. But here we can
describe another tool, but pay a very big attention. What I'm doing is going to
destroy all layer ordering. That means you cannot edit
them one by one layer. This is not good for this step, but it is a good opportunity
to describe one more tool. Want to merge all of my layers. That means I'm combining
multiple layers in one layer. I select this layer, this one, this,
and the last one. Tap on one of these three dots, and tap on merge icon. The tag is merge layers. I tap merge and all of
my layers are one now. As you can see, I cannot edit
them individually anymore. If I select eraser
and start erasing, everything will erase at once. For example, I can't erase
this shadow individually, so be careful before
tapping a merge. For safety, I always make a duplicate of my layers
and then merge one of them. Let's move on. Now
we have one layer. All we should do is to
select all of them, make cycle, and extend the
duration for about 5 seconds. Now we have a five second
animated video on 12 FPS. To export that, you should
just tap on the icon here. Double check that you are an export panel. Here,
we have to choose. If we want a single
frame export, we have to put this
option on image. And select which frame
I want to export. If I tap and export, a single frame
will be exploited. Second option is to
export it as a video. So we have to change
this option to sequence. Now, we have to select what format we want this
sequence to be exported. There are lots of
them you can choose, but in 90%, we go with MP four. Frame rate on 12, shot size or resolution
920 in 1080, and check if you want
to export IDO two. We didn't add any DO file, so no need to
change this option. H export. Now it is asking
where I want to save it. Save or share it,
wherever you want.
10. 10 Expand your studies (class project): Well, we have reached the end of this animation course using
Calpeg and iPad proof. As I mentioned in
the tutorial videos, practice is
absolutely essential. You have seen the
step by step process, and now it's your turn. You can find plenty of
references from various sources. But I've gathered these
ten references for you to save the trouble of
finding good references. I recommend practicing three of these and comparing your
before and after result. However, it's important to not limit yourself
to just these ten. It's just a starter. Man, if you dive into
the anuation process, I'm sure you have plenty of creative ideas of
your own to explore. But for a start, stick to
these ten files for now. Let's take a closer look at
a few of them right now. These files cover a variety of models ranging from simple
to more challenging ones. I've carefully
selected them for you, and the goal of the
trainings like the one we did in the course is to
simplify the process. You need to understand
the movement. I'm using Premier Pro to
analyze the different frames, but you can use any software
you're comfortable with. There are countless
options available. As you saw, I worked on the iPad using the VSRF app
for references. Now I'm switching to
Premier Pro on my windows. The application
is not important. Pay attention to the process. For example, let's analyze this walking cycle we
have been working on. Main advantage of using
softwares like Premier Pro is that I can easily move forward backward and pause
on specific frames. This allows me to
study the movement in detail and use it as a reference for my
own innovation work. So choose software that
you can do this easily, not just premier pro, just choose a program you
are comfortable with. We need to use software that allows us to pause on
individual frames. Whether it's this character or this model, it doesn't matter. But as you can see, the
movements are fast. Take this drug
animation, for instance. I'll open it in the software. Now observe the details
of the movement. The stretching of the legs, the contrast between
hands and foot positions. However, there is
one crucial point you need to pay
close attention to. The key point is to visualize this rug as a circle two lines, and another two lines. You don't need to
animate the hand. In many of these gives, animating the hand is
unnecessary for starters. Later, you can add a couple
of lines for hand if needed. The key is to focus on the circle and
analyze its movement. You can add details
later if you want to. For each eye, consider it
a circle and add fingers, add details as much as you like. But the most important
thing is to focus on your simplified lines and
circles in the first place. How do you visualize it? How do you follow the movement, and can you replicate
the movement? For instance, in this example, you need to pay attention
to the leg extensions. It's essentially the
circle and four lines, two pairs of lines. Each leg has two parts, making a total of
four leg segments. You can observe how the
legs contract and extend, propelling it upward and
enabling it to jump again. Let's move on from
the simple jumping and go to a more complex one. For instance, consider this
type of jumping motion, which is based on rotoscopy. It's a method for animation. To effectively animate
this jumping motion, you need to consider the
body beyond just a circle. You could visualize the body as an oval or even two circles, depending on the specific pose. Adds another layer of complexity compared to
our simplified approach, but it's still quite manageable. The key is to
carefully observe how the body parts move frame by frame and simplify
them to shapes. A simple one can be this, totally a circle and two lines and you can
use it to a start. Another example like
this character, you can consider it as a
circle and two pairs of lines. Can see in some frame the
circle can be stretchy. Don't stick to a figure. After animating based
on this method, you will be surprised
with the result. Un to finish this video, let's revisit our core question. Why do we emphasize simplifying
movement in animation? We mentioned in the
course and one more time, I want to mention it
because it is important. The feeling of movement is way more important than details. If you can effectively capture
the feeling of movement, after that, you can add as
much details as you can. So please don't stick to
details in the first place. In details like colors, shadows, hair, anything else. However, the crucial
element that truly brings an animation to life is the
underlying scene of movement. This is the foundation upon which all the other
elements rest and it's worth investing in
capturing it effectively. That's where the real effort lies in capturing the
feelings of movement. So glad we have been
able to collaborate on this project and bring this
simple animation to life, inspired by our
reference material. I uploaded all the references by this tutorial,
download and practice. I wish you all the best
and waiting to see your incredible animations in this course project
section. Take care.