2D Animation in Procreate Dreams: Create Cinematic, Portfolio-Ready Walk Cycles & Scenes | Siobhan Twomey | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

2D Animation in Procreate Dreams: Create Cinematic, Portfolio-Ready Walk Cycles & Scenes

teacher avatar Siobhan Twomey, Artist, Illustrator, Instructor

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

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

    • 1.

      Introduction

      1:50

    • 2.

      Explore Procreate Dreams

      11:18

    • 3.

      Practice Animating Timing and Spacing

      14:20

    • 4.

      Learn the Mechanics of a Walk Cycle

      5:17

    • 5.

      Plan Your Animation

      2:47

    • 6.

      Animate the Back Legs

      9:54

    • 7.

      Animate the Front Legs

      8:35

    • 8.

      Add the Body of the Cat

      6:22

    • 9.

      Animate the Tail

      4:34

    • 10.

      Clean up the Animation

      6:02

    • 11.

      Add Color

      3:23

    • 12.

      Import and Animate a Background

      10:23

    • 13.

      Animate with the Perform Feature

      5:30

    • 14.

      Export Your Final Project

      2:47

    • 15.

      Final Thoughts

      1:55

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

450

Students

11

Projects

About This Class

Unlock the power of animation and elevate your scenes with Top Teacher Siobhan Twomey.

With over 15 years of experience working in professional animation studios, Siobhan has built a career creating expressive, cinematic animations where character performance and environment work together to tell a story. In this class, she shows you how to use Procreate Dreams as a complete animation studio while refining your fundamentals and expanding them into fully realized, cinematic scenes.

Rather than starting from scratch, you’ll revisit and strengthen the core principles of animation, then immediately apply them to a more complex, studio-style project. Siobhan walks you through animating a four-legged walk cycle and placing it into a dynamic environment, demonstrating how professionals layer character motion, background animation, and secondary details to create depth, atmosphere, and polish.

With Siobhan guiding you step by step, you’ll learn how to:

  • Refresh and apply the core principles of animation with intention

  • Use Procreate Dreams’ essential tools to build efficient, flexible scenes

  • Animate a four-legged walk cycle with clarity and control

  • Add subtle background motion and environmental details that elevate your work

  • Assemble a cohesive, cinematic scene from start to finish

Throughout the class, Siobhan shares studio-tested workflows and practical decision-making tips. From project setup to layering motion, your process will feel streamlined and professional from the very beginning. You can also download the background illustration to follow along, allowing you to focus on refining movement, timing, and atmosphere.

By the end of the class, you’ll have a portfolio-ready animation that showcases more than just character motion; it'll demonstrate your ability to build cinematic scenes with depth, mood, and storytelling. More importantly, you’ll walk away with a clearer, more confident animation process and a deeper understanding of how to push your work further using Procreate Dreams.

This class is ideal for artists and animators who already have some experience with drawing or animation and want to level up their skills. Whether you’re new to Procreate Dreams or transitioning your existing animation knowledge into a new tool, this class will help you refine your fundamentals, strengthen your workflow, and animate complete scenes with confidence. You'll need an iPad with the latest version of Procreate Dreams downloaded.

Meet Your Teacher

Teacher Profile Image

Siobhan Twomey

Artist, Illustrator, Instructor

Top Teacher

THANK YOU for the opportunity to share my perspective with you, on your art journey!

I wouldn't be able to teach my approach to drawing if it wasn't for my amazing students and drawing community. Learning to draw online doesn't have to be a solitary or overwhelming pursuit. There is a friendly, generous and supportive community here on Skillshare. There is always a teacher for you and a style that fits yours. On this page you'll find all of my classes - from Figure Drawing to Storyboarding and Animation. I'm honored to offer you my approach, and to share my perspective with you on your drawing journey.

What my students say:

"Siobhan Twomey is on my personal "counsel of the wise". She is my virtual art mentor. Amid the noise and trends and egotistical performances, ... See full profile

