2D Animation: Ultimate Guide to Adobe Animate | Sajeev .G Nair | Skillshare
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2D Animation: Ultimate Guide to Adobe Animate

teacher avatar Sajeev .G Nair, Learn, Teach and Repeat

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.

      Class Introduction

      0:35

    • 2.

      1.Workspace

      5:51

    • 3.

      2.Selection tools

      9:44

    • 4.

      3.Drawing tools

      8:01

    • 5.

      4.Remaining tools overview

      7:55

    • 6.

      5.Object drawing

      2:58

    • 7.

      6.Graphic symbol

      10:25

    • 8.

      7.Movie clip

      5:57

    • 9.

      8.Button

      4:32

    • 10.

      9.Timeline

      8:42

    • 11.

      10.Shape tween

      4:16

    • 12.

      11.Classic tween

      3:33

    • 13.

      12.Motion tween

      3:06

    • 14.

      13.Frame by frame animation

      10:29

    • 15.

      14.Character design part-1

      6:22

    • 16.

      15.Character design part-2

      13:14

    • 17.

      16.Character design part-3

      11:09

    • 18.

      17.Coloring the shapes

      10:34

    • 19.

      18.Converting shapes to symbols

      7:32

    • 20.

      19.Creating mouth shapes

      14:58

    • 21.

      20.Character rigging

      13:33

    • 22.

      21.Creating simple animation

      25:21

    • 23.

      22.Creating walk cycle part-1

      11:16

    • 24.

      23.Creating walk cycle part-2

      12:25

    • 25.

      24.Creating walk cycle part-3

      11:50

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About This Class

1. About this course

Adobe Animate is one of the widely used software for creating 2d animations, flash games, and social media animations. With this course, you will be able to create your own animations for youtube, social media, and even full length animated shorts. animate has a very simple user interface and very easy to use and learn tools. We will start from the basics and gradually create a character and a character front walk cycle animation. In the class, I will be using Adobe animate 2020, but you can use an older version to create the same animations and get the same results.

2. What Topic/Skills you will learn in this course

In this class we will learn about:-

1.workspace

2.selection tools

3.Drawing tools

4.Remaining tools overview

5.Object drawing

6.Graphic Symbol

7.Movie clip

8.Button

9.Timeline

10.shape tween

11.Classic Tween

12.Motion Tween

13.Frame By Frame

14.Character design (3 parts)

15.Coloring the shapes

16.Converting shapes to symbols

17.Creating mouth shapes

18.Character Rigging

19.Character animation basics

20.Character walk cycle (3 parts)

3. Who should take this course?

This class is aimed towards complete beginners who want to learn 2D animation in adobe animate or designers who want to expand their career into animation. Still, any intermediate or advanced users will be able to learn something new from the class, there are no requirements to the class anyone with an open mind and ready to learn can join the class.

I created this course to teach everything there is to know about 2D animation in Animate, but you guys need to constantly practice to become an expert in animating with adobe animate. don't hesitate to reach out with any doubts or questions, I will clarify all your doubts as soon as possible. So a warm welcome to the class and happy animating.

I can't wait to get started!, and I will see you in class.

Meet Your Teacher

Teacher Profile Image

Sajeev .G Nair

Learn, Teach and Repeat

Teacher

Hi, I am Sajeev G Nair, I am a 2D and 3D animator and Motion designer with years of experience in teaching and working in the Animation industry located in India. I will be teaching everything from graphics design to 3D and 2D animation in my courses. You are always welcome to ask doubts and questions related to the course you are following. I wish all of you good luck and hope you will learn something new from all of the courses I am teaching. I wish you all good luck and happy Learning.