Level: Intermediate

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: Learning to animate gives you a powerful creative freedom, and with Procreate Dreams, that power is entirely in your own hands. With this app, you can bring drawings to life, create stories that people will love and set your imagination free. My name is Siobhan, and I'm a top teacher here on Skillshare. I've worked for over 15 years in animation studios in Dublin and Vancouver. Today, I focus on teaching the skills that I learned from working in the industry so that anyone who has a love of drawing and animation can feel confident in following their dreams. I learned animation the hard way through a lot of trial and error. Now I'm here to show you the easy way. Luckily, with Procreate Dreams, animating your ideas has just gotten unbelievably easier. In this class, I'll show you all of the updated features, and I'll walk you through how to use the app. So even if you've never opened it up before, you'll get to know it inside and out. We will start out exploring the app with a very simple project that is a refresher on the fundamentals of animation. Then we'll apply those fundamentals to a slightly more complex animation. We will animate a four legged walk cycle and create a beautiful cinematic scene. At the end of this class, you'll have a portfolio ready piece of animation that you can proudly show to prospective clients or to studios if you want to land an animation job. More than that, by the end of this class, you'll have leveled up your animation like a pro, and you'll have mastered a powerful animation tool, Procreate Dreams. With this app, there's no limit to the animations that you can create. So if you're ready to start animating, let's dive in. 2. Explore Procreate Dreams: In this lesson, let's dive into Procreate Dreams. I'm going to take a few minutes to show you around the interface and to explain all of the features and tools that you'll need. If you've never used Procreate Dreams before, you'll become very familiar with this app, and if you have used it before, then this lesson will explain all of the updates and the new features that you need to know about. So when you open up Procreate Dreams, the first thing you'll see is the theater. This is the place where all of your projects live. If you tap the" Select" button up at the top, you can select multiple projects, and you can either put them into a new folder, you can delete them or you can duplicate them. Procreate Dreams saves your project continuously, and it also has deep history if you need to undo actions that you've done. But I'll often duplicate my projects just in case I want to quickly access a previous version. It's a really handy way to do that. Let's tap on the "Plus" icon though to start. When you do that, what you'll see is a few different options depending on whatever parameters you want your project to be set up at the beginning. Let's go with widescreen for now. You can also tap these three dots here, and that'll give you options to either change the frames per second or the duration of your project. These are settings that you can change at any time within your project during your workflow. So it's not essential to do that at the outset, but certainly just to note that I tend to work in 24 frames per second on all of my animation projects, so do set your project to the same frame rate as me. So then you can either tap Flipbook to go straight into a new flipbook or Empty to open up an empty document. I'm going to open up an empty document so I can show you exactly the interface and how it works. So this top half of the screen is essentially the stage. This is where you'll do all of your drawing, all of your hand drawn animations, and where you move objects around in space in order to create motion. Down here on the lower half is the timeline, and that's where you set the duration for any motion or action that you are creating. So I really love this design, this layout. I think the interface is so clever. These two sections perfectly match, and they're in perfect synergy with the two most important principles of animation, timing and spacing, which literally define and control animation. But we'll get into that later in this class. Let's look down at the timeline first. The timeline is, as I said, defines the length of time of any animation, but it's also the area where you can add tracks. You can add multiple pieces of content, such as photo, video, text. You can even add audio files, and, of course, you can add flipbook animations. Then these three buttons determine which mode of working that you're in. You want to be in composed mode when you're moving content around within your tracks, setting their placement. Perform allows you to literally add animation to an object on stage by simply moving it. Keyframe is the feature where you set keyframes to any piece of content within your timeline. Over here on the right is a Plus button. Now, when you tap on that, it gives you a lot of different options. Obviously, there's flipbook, there's drawing. It enables you to add text or new tracks, photo, video or files. Let's tap into Drawing first and take a look at this. If you're familiar with Procreate at all, this is almost the exact same. You've got your color picker here, brushes, eraser, all of the normal features that you would be used to when you're creating artwork in Procreate. The brushes are set out here in libraries. You can have your classic library of brushes, and there are plenty there to choose from or the new and updated brush library in Procreate Dreams, which is the animation brushes, and there are some amazing brushes in here that are really suited to creating beautiful hand drawn animations. Let's just create a little drawing. Let's say this is our cat. Since we're going to be doing a little cat animation. Once you've got a drawing on your stage, you can also select it with this new updated Select feature. By using the free hand select tool, you can draw around. You can also select with the rectangle or the ellipse, and then hit Transform and you can scale your drawing up. You can use the Uniform scale, which allows you to scale things in proportion or free form, if you want to use squash and stretch animation, you can also distort and warp, which is interesting. We'll be using the Select and Transform tools a lot during our cat animation project. Let's look at Settings for a second. Right here, you can add a photos directly in to the drawing if you wanted to. You can change the settings for your canvas. You can crop and resize your canvas if you wanted it to be bigger. This is a feature that we'll look at when we get into flipbook because it pertains very much to flipbook. But the one preference that I wanted to point out just so that you know because I do this is under preferences, where it says, "Enable painting with finger". That might be toggled on for you. You might want to toggle it off, which is what I do, simply because I know when I'm drawing that I will often leave my hand onto the screen, and I don't really want that to create a mark. If you do want to toggle that off, remember, it's under Settings preferences, Enable painting with finger, and it's very handy. Let's double tap on Drawing to come out, and you can see that I've now created a piece of content in my timeline that is five seconds long. There's no animation, obviously, but this is where you start. You start with a drawing or a thing on your stage, and then you can start to add movement. Like I said, you can do that with the Perform feature or the Keyframe feature, which we will definitely be doing later on in the class. Let's go back up to the Plus button, and let's take a look at Flipbook just so that we get familiar with that. Before I do that, I'm going to just turn off my drawing so it doesn't confuse. Let's tap the Plus button and then tap into Flipbook, and this is the really power feature, I think, of Procreate Dreams is the updated Flipbook. It's an incredibly intuitive and easy to use feature that allows you to do hand drawn frame by frame animation. It's essentially exactly like the drawing mode. You've got all of the same tools and features that you would have in drawing mode or in Procreate. Except at the bottom, you've got an additional timeline. This is what's so amazing because down here, you can set really precise animations. You can also add tracks into your animation so you can have multiple tracks, and by default, it's set to 24 frames, but you can extend that out and make that longer, and I'll show you how to do that. Become familiar with Flipbook, and you can experiment with maybe drawing a few frames and just seeing what you can create. I'm just tapping in one frame, drawing and that is a little animation, a little sprite, jumping from one section to the other. That's how quick and easy it is to create smooth motion in Flipbook. This icon here is the Multi select tool, and if you tap on that, you can select all of the frames in your timeline. You can tap Hold, flip them, delete them if you want to duplicate them if you want to loop again. You can also tap on the frame so you can see these handles and you can drag out your animation to two or three frames and see if that affects the speed. Then to come back out of the Flipbook, just double tap and you're back into the main timeline. You also have the Multi select tool here, which allows you to grab multiple pieces of content in your timeline., and if you tap Hold, you can group them. You have different options there as well. Duplicate copy and paste and adjust the blend mode. Lastly, over here, this button will bring you to settings. You can adjust settings for the project. Like I said, you can change the frames per second. You can adjust settings for the stage if you wanted to change the background color, or if you even wanted it to be transparent so that you could export your animation to overlay on top of another video. On timeline, I have it set to one shot or you can set it to loop, and it will just play back in a loop. This is where you can export your work and where you