See full profile

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Transcripts

1. Class Introduction: Hi there. Welcome to The Ultimate Guide to an MHC class. I am so I might truly unlimited and emotion designer. By the end of this class, you will have learned everything. There is no word animate and be able to create a character and an animation in Animate CC, we will start with the user interface and gradually create a character and an animation. The ideals rent her someone new to duty and emission, or designers who want to expand your career in 2D and emission. There is no requirement for the class. Anyone who wants to learn today and emission can join the class. So if you're interested, take a look through the class description and I'll see you in the class. 2. 1.Workspace: So when we first opened anyway, we will have a window just like this. And this one we have presets already for character and emission, and then social media and gaming, education ads and so forth. So and below that we have a sample files available with animator for like previously completed animations or not. So once we select that, appreciate one visit here I'll select full HD. And on the right side we have option for custom width and height. And below that we have frame rate here. Before frame rate is 30. And we have a platform type. Okay, here we have our ActionScript 33 and HTML5. So for now we'll just stick with ActionScript three, and we will select off foolishly. And we'll press Create. Ok. So once we create, the new file interface will be just like this. So here we are in the top, we have our menu bar, and on the left we have our toolbar below. Timely, This is where the older animation and all the layers will be arranged. All the animations will be created. On the right have properties bar as well as library. And we have some more extra panel Santa, other things. So this is our file working. These are new window and that is working in your working area. And inanimate it's called a stage. So because all the animation, everything is done in this stage area. So it's called a stage. And below, like I said, we have a timeline. On the right side we have told source. So in this stage, we have here, you can see at the top it's a scene one. And in one single file we can actually how multiple scenes. And we will go into that much detail it up. And on the right side we have a pile zooming and all that other option. And we can actually say to a let 50 percentage, zoom or a 100 percentage, or fit to window like that. On the right, we have properties window. At the moment it's showing property properties for our new window, like width and height and all the details. Ok, so the next thing is, so let's go and let's see how we can prepare our own custom, walks, pains, and other things. So as you can see here, at the moment, we have go to the window amino, and here we have workspace options. And at the moment, the workspaces essentials, that's what we have selected at the moment. And below, we have options for a developer, for a game designing, end-all game developing and up. So they can select developers and for designing and all they can select designer and afford debugging and like game debugging and all that kind of things, they can select that. And then basic animator, all that things are live. So if you want to create your own custom workspace, what do you can do is you can rearrange older things like however you want. So for now, for this to demonstrate, I'll show you some things. And here if you want to have a color palette and you can just select Color. And once you select that and you can just move. And as you move towards a, a, either one top side, bottom we, wherever you move it, as you can see, a blue line will be highlighted. So that means now we can dope that particular window in that area. So once you let go of that window, it'll be doped there. So now we have a colour panel. And after that, if you want to have a swatches, you can do the same. You can. Okay. So just like that, you can arrange all the extra panels or however you want. Whatever panels you want, you can arrange like that. Once you've done that, what you can do is you can go to the top, right top here we have an option for workspace. Here you can click on this button and you can name your workspace. Whatever you want. I'll name it custom log-space. And after that you can just click on the Save Workspace button and it will be saved. Okay, so next, after that, whenever you can, if you want to change tics workspace into something else, you can just select the classic for now. So the classic workspace will be highlighted. And if you want to go back to your own custom workspace, I can just click and select Custom workspace. It will be, come back to that customer workspace. So this is how we will create our own custom workspace or not. So in the next video, we'll be going over tools and the tools and how we use them in our animations. And creating characters are not. So. See you guys there. 3. 