can adjust some of the preferences like the gestures. Let's take a quick look at the gestures in case you're not familiar with it. The gestures in Procreate Dreams, again, are a very powerful feature. One gesture is simply just to pinch to zoom in and out of your timeline or to zoom in and out of your stage. You can also use three fingers to scroll up to expand the tracks in your timeline or three fingers scrolling down to compress them. Three fingers moving to the left or right will zoom in or out to a specific area in your timeline. The gestures are actually very intuitive. You probably will be using them without even thinking, and it just makes your whole workflow feel very seamless and very intuitive. That's a really brief overview of the stage, the timeline, and all the features and tools in Procreate Dreams. We're going to get to know all of this really well as we work through the projects in this class. But up next, in the next lesson, I thought we'd take a look at one of the most fundamental and most basic of all animation projects. It's a really fun, really easy animation to do. It's the bouncing ball. If you've taken any of my other Procreate Dreams classes before, you'll be very familiar with this project, but I think it's always good to review it. I also think it's going to give us an opportunity to not only dial deeper into the features of Procreate Dreams a little bit further, but also to talk about those two really important aspects of animation that I mentioned, timing and spacing. So when you're ready, meet me in the next lesson. 3. Practice Animating Timing and Spacing: This lesson, let's review a project that's in every animation class or curriculum, and that's the bouncing ball. It's a great project because it teaches you all of the fundamentals of animation like creating key-poses, in betweens. But for our purposes in this class, I want to use this project as a way to review or to show you two of the most important principles of animation timing and spacing. Plus, this is a great opportunity for us to explore some of the Procreate dreams features before we dive into our main animation project in this class. Let's dive in. I've created a brand new empty project, and I've set the framework to 24 frames per second. What is timing and spacing? Timing relates to the amount of time that any action or animation or motion, the amount of time that any action takes, and spacing relates to how that action moves on screen or on your stage. Let's look at the Bouncing Ball project because that immediately shows you exactly what these two principles mean. One of the first things that I always do whenever I'm going to animate anything at all is I create a guide layer or a bit of a rough thumbnail as a plan for my animation. To do that, I'm going to tap on this plus button, and then I've got a few options here of what I can add, and I'm going to add a drawing. I'm going to tap on drawing, and that brings me into my drawing mode. For the bouncing ball, essentially, my idea is that it's going to come from off-screen. It's going to bounce once, twice, maybe three times, and roll off screen. What I do is I draw out just a rough guide my idea. As I said, this is the ground plan, and then my imaginary ball. My ball is going to come in from offscreen, bounce once, maybe bounce twice, three times, and then roll off like dash. Now I'm going to double-tap to get out of the drawing mode, and you can see, there's the content in my timeline. Let me tap hold on that, and then I'm going to drag this opacity down just to fade it out a little bit. I don't want it to be too overpowering. I'm going to come back over to the plus icon and add a flip-book. Just for the sake of simplicity, I am going to create a round circle using the ellipse tool. I'm going to select and then make sure that ellipse is active, and just drag out anywhere on the stage. If you place another finger onto the stage, that'll ensure that you get a perfect circles. Let's say about that much. That's good enough, and drag the color into there. Let's drag it into place there. That will be my starting point. That's Frame 1. Let me copy this. Further down the timeline, let's say, take at Frame 8, I'm going to paste it and move that all down. Now, you can see that ghosted image is the previous one. If you don't see the previous, come up to your settings. Here under Onions, you can adjust your onion skin visibility. You can turn it off or turn it on. I like to have the previous frame. I like just to see one, but you can keep it at four for now. The forwards frame is at four, and I'm going to change my onion skin color from yellow to blue. Now I'm going to go ahead in the timeline. I'm going to copy that position in drawing and maybe go to Frame 14 or 15 and paste it there. Grab that and move it around, and then do one more copy that drawing, copy. Let's go to Frame 19, paste, go to transform. That'll be the last bounce. Then at the end of the animation, it will roll off screen. Copy and paste at the end there, move it out. Now, essentially, to play it back is a bit weird. Nothing will happen because there are no in betweens, but I've worked out my key poses. This is what timing and spacing is all about tiiming means how long it takes for that drawing to go from that moment in time to that moment in time. Spacing means where are you going to put your in betweens. There are six drawings in between here. If you were to put them all up squished up in this corner, or if you were to put them all up squished up here, it would affect the speed of the animation. I'm going to show you exactly that. I'm going to copy Frame 1, copy and then paste it. Transform and using the onion skin feature, I can see. I'm going to move it very slightly, keep it there. Copy this drawing, or you could even just for now duplicate. Let's duplicate, transform, drag it out a little bit incrementally further. Duplicate, transform. Let's not do too big of a jump. Duplicate there. Duplicate once more, transform, look at there. Then I'm actually just going to grab this one and drag it in. Let's go to Frame 1. If I scrub back, you can get a feeling for that timing. It's very slow, and then it shoots fast to the ground. That's one bounce done. I'm now going to animate between this frame and this frame to do another bounce. Let's quickly go ahead, duplicate that. Following the guide. Then I think I'm going to drag this frame back. Let's look at that now. Scrubbing through. That's pretty good. You can now start to easily see that when drawings are spaced close together, it slows the movement or the motion down slightly. Let's do the final bounce quickly. Let's go back to this drawing, duplicate it. There, and then from here on out, it can just roll out. Maybe it does do a little bit of a shoot out there, and then from here, it's just going to really slow down. Then I'm going to bring this last frame back into this. The bouncing ball is done, and you can see as you scrub through the timeline that it is actually working. It looks like something's moving on screen. Now, I want to show you this next very important thing. This is one of the things that I want you to start to look at as an animator. What does this feel like to you? To me, it feels like a ping pong ball, just like really springy, really bouncy way too fast. I'm going to actually slow this down. What I've done essentially here by putting all of these drawings on one frame is that I have animated on ones, meaning that each frame has a drawing. I actually want to slow this down, and what's called animate on twos. To do that, let me quickly come out of flip-book and drag my flip-book out, so I've got more frames to work with. I'll go back in. Now you can see I've got at the end, all these empty frames. What I'm going to do is use the multi-select tool here, tap on that and just select everything. Now with everything selected, what I can do is tap on Frame number 1 and drag one of these handles out to Frame number 2. What that has done is it has given every drawing another frame. This is what's called animating on twos. It just means that I've now doubled my animation. I've made it slower. Let's play it back and see. Now, that looks a lot more natural, not more realistic. I'm seeing a little bit of issue there. There's too many frames there. Let me go back to one for a second. What happened there? Come back to this here. In here, even with the onion skin, I can see it's a bit too many frames, so I'm going to remove frame, this one. Tap hold on that and delete frame. The timeline has just deleted it. That's there, there. I don't need this drawing, so I'm going to delete frame. Now let's play it back and have a look. We're on ones. Let's come back to select everything, like that. Come back to the first frame. I always like to do it at the first frame just to ensure that everything shifts properly. Play, much better. There's a lot more that you can do to make this project or make this animation a bit more sophisticated. You can add squash and stretch. In the fast sections of the animation, like here, for example, this drawing can be stretched just to give a sense of speed. It's a really nice thing to do, to make your bouncing ball look more cartoony, look more animated. I would even maybe bring this down so that it's in contact. Wait, hang on a bit, like that. Let's move this one there. Then the stretched pose, those are your stretched poses, your squashed pose is for impact. Whenever something impacts or has that a heavy impact, you can do a squashed pose. What that does is it just basically gives it a bit more of a spring, a bit more life to it. You can do it on the other side as well. You could maybe stretch out this drawing if you wanted to really emphasize that. Then I would do it on the other side as well. Even though, I think that maybe this drawing is slowing down, or the velocity of the bouncing ball is definitely slowing down, but maybe just slightly like that. Have a look at that. It just feels a bit more cartoony, a bit more personality-driven. Some people like to also play around with the timing. Maybe on the fast poses, you can give them just one frame each and then see if that affects us. Let's have a look. Maybe if you drag some of these middle frames out for three frames, maybe that changes the speed or the character of the bounce. I think there it looks a bit more [inaudible]. [inaudible], by the way, it's a very technical animation term. That's a quick refresher course on timing and spacing and animation using the perennial bouncing ball. Super fun project, super easy to do, and there's a big payoff. It's very satisfying to be able to do that. In the next lesson, what I'm going to do is break down the mechanics of a walk cycle and explain exactly what poses we're going to be working with when we move ahead to animate our four legged walk cycle. When you're ready, meet me in the next lesson. 