2.Selection tools: So in the last video, we actually went through how to edit a workspace and create a custom workspace. So in this video, we'll be going over selection tools. Here. As you can see in the tool panel, the first tolower selection tool. And there you can see a small arrow just below that oscillation toward that means there is a subtour in that particular tool selection. So if I click and hold here, you'll be able to see your selection tool and a subscription per. And both of these tools have a completely different method of solution. So we'll go one by 1. First is our selection book. Here, as you can see, I have two different objects. So if a user selection tool and click on one object, you can see selection has been made. So I, selection has been made. So one thing, if you notice when I click on an object, only the field color will be. Now the only the salad full-color is elected. So the wanting knew how to remember while using the selection tool is whenever you are faced with the shape of it, the more the fill and stroke color you how to make sure TO double-click a shape before you move it. So otherwise, what happens is when you click a particular area of the shape, if it's a fill color, only that particular filmmaker will be selected. If you click on a stroke, only that particular stroke over the line will be selected. So if I can move the fill color, willing the field current will, will be moved. And if you know that a particular selection to a different object, the object just below that selection layer will be deleted. So that is one thing knew how to remember whenever you move that object and if the object is overlapping, a different object, whichever object is below, it will be cutoff. Manchu de-selected that object. If you, if the solution is still active, then no problem, you can just click and move. If the selection is de-selected, the object below will be cutoff. So that is one thing you have to remember while using the selection tool. Okay, so next thing is if you want to select only the stroke budding and those you can just double-click on the stroke, then Desktop will be selected and you're gonna actually click and move the stroke. Okay? So if you want to move a narrow object, double-click on the fill color. The fill color and stroke will be selected and we can actually move the object. Next thing is whenever you are moving that a selection tool to a fill color, you can see a Anger symbol will be up here just below the selection tool. That means you're currently, you can actually click and move that object. If I move that to the selection tool to a line. For an age, that icon will be changed into your current mode. That means you can actually read that particular curve and make a custom shape. So if I click on this image at the moment, if I click and move, you can see I'm able to make it different. Instead of a straight line, I am able to make a curve selection. So if I can make this kind of corvids on every single one of the ditch. And I'll be able to make a custom shape. This is how we will make a custom drawings and will ADD rectangles and the ellipse into creating different, different shapes and drawings. And the same way if a move that selection tools a corner, suddenly that curve will be changed into an angle. That means I am able to move that point or that angle in order to edit the shape. So these are the main three things you have to remember. The selection tool can be used for selecting object, moving object at the same time, you can actually use it for editing object also. So next thing we are actually going to do is we are going to learn about sub selection tool. If I said accept Solution tool, we can see I have a separate object. If I select that object using this absolution door, all the points on that particular objective will be highlighted. That means currently we can actually aided these points using the substitution dot. So if I click on metadata particular point, you can see I can do it the point. So sub solution dual is used to for editing a particular point and that kind of things. So same way if a selected object emergency edited using the selection tool. You can see extra handles will be appeared along the Alongside of data points. That means whenever there is a straight line, these lines will not be visible if the line has been converted into color shapes. Now you will be available with the extra handles. So you can make extra edits using the handle. And you can make a much more difficult shape, which you are not able to make using the selection tool. So with the handle again, make a much more complex shapes. And so sometimes what happens is whenever you are editing a shape to both sides of that handles will be edited. So to avoid that, what you can do is and again, hold ALT on the keyboard and you can make edits. So that means we know you're editing in particular line. Only that particular line will be edited, or the mature ages assay into that layer, that particular handle, only that edge will be deleted. Ok, so these are the selection tool and is up solution to. Next one we are going to learn about Free Transform tool. Free transform tool is actually similar to selection tool. Same we, we can actually use the free transform tool to select object, move object. All that we can do, the only difference is we are actually able to make, we can actually use this tool to scale objects. So we can actually make objects bigger or smaller using the selection tool. So CME minutiae selecting an object mature to double-click the object, then only you will be able to make it. You can, you'll be able to scale the entire object at the same time. So one more thing you order remember is whenever you, if you want to make a uniform scale, you've got to make sure to select shift on the keyboard before you make any edits. So if you don't know that the aspect ratio of that particular object will not be kept proper and the uniform medieval thing will be lost. Ok, next we are going