4. Learn the Mechanics of a Walk Cycle: In this lesson, let's talk about the mechanics of a basic walk. By that, I mean a simple, two legged human walk. It's from this basic walk that we'll be able to build out our more complex four legged walk cycle in the class project. On the surface of it, a human walk looks really simple. It's 1 ft goes in front of the other. But what I want to show you in this lesson is that there are a few very slight movements that you might not pick up on when you look at a regular person walking. But if you don't have them in your animation as key poses, then the walk cycle might look a little bit odd. Got a very basic stick figure in a walk cycle here that I just wanted to keep things as simple as possible to show you the main parts of this animation that you need to know about. As I said, you might think that taking a step is literally just 1 ft going in front of the other. But when you break that motion or that action down, there are actually a couple of subtle movements that are present in it. I'm going to explain exactly what they are and how to achieve them in this lesson. But first, let me just point out that I've separated out this character's left leg and arm and their right leg. Right arm in order to also show you that when a person is walking, their arms will oppose the legs. In other words, if this is our character's right leg, then their right arm swings forward when that leg is swinging back. Similarly if that's the character's left leg, then their left arm will be opposing that leg. This is called a contact position or a contact pose, and it's always the first pose in a walk cycle when you're animating. From there, a character will then go into a slightly squashed pose or it's called a down position because the knee will bend foot goes flat on the floor, and that causes the whole body to slightly shift downwards. After that, what happens is the figure, the character will propel themselves up into what's called an up position or a passing pose and from there, before they topple over altogether, the leg swings forwards and catches them in the next contact pose. You always start with a contact pose and end with a contact pose in one step. You'll notice that I've actually got two steps in this animation. I've got the first step, which we've just gone through, and then I've got another step, which doesn't quite end on the contact pose, and that's because I'm creating what's called a cycle. A cycle will always loop back on itself in order to play seamlessly. I've animated from this contact pose, I've animated the exact same poses, but I've kept that last contact position out of the equation because the animation loops back there at the very beginning. If you're still with me, great. Let me just What I'm going to do is turn on my notes here so it's very clear. Let's just review what I've went through. You'll always start with a contact pose. The next pose or position is called a down pose from there. The third pose that you want to have in a walk cycle is the up pose. This is where the character starts to push themselves up in order to propel themselves forward. Passing pose is almost the highest in the cycle and you'll note that the characters almost on their toes and they're really moving forwards. Then there's what's called an in between, and it's simply a pose or a drawing that is in between this high passing pose and the next contact pose. Just reviewing that, you've got contact down, up passing in between, back into contact and then you repeat those poses for the next leg swing. Character will move down, go into an up pose. Passing pose in between and then arrive into that contact. I'm going to turn off my notes, and let's just grab all of these frames and come down. I'm just going to extend out the animation, maybe for two frames or three frames, slow it down and you'll see it's quite a fluid, seamless walk and everything's moving, and it looks natural. Those subtle movements up and down are what give walk an animated walk cycle its fluid and natural feeling. If you didn't have that, it would look a little bit unrealistic or a little bit stilted. Those are the key pointers to be aware of for any walk cycle and what we're going to do is apply this to our four legged animal walk cycle for our cat. When you're ready, meet me in the next lesson, and we'll start animating our cat walk cycle. 5. Plan Your Animation: In the next section of this class, you and I together are going to create a really lovely, really gentle walk cycle for a cat. Now, in this lesson, I'm going to show you our plan of action for this project because planning out your work is really a crucial step, and every animator will always spend time, first of all, planning out what they're going to do for the entire process. I think for beginners, this one step, this planning step is so important, it's usually the step that can actually make or break your animation. In general, the process for any animation project, whether it's a simple scene, a one shot action, or even a full story or a movie, it's as follows. Step 1 is research and design and development. It's really crucial to take some time to observe the thing that you want to animate. In this case, a cat. Don't take my word for how a cat walks or how a cat moves. Go out and research or watch clips of live action animals. Step 2 is to break your animation up into phases. In our case, we're going to split up our animation into two main cycles, essentially a cycle for the back legs and a cycle for the front legs. Then we'll add the body and then we'll add the tail. Now, there are a couple of reasons why I'm doing it this way, but it will be come clear when we work through it. But mostly it has to do with staying organized because once you start animating, especially hand drawn frame by frame animation, it can get quite complex, and you won't to be able to keep everything manageable and organized. The other reason why I'm doing the front legs and the back legs separately is because there's a specific quirk to an animal's walk cycle, which we will dive into when we get there, but the back legs need to be offset by a couple of frames. But I'll explain all of that when we get into it. Then the third phase is to draw all of the rough poses. Now, we're going to draw our poses really rough at first, and we're going to make sure that the animation feels right. Once that's in place, then we know everything will be working from there on out. The fourth phase is the cleanup and color phase, and then the final phase is adding the background. You can keep this checklist handy if you like, just to make sure that you stay on track. To be able to monitor your progress. You can also use this checklist as a template for any other animation project that you want to do. If you're ready to start animating, meet me in the next lesson. 6. Animate the Back Legs: In this lesson, we're going to start the animation for the back legs. Now, we're keeping our work very rough at the start. This phase is really just about trying to figure out what poses we need and what poses are going to work. To do that, I'm actually going to start with a really rough drawing an under drawing of the cat in the main contact pose. In a blank document, tap on drawing, and then you'll get into the drawing interface, and this is going to be my very rough key pose. I'm just using black to draw with, and my brush that I'm using for this is called Double Man. I'm going to start out with two circles like this for the back legs and the front legs. Then work up the pose, just like this, keeping it very simple, circle for the head. Don't be too worried about getting anything exact or anything super neat at this stage. Take your time because this will really be the foundation for the entire character throughout the animation. I like to do this at the very beginning just to set myself up so that I've got something that I can always refer back to. In animation terms, that's called staying on model. If you've got a rough drawing underneath your animation like this, you can always just check that you're keeping the size of your animation consistent, as well as volume and things like that. Once I've got my very rough-looking little cat, the next thing that I want to do to set myself up before I even start animating is just add in a ground plane for the cat to walk on because it's very important that the feet stay on the exact on the same line and that they don't move around. In order to do that, I'm going to make a new layer. I'm just going to use the rectangle tool, so I'll click on Select, make sure rectangle is active, and then click and drag out. From there, you can add a color in any color you like; it doesn't matter and make sure that it matches up to the feet. Then double-tap and come back out to the timeline, and that's your as I said, I call this the foundation, really. You've got a grand plane, and you've got a really rough drawing of the contact position. I'm going to tap and hold on the drawing, and I'm actually going to lower the opacity down to about 50% and then come over to the plus button and add my flip-book on top of that. Now, when I go into flip-book, you can see that that under-drawing is visible because I've lowered the opacity down. It's not too overpowering. This is really useful to always refer back to and make sure that everything stays in the same size, the same volume. I'm going to go in, and on frame Number 1, I'm going to copy this pose. I'm still drawing it rough. Don't worry about being precise yet. Then once I've done that, I'm then going to tap hold on that frame, copy it, and I'm going to come down the timeline about, down to frame Number 6, and I'm going to paste that exact frame there, and that's going to be the other contact position for these legs. Basically, when one leg has swung forward, and the other leg swung back, it will arrive into the new contact position. Here, I'm just going to switch those legs around. Perfect. Before I do anything else, I'm going to add a new track, and I'm just going to label all of these poses or positions for the animation. This is the contact position. It's one of the most important positions in the walk cycle. This next pose that I need to do after the contact is always a down position. Then, following that, there's always the up position. After the up position, there is the passing. Then, between the passing position and the next contact, there's always an in between. I'm just going to write in between there. Now I know that I've got a very clear guide, a very clear formula for my animation. I know all I have to do is do literally four more drawings for this part of the walk cycle. Firstly, I'm just going to copy this circle exactly, and then hit the transform button and slightly, slightly nudge it down. You don't want to make too big of a movement here. I know the temptation is to really make big movements if you think, this is a down position or this is the up position. But actually, you just want it to be very subtle. Just nudge it down ever so slightly. From there, start to drawing that pose. On the dam position, that leg that was forwards is sliding back. Since this is a cycle, the cat's walking on the spot. We want that leg to come back, and this leg that's back there will be very slightly moving forwards. Now I'll go ahead to frame Number 3 and draw in the up position. My first thing that I do is draw the circle again, grab the transform. Then nudge it up very slightly. Now, drawing that leg that has been moving back, it's in the middle for the up position. Now we're doing the passing pose. Again, I'm going to trace my circle, and the passing pose is actually the highest pose in the cycle. I'm going to nudge that up very slightly. For the in-between drawing, what you're going to do is simply make the circle again, nudge it down slightly, make sure that the legs then are in a position that's between what you see as the pink or purple previous frame and the blue subsequent frame. That's what your in between will look like. That is one half of the walk cycle done. In order to complete the walk cycle for these back legs, we need to make sure that there's one more leg swing so that we arrive back at that first frame here. It's the exact same process and the exact same drawings, but just the legs are switched. I'm going to copy my first frame, my first contact. I'm going to go ahead to frame Number 11 in the timeline, and paste it there in order that I can reference where I'm going to end up at, by the end of that leg swing. Then, repeat the process, do the down pose, drawing the up pose, drawing the posing and drawing the in between. Now, if I play it back, that's actually working very well. If I hit the multi-select button, select everything, and I can drag them out to frame Number 2, and that essentially means that every frame in the timeline is two frames long. Now, if I play it back, it's a lot slower. You can notice at the very end, there's a slight glitch or a slight hold, and there is that glitch is because that first frame, remember, I copied it over into Frame 11 in order just to reference it. I don't need it because the animation loops back on itself into Frame 1, so I'm going to go ahead and delete that out. That's it. That's a perfectly good animated walk cycle for the back legs. We got that done very quickly. In the next lesson, we'll move ahead and animate in the same way the frames and the poses for the front legs. When you're ready, meet me in the next lesson. 7. Animate the Front Legs: Amazing. We've got the back legs working. They're animating great, and now we're going to animate the cycle for the front legs. It's the exact same process. It's the same poses, the same drawings. The only thing to keep in mind is that, obviously, the front legs are a slightly different shape to the back legs. We'll just be mindful of that as we draw our poses, but still keeping it very rough and loose at this stage. I have made a new track above the track where I drew in all the poses for the back legs, because I want to keep both of these sets of animation on different tracks. On this first frame in my new track, I'm just proceeding exactly as before. I'm drawing in the first contact position. Now I can go back out to the timeline and turn off that base drawing, that underlying drawing, and I can continue to work now that I've got my first frame locked in. I'll copy that, and I'll paste it again over on Frame Number 6 and switch the legs around so that this is now my second contact position. Then, as before, I'm just going to work methodically from one contact position to the next, doing the down position first. It's the exact same procedure, simply tracing that circle as my guide initially. I'm always tracing the purple or pink onion skin, which represents the previous frame. I trace that, and then using the transform tool, I just nudge it down into position and then draw in the legs. What this round circle does, you might wonder, why are we doing it this way? It's really handy to make sure that every drawing on each frame is going to be in the correct place or is going to match up at the end when the animation is finished and when the legs are moving, you don't want the legs to be slightly off center or not in the right space, and working with a circle like this as the place where the legs move from will ensure that they're always be exactly on the right spot when they are moving. When it gets to the cleanup phase, we'll be totally erasing these circles, but for now, it's just an incredibly useful tool or a useful guide to have as you're working out the poses for each of the legs. As you can see, every pose that I'm doing, I'm able to scrub back and forth in the timeline and make sure that I'm keeping an eye on the movement. It's one thing to reference the onion skin, but it's also important to scrub your animation back and forth like this and just make sure that to your eye, visually, things are moving naturally and there's nothing jumping out. As long as you maintain a consistent in-between drawing approach in the sense that you're consistently making sure that your drawings are in between the purple on onion skin and the blue onion skin, your drawings will not be out of sync, or they won't jump out during the animation. That's one side done. That's my first half of my walk cycle for the front legs. I'm going to come to Frame 1, copy that, and just like we did before, I'm going to move ahead in the timeline to Frame Number 11 and paste that there. Now I have something that I can reference. It can seem a little bit tedious and a bit of a heavy workload to make all of these drawings, but in actual fact, it doesn't take long at all. And once you've got these frames drawn, your animation is nearly done. There's a few extra things we do have to do, but it's amazing how this is the absolute foundation of the four-legged walk cycle, and once you have it in place, then you're pretty much almost halfway there to completing the entire cat animation. Now I'm going to delete that last frame. I don't need it anymore. Check back, and that's great. Let me select everything, drag all of the animation out. That looks great. That looks really good. I'm going to drag it out to three frames. Just to slow it down, that slows it down slightly, and I think that actually looks better. Let me bring it back to ones and look at both of the legs together. Now, there's one thing I want you to note at this stage, and that is that if I play the animation back with both legs walking together, it looks good. It's absolutely working. However, one thing I want you I want to note at this stage, I want you to be aware of is that, in reality, a four-legged walk cycle doesn't actually work like that. In reality, an animal, when it's walking, the back legs and the front legs are not on the same timing. Our animation has the exact same timing. If I play it back, you'll see that the back legs and the front legs are moving at the exact same time. They step down onto the contact position at the same time, so we don't really want that. What I'm going to do is I'm going to use the back legs as my lead, and then I'm going to select the first two frames, drag them to the end, and then select everything on that track and drag it back to the beginning, and now the back legs start on the up position. I'm going to drag that track to the top just so that I can reference my markers. For my markers, I'm going to select all of them, and I'm going to drag them so that they match the correct position of the back legs. If I turn off the front legs so it's not confusing, you can see we've got contact down, up passing in between, and back to our contact again. This then would be the down. This would be the up position, starting at Frame 1, then the passing and then the in between again. I'm going to use those markers simply for the back legs for now, working as we work forwards. If I play it back now, you'll see it looks much, much more realistic. That's a really tiny, but quite a complex and important tweak to make to your animation to make sure that for a four-legged walk cycle, you have offset the back legs from the front legs by those two frames. Having that offset will really make your four-legged walk cycle look realistic. Now, in the next lesson, we'll start to build out the cat and add the body on top of the leg animation. 