to see two more selection tools, a polygonal toll and Alaska told if you're familiar with any other drawing programs or the Photoshop. In most authors program we are on, these tools are available. So same like there here also will be using these tools for selections. So here if I use polygonal told, I'm able to make a selection using the straight lines. And I can cut off a particular area of an object and I can move it. So whenever you are making a selection using the polynomial goal, after that, you can actually, once the selection is completed. To complete the selection, you can just double-click. And once the selection is commutative, you can use the Move Selection tool to move the object. And you will be left with a customary. So the problem with the polygonal total is you're only able to make straight lines. That's where we will have a lawsuit or so. With lasso tool, you'll be able to make it customer selection. And you can select any part of the object and you can actually move it around. And one more thing is, whenever you're also using lasso tool, once you made a selection, if you hover over that selected area, suddenly the lasso tool will be converted into a selection tool. So you don't have to go back to selection tool in order to move the object. So after cell and making the selection, you can just click and move that selected area. And, uh, once you disrupted that object, it'll go back to loss at o. So that is one more thing, how to remember? So everytime we know you're using isolation, using lasso door, you don't have to go back to our selection. So these are the main selection tools. We will be using them in a drawing selection thinking all the process. So we'll be using telephone total sub selection tool and selection tool more often than polygon tool and lasso told these tools it'll be rarely used. For some cases, other dams will be using only these 23 tools, free transform tool, selection tool and is absolutely central. In the next video, we'll be going over drawing tools such as a brush and our shapes. So I'll see you guys there. 4. 3.Drawing tools: Hi guys. So in our previous video, we actually learned about our selection tools. In this video will be, in this lesson, we'll be going over some of the drawing tools you'll be using inanimate. So mean and majorly used known as British tour. So once you select the restore, you can see in the Properties panel will be given a few settings. And so one of the main setting is use pressure sensitivity. Sometimes it will be turned on by default. If it's not. When you use pressure sensitivity, normally, it will be. Without pressure sensitivity, the line thickness will be same throughout the entire drawing. So once you enable the pressure sensitivity, if you are using a pen tablet already split tablet based on the pressure you'll be using. The thickness of the lines will be will be different. So that's one of the main reason we'll be using pressure sensitivity to create or characters. So using pressure sensitivity and all, the character will look more attractive and stylish and not. Other than that, we have Carla settings where you can select which fill color you'll be using. And after that we have Alpha channel of that particular field color. So here you can see you once a start reducing that alpha channel, the visibility, the color visibility will be, will be less. And if you want to make a more transparent color, you can use that alpha channel and it will reflect on the drawing was. Okay. So just below that, we have our brush settings and preset options. The first one is size, where you can select some of the default sizes or not. Other than that, if you want to create your own British please it, you can click on the plus sign. And here you will be able to select either one of the sheep pen is rectangle, one is oval or circle. And based on that, after selecting that, you can actually make your own changes. Like you can change the angle and the flatness also you can change and you can create your own brush size. After that, again, set the size of your brush based on how much size you want. And after making all these changes, you can actually save it as a preset. So every time you will be opening, animate and start drawing, you will be able to select that please it, and you don't have to go back to the properties and change the settings I've written. Other than that we have a smoothing option. This slider will control how smooth your line is. Most Mozilla's wins, the lines motors will be much more. So this is one of the main tools. The second one will be going over pencil to see same like that if you select a pencil door. Here also will be given a few settings. Festival PNAS, paper pencil mode we can select. We have three different modes. One is treat smooth and ink. Straight mode means whenever you are drawing a line, most of the time it will be created in a straight line. Even if you are drawing curves, most of the lines will be consist of straight lines. The second one is smooth. That means whenever you are drawing, the lines will be much more smoother compared to the street option. And ink option will be, you'll be able to create a much more complex drawings, shapes using the ink model. Other than that we have stroke color and the alpha channel. Just below that we have stroke size, which will determine how thickness your stroke occurs. All that settings. Just below that we have style option. Here you can select any style default or we have hairline and then solid. After