8. Add the Body of the Cat: Believe it or not, you've got most of the animation done for this project at this stage. By animating the legs, even roughly, you've achieved a huge amount of work already. The really hard work of this animation is actually complete. Now, I know it's rough, and we will be cleaning it up later, but I just wanted to point out that once you've locked down these main poses, the rest of the work is very easy. What we'll do in this lesson is we'll add the body of the cat onto the legs. Now, I've kept it as a separate phase or a separate section because there will be some very slight movement. But what I really want to do is make sure that this part of the cat is quite precise in terms of the linework and that it matches up to the legs. I'll show you exactly what I mean. Just to review where we are, firstly, we've got our front legs animated and the back legs animated, and everything is working perfectly. Scrubbing through the timeline, I can see there's no issues. Nothing's jumping out. What I'm going to do now is move ahead and add the body and the head to the legs. We have a full character. What I'll do is I'll go back out and turn on my drawing again and then come back into my flipbook and just see the cat, cat drawing so that I can start to trace it. I'll make a new track as usual. That's the amazing thing about the updated flip book is the ability to make new tracks. I'm going to lower the opacity of both of the leg animation. What I want to do in this pass is basically draw as close as I can to the reference underneath and try and draw it with, as few lines as possible. Now, the reason I want to do this is because I'm going to keep instead of redrawing the body of the cat on every frame, like we did with the legs, I'm going to copy and paste this one drawing into each frame. It's a lot less drawing involved in this section of the animation. But because I'm copying and pasting the same drawing, I want to be able to make sure that it's going to match. I will get an opportunity to make a really clean line when we move into the cleanup phase. But like I said, I want to be able to match my animation up to the legs as closely as I possibly can and you'll notice that on the back legs of the cat, for example, there's quite a close match with the line of the body of the cat at that point and that's why I'm taking a little bit of extra care on this drawing. I'm going to copy this frame, I'm going to go over to the contact position and paste it down, and then using the transform tool, I'm just going to slightly nudge the drawing so that it matches up to the back legs exactly. I'm using the back legs as the marker. I would suggest choose one section of your drawing that you always want to match up. Then I'm going to copy that and paste it to the other contact position. Remember, when I'm talking about the contact position or the up or down position, I'm referencing the back legs. My markers on the top track are relating to the animation of the back legs. What I'm doing is basically moving forward through each of the poses, copying the drawing of the cache, and matching it up to the back legs, depending on whether or not it needs to be nudged slightly up or slightly down depending on the pose. This is the up position. I'm tweaking it, so it's very slightly moving up. Again, as I said before, you don't want to make huge movements. Just some very subtle movements will make a big difference to the animation and that's all you need. You just need those very micro movements for it to read like a natural cat walk cycle. Then the last pose is the in-between and again, you can see the lines there clearly, I'm going to just nudge it down, so it's in between the purple onion skin of the previous frame and the blue onion skin of the subsequent frame. Now I can scrub through and see what that looks like. It seems to be quite a nice, smooth animation. There's a little slight movement, and I think that's all I really want in order to have that very natural fluid movement of the cat walking. I'm going to bring the opacity back up on the leg animations. I'm going to select everything in my timeline, and I'm going to drag the frames out to about three frames each and then let's see. I'm going to come out of flipbook, actually, and drag my flipbook out because sometimes the frames get cut off. If I go back into flipbook now, that should be fine and let's have a look. That's brilliant. That's a very nice little walk cycle, and it looks very natural. The legs are moving well. The head and the body of the cat have got a nice motion going on. It feels like it's a natural little walk. Brilliant. In the next lesson, let's add the tail. 9. Animate the Tail: This next step is just simply adding the tail onto the existing animation, and it's very straightforward. There's only going to be a very slight subtle movement in the tail, and just as I did before, I'm going to create that on a separate track inside flip-book. What I'm going to do is use my multi select tool, select everything in my timeline, both the leg animations and the body and head, and just making sure everything is selected, I'm going to go back to the first frame, tap and hold there and drag everything back so that everything in my timeline is on one frame. It's just a lot easier to work when everything is on one. I'll make a new track. Start in the contact position. I always like to start at that starting pose, and then I'll just grab my regular brush, and start my rough idea of how I want the tail to look like. My inspiration for this cat animation is the cats in Nagasaki and Japan, called Omagari cats, who are well known and quite famous for having bent tails little kinks in their tails, sometimes called question mark tails. I think I'm going to draw my tail like that. I think that's fine. That's fine for the rough pass. The cat's tail moves a little bit like this as he steps forward, and then we'll obviously move back into that starting position again. That's how I'm going to animate the tail. Again, very subtle movement. I don't want to have huge big movements here. It'll be very straightforward. Again, just like the body and head of the cat, we only need to copy and paste our one drawing and to make sure that it matches up to the animation that we've already created. I'll just copy this frame, go to the next or to the other contact position and paste it so that it's in the same pose. Then I'm going to just put a frame roughly in the middle at the passing position, and I'm going to slightly rotate the tail. The motion of the cat's body is going to make the tail move very slightly. Then once I've got that established, I can do the in betweens a lot easier. I can go back to this frame and I can rotate the tail so that it fits in between those two drawings. Again, for this frame here, I'll do the exact same. With that selected, I'll use the transform tool and rotate that backwards as well. Then the last one is just this drawing here. I will copy it over, use the transform tool, and just nudge it very slightly to be completely in between. Now if I scrub through, there's slight movement. That's great. It looks like the body or the hips of the cat are affecting the movement of the tail, and that's what we want. For the last few frames, I'm just going to copy and paste the existing drawings that I've made. Since I've already moved them into position, I don't need to do anything else there. Now let's select everything again or four tracks. Let's pull the animation out so that it's three frames, make it nice and slow, and playing it back, that's working great. We've got a slight movement in the tail, slight movement in the head and the body, and the legs are working. That is pretty good. We've got a working animation finally of four-legged walk cycle. In the next lesson, let's clean up our animation and add color and really make this look polished and finished. 10. Clean up the Animation: We've worked through this animation really efficiently and very quickly. If you've gotten this far with me, then that's amazing. What you've achieved so far is a really sophisticated and very complex animation project and I don't think you should underestimate this at all. You could literally show this rough version to a client or a studio, and it would stand out from any other animation submissions that don't have four licked walk cycle. Even though this is super rough, it's model, it's working perfectly, and it demonstrates a lot of really deep animation principles and your ability to animate. But we want to take this to a professional level. In this lesson, let's do the final work of cleanup. I'm back in flipbook and everything's working. I'm just going to add a new track by tapping on the New Track icon, and then I'm going to lower the opacity of all of the animation that I've done so far. I'm going to just lower it down to about 50% so that I can still see it when I'm tracing over it. But all of these tracks just tap hold on each of them and lower the opacity. Then I'm going to zoom in and literally on Frame 1, start to trace out each pose of this animation. Luckily, there's not a lot of poses to do, but it'll just take a little bit of time. Once you get through it all of your animation will be on one track. I am choosing to not do the tale at this stage, I'm going to do the tale next on a separate track just to control that movement even more precisely. But for now, what I'm doing is literally going to go through each frame by frame and trace over all of the animation into one drawing. Now, I suggest that you do try to keep the line as simple as possible. There's always an opportunity to go back and clean the line even further or to make adjustments. But I'm trying in this pass as much as I can, to get my line work into one smooth clean and precise line. That way, it won't jump out a lot when we play the animation back. The beauty of this style of animation, hand drawn to 2D animation is, I think, that you do see the hand drawn quality of the animation. I think that makes it really interesting, and it's one of the charms of 2D animation. If there is a little bit of movement in the linework as the animation plays in the final result, that adds to the quality of it in some way, but you simply don't want to have lines that jump out and create a disturbance within the animation. Slight movement, slight variation in line work really adds character and nuance and that unmistakable quality of a hand drawn animation that really gives it that richness. That's what I'm going for in this process. There's also an opportunity in this process to make any small adjustments. At times I'll use the onion skin feature just to look at where the in between that I'm currently drawing is in relation to the previous frame and the subsequent frame. If I see that there should be changes to the line work, I can make those subtle changes at the stage. Very often the line is not exactly in the middle of the two frames on either side, and so when I'm cleaning up, I might do that slide adjustment at the stage. But if the onion skin feature creates too much confusion with which drawing you're trying to trace, then I suggest turning off onion skin and just simply tracing the underlying animation as one drawing. That's it. I've completed the entire animation traced into one track. I'll just scrub back through the timeline and check, and I think it is actually working fine , that looks great. Let me select everything that I've just done, all the work I've done, and I'll drag out the frames. If you happen to see this where the flipbook is not long enough, then all you need to do is double tap, come out of flipbook, go back into the main timeline, and drag your flipbook out so that it reveals all of the other frames that are in there. I'm going to drag it out a little bit further just to capture all of my frames, so that's we're done with the animation nearly. In the next lesson, we'll add color, we'll fix up the tale and then we're going to import our background, make this very simple looking animation into a really stunning cinematic scene. 11. Add Color: [MUSIC] Now we get to add color to our animation, and this is something that you could easily do during the cleanup phase. It's part of cleanup, but I've separated it out into its own lesson because there are a couple of different ways that you can add color to your animation in Procreate dreams. It's a very straightforward process. There's just a couple of things I want you to be aware of. One is that it is possible to drag color out from your color picker. Let's say we decide to go with the gray color. Then to just drop it into the drawing, you can see how easy that is. That's very very simple and quick. However, doing it that way, you'll just need to know that if I zoom in very close, the color effects the line work slightly because I'm working with a brush that has a very slight texture on it, that texture will also pick up on the color drop when you do it that way. To avoid doing that, what I do is I simply duplicate this entire track so that I've got two layers of linework and I can drop the color into the underneath track keeps the linework in the top track intact. Then the other thing that is pretty amazing, actually, for this process is once you drag color into your drawing and drop it in, you then have the option up here that says, continue filling, and once you tap that, you can basically tap into all of the empty areas of your drawing and fill it automatically. You can do that frame by frame throughout the whole animation. You don't have to keep going back and on each frame starting the process again. I literally sets it up from the beginning. Now, one thing that's very important for this entire process is to make sure that your linework is closed. That's why during the cleanup phase, we took a lot of time and care to make sure that the linework joins up all the way around that there are no gaps in the linework. Then I'm going to go back and do the tail. The same thing with the tail, I need to just duplicate that track so that the linework stays intact. I'm actually going to draw, use the paint brush, and the color fill to color the tail. On each frame for the tail, I'm closing off the line work with a brush and then filling with the color drop. That's it. At the end of the process, I've got four tracks. I've got one track that has my linework for the cat, and then one track that has the color, and then two tracks again for the tail. If I come out to the main timeline, it's a nice, slow, gentle, lovely cat walk [LAUGHTER] Cat walk cycle. Perfect. Now [MUSIC] In the next lesson, we're going to import our artwork for our background and give this animation some context and create a scene. 12. Import and Animate a Background: Now you've got a fantastic, very polished and very professional piece of animation. I'm very proud of you if you've gotten this far. It's not an easy process, but it's straightforward if you follow your plan and if you literally take it step by step. Like I said, this piece of animation is very impressive if it's included in a portfolio. But to give it that little bit extra flare or polish, I'm going to show you how you can bring in artwork from Procreate into Procreate Dreams to create a stunning cinematic background and how you can add animation to that background to give it some movement and some life. Let's take a look first at our file of our cat animation. I'm going to come to the very end of where I see that the animation stops, double tap to get down to the first single frame, and then I'm going to tap hold Split content and delete the part that's empty. Then I'm going to come over and tap on Settings. I'm going to change the duration of this project to, let's say, 10 seconds. That's all I need to do to prep the file in order to import my artwork. Now I'm going to open up Procreate, and I'll show you this background that I've made for the animation. I've left this for you to use as well, but you're certainly more than welcome to use your own background for your own animation, if that suits. I just wanted to show you that the way I've set it up is in a few layers. I've got foreground background, and then I've got mountains and sky. The mountain and sky can actually be one layer, so what I'll do is merge those by pinching them together so that they become one layer. It's important to have an organized layer system in your artwork because when you do bring it into Procreate Dreams, you'll be able to put each of these layers onto tracks within Procreate dreams. That's why I'm mindful at this point of keeping this as simple as possible. Then I'll go back out into the Gallery section of Procreate. Then tap on these three dots at the top and choose Split View. Then open up Procreate Dreams and literally drag the artwork over across into Procreate Dreams. Now I'll slide this off screen, so I just am in my animation. Then I can drag the background over and as you can see, it comes in as one image, one piece of artwork or one drawing. Let me just shift it into place first. I'm going to drag it over to the right, so it starts there. But you can tap hold anywhere on your drawing and choose Convert Drawing layers to tracks. Now what that does is it basically separates all of the layers that you had in Procreate into separate tracks right here in Procreate Dreams. This is very powerful. This means that each of these tracks can be animated individually using the keyframing component of the timeline. But don't forget to drag the artwork all the way to the end of the timeline, make sure that every piece of content in your group fits the entire track that it's on. Then go to the very beginning of the timeline, make sure that you're in Keyframe mode, tap on the little clapperboard icon, and set a Move and Scale keyframe right there. Then go all the way to the end of the track, keyframe it there by just simply tapping on the icon again, and then come up to the stage and drag your background over to the left. That will create a pan, essentially, that will create movement. Now at this stage, I always do two things. I want to ensure that if I'm doing a straight right to left pan that I'm not moving my background up and down. Come back down to your timeline. You'll see your keyframe track directly underneath your content anywhere between those two keyframes, just tap hold on that keyframe track and select Expand Move and Scale. Now what I do is the Y-coordinates are the coordinates that control the up and down movement. So I'm going to go to the very beginning and tap hold on that Y and choose Copy because that is not going to move at all during the pan, during the camera move that I'm creating. Then I come back over to the end, tap hold on that Y-coordinate and simply paste that keyframe down. You might see it just jumped there. That's great. So that's locked in that up and down movement while the background itself moves left or right. The other thing that I do. The second thing is on that keyframe track, for a pan, for a camera move, I will tap hold, and I will choose Set all easings, and I'll choose Linear. That basically means that there's no easing. It's one even linear movement going from left to right. There's no speeding up or slowing down. Then tap on Compose and come back to the beginning again. We're going to create a similar movement for that skyline or cityscape in the background, and then a similar movement for the mountains and sky. Here's the reason why I chose to bring everything in on different tracks. I'm going to make sure that the city or skyline in the background moves at a slightly slower pace than the foreground elements, and then the sky and the mountains are going to move at an even slower pace. This is a phenomenon that you will notice whenever you're, say, in a moving vehicle or on a train or something, look out the window, you'll notice that elements of this scene or countryside that you're looking at, anything that's close to you is moving fast, and anything in the midground is moving slower and anything in the background moves even slower. That's called parallax motion in animation. It's when things within your background are moving at slightly different speeds in order to give that effect. [MUSIC] Let's close up the group, and