that we have dashed and dotted and rigged. So different, so many different options we have at the same time, we can actually import or edit any stock cells. And if you click on that is stroke and here you can actually able to edit any of that strokes and you can adjust the thickness and sharp corners and all that kind of things. You can end it and you can create your own styles. Just below that, we have a width of stroke. Once you select the width and you'll be able to control how the starting and the end of that linings. You'll be able to create a much more interesting lines and drawings for your characters. Ok. Other than that, we have options for how the lines in should be. So if a selector soil drawing, most of the time it'll be selected to have a rounded, it's okay, rounded int. So if you select a bet cap, the line AND will be but cap, and if you select a projectile, capital B, a project at camp. So the difference between each of these is the rounded edge will round the end of the lines. And but cap will be cutoff from the inside of the point. And the projected cap will be cutoff outside the point. So projected Kevin Kapp have a similar kind of effect. And round CAP have around effect. The same will go for the joints or something if he created joint. And here you will be able to select what kind of join we want. We have meter joined in the medieval joined and around the joint. So when we are creating and growing, you'll be able to define what kind of joined you'll be needing. So these are the main tools we'll be using for a free hand drawings. Ok, so the next two tools we'll be going over is our basic shape tools. Here we have a rectangle tool. And in the rectangle tool itself we have a sub tool called rectangle primitive tool. With the rectangle primitive told we are able to create a rounded rectangle. And we'll be able to create a rectangle just like a regular rectangle. After that, if you use the selection tool, began actually edit and edit the point and make them into a more rounded rectangle. So this is one of the major use of primitive rectangle tool. Other than that we have oval tool, oneness, regular overtone. And the second one is we have a primitive old oh, so which will be able to create semi-circles and pie chart, that kind of things and animations and all we can create using this primitive. Or well two, other than that, we have Paulista tool, which you will be able to create a polygonal shapes and much more like that. Then we have a line tool. If you're not using a brush tool or a pencil tool, you can use the line tool to create straight lines. And after that you can use the Move tool or a selection tool to edit the lines and create your own custom drawings. So these are some of the drawing tools we'll be using for creating our characters and other kinds of drawings. So in the next video we'll be going over rest of the main tools we'll be using. And after that, it will move on to the next part of the lesson. So see you guys there. 5. 4.Remaining tools overview: So in a previous video, we actually went through some of the drawing tools. Now we have to learn about the rest of COP main tools we'll be using. So after that, the, there is a textual is there. So this tool we can use for creating text handle, I can just activated by clicking. And you can just create a, you can just click and you can start creating text. After that, you'll be able to edit the work kind of phones you'll be using everything we can say edit in the properties manner, and we will be able to make changes. So since we are not using any texture, animation videos and all will be, I'll be going over detail about them. So other than that, we have a recent tool. So it is a tool is just like in any other program began just elect their area is adored and we can indeed them. We can erase and Properties panel. We see we have the option for pressure sensitivity and our tilt also. And size also we can change, we can create our own size presets also. So just like in English, we have a saying kind of settings in algebra, erase it or, or. Other than that, we have a pin Bucket Tool. So with the pain Bucket tool, we have two different options. One is being Bucket tool, which will be used to for a filling, fill colors. And Ingo tool we'll be using for a stroke alerts. So if you select a pain bugger tool, you can change any colors and you can fill in the fill of any object using the paint bucket up and using the hotel, you'll be able to change the stroke alerts. And you'll be able to fill in the stroke. And if there is no stroke in a particular drawing, you can actually use thing bottle to fill in the missing strokes and you can create a stroke on that object. Okay? So other than that, we have eyedropper tool where you can pick up any colors from many other drawings or objects or anything. And once you pick up the color, it'll be transferred into fill color. Now you can feel the fill color using that particular color. Other than that, we have a zoom tool as well as hand tool. So we can actually zoom in document i and r, we can move around with the hand tool. And in the handle yield said we have a one more tool for rotation tool, which you'll be using mainly. And we can rotate the canvas. And if you're making a drawing or anything, this option is very useful. You'll be able to rotate the canvas and you can feed it any drawings or anything. Other than that we have in the tool panel itself, we can see three dots in the bottom ASA toolbar. So if you click