let's go back to Compose. I'll start at the beginning and that looks great. There's definitely a difference between the far background and the foreground, which is exactly what I want, and it's moving very smoothly. So I'm very happy with that. Now is the moment of truth. We're going to see if our animation can match up seamlessly to the background. Come up to the flipbook, tap on your flipbook, and then tap hold on the flipbook and then choose Duplicate after. Then just select both of those pieces of content again and do the same process and continue selecting and duplicating until the animation has filled out the entire track. There we have it. That looks really great. That looks really, really good. The pacing is perfect. The pan of the background matches the pacing of the animation exactly right. Now it's a little bit difficult to see the cat against the background. I anticipated that. Since this is a very atmospheric cinematic scene, I wanted to take the opportunity to show you another feature in Procreate Dreams that is really, really powerful, and that is masking out your animation or using a clipping mask on your animation. I'm going to create a little bit of a light falling onto the cat. To do that, I'm going to create a new track and create a new drawing. Then choose a light color, something that matches the color of the background with a very soft brush. It can be completely rough. It doesn't have to match the outline of the cat just somewhere along the edge. Then double tap on the drawing to come back to the timeline and make sure, of course, that this drawing is above your animation. What you're going to do then is tap hold and choose a blend mode for this track. I'm going to choose something that's going to give a bit of a glow to the underlying animation. Then tap hold again on that track. Come up to Mask and choose Clipping mask. You'll see that immediately it clips to the drawing of the cat underneath or the entire track, actually, underneath. That's a really cool feature that you can play around with and experiment with. I think that looks grayish. It's enough for me so that the cat stands out against the background, and it adds to the movement. Play around with that, see what works for you and when you're ready, meet me in the next lesson. We're going to use the Perform feature to add the last final touch to the scene. 13. Animate with the Perform Feature: Now we get to add our final flourish to our animation. I want to show you how to use the Perform feature in Procreate Dreams. When I was working in the industry, we used to often joke about how we would love if there was a button you could just press to animate something. Now there is. It's the Perform feature. We'll just add some atmospheric elements like the cherry blossoms falling off the tree as the cat walks by, and I'll use the Perform feature to show you how to do that on a new track above my animation, I'm going to just add a drawing or at least open up the drawing interface. I want to be able to create some tiny petals here. It's really a very simple, very basic shape that I'm good to paint. Then I'll double tap to get back out onto my timeline, and then I'll just move it offstage. Switch on Perform mode. When I do that, you'll see in the top left hand corner here, there's an active Record button. That just indicates that Procreate Dreams is ready for you to perform whatever animation it is that you want. What you'll do is just move this petal or leaf, whatever you're going to do. Move it through the screen and through the scene in the way that you want to. While you do that, the timeline is going to play along as well. Sometimes it'll take a bit of practice just to get used to the coordination, but it's definitely a lot of fun to try this out. I'm going to go ahead, move through the scene just like that as if it's floating on the wind. Now, you'll notice that as soon as I lift my pen off the screen, the Perform feature stops right there. If I expand my timeline, under that little piece of content, you can see all of the key-frames that have been created. I'm just going to trim my piece of content down so I can check this out more closely. I'll actually drag this to the top of my tracks altogether. Then on top of that, I think I'm just going to do it again. I'm going to go back into Drawing mode, create another little petal or leaf, maybe a different shade this time. Come back out. It's already off stage. I drew it over there, so it hit Perform and slowly move it in much the same way. I'm trying to make a little bit of variation as I do this, but you'll see it's so easy, it's so quick, and it's very effective. I'm going to keep going. I'm going to repeat this process, maybe one more time, so I can have maybe three or four petals and just change up the color slightly so there's a little bit of variation. Now I've got a few tracks in my timeline, all of lovely little simple animated leaves flying. What I'm going to do now is group all of these tracks, all of these pieces of content together. Then I'm going to duplicate that group entirely. When I duplicate them, it's fine, but it's the same exact motion as the group below. You can play around with offsetting the timing of each of these tracks or each of these pieces of content within your tracks or drag them around so that it's just a little bit different and you're not mirroring the action or the animation of the previous group that you created. I might just continue with this a little bit more and see if maybe even adjusting the size creates a little bit of difference and a little bit of depth. That's it.I think I'm going to leave it there. I don't want to overdo it too much. But I really love this effect. I think it's working really nice. It's really subtle, and it just gives that extra little bit of interest to the scene and a little bit of life. Go ahead and experiment with the Perform feature yourself. Maybe there's other elements of this background that you'd like to animate, maybe you could animate some plumes of smoke in the background or some lights coming on as the cat walks by. I will leave it up to you and I'll look out for what you do in the Project section when you post your animation. Up next in the next lesson, I'll show you how to export your final work. 14. Export Your Final Project: But when it comes to exporting your movie from Procreate Dreams, so if you want to share it with the world, there are a few options that you have, and in this lesson, I'm just going to walk you through those. Before we do our final export, I just want to mention that what you can do is, in terms of just consolidating your layers and making everything neat and tidy in your timeline. It's a good practice to always group things together, and this will come in especially handy if you start to work on projects where you're collaborating with others. Try to always keep your timeline as organized as possible. As you can see, I've already got the background art in one group, that's good. But I might just group these layers together for the animation, or at least group the cat and the clipping mask together into one group. I'm going to go ahead and just do that. Group everything. Everything is grouped and then group. That's there. Let's go ahead and rename and do put up the keyboard, call this animation. Call this background. Then I've just selected everything in my timeline, and I've put it into one group. It's up to you if you want to do that. Now what we'll do to export is come over to this settings icon, and here's where you can export your work under the Share button. If you tap on Share, you'll see that there's video. You can animate, sorry, export it as an animated Gift video frames. You can even export one current frame. If you want to export it still, you could export it as a Procreate Dreams document, but we are going to go with video. Tap on that, and it'll export it. It'll take a few seconds, really, even just to export it and then it'll pop up with this option of where do you want to save the video that has been exported? I will just do save video into my photo library. I'm going to click tap that and then if I pop over to my photos and open up photos, you'll see there is my file right there. It is as simple as that. That's how you will export your movie if you want to share it with me in the project section. 15. Final Thoughts: Well, congratulations for getting to the end of the class, for working through the projects in this class with me. I think it's amazing, if you've gotten this far. You've achieved something that is really complex and really sophisticated, in terms of animation projects. You've gotten to know exactly how to use timing and spacing. You know how to set keyframes and how to draw in-betweens. You know how to add a little bit of nuance and subtle movement to create something really lifelike. You've also been able to do that in a complex way by animating multiple parts of a character, as well as adding secondary action. All in all, this is a very advanced project that you've completed. Not only that, but you've been able to take that animation and add it to a really beautiful cinematic scene that has movement and life in it as well. You can build on this animation now going forward with so much confidence because you know exactly how to proceed through any animation that you want to do. You've now got a skill set that is very unique in the world. It's also a doorway to your own creativity and to the stories that you can tell through your artwork and through your animation. I really hope that you now share your animation with the world. Start by posting your project into the project section of this class. I want to see it, review it, and give you feedback. I'm here to encourage you and support you going forward. Make sure that you leave any questions or comments that you have as well in the discussion section. I just wanted to say thank you so much for being here and taking this class with me. I find all of your projects so inspiring. It really helps me in my work. Thank you so much for choosing this class. I can't wait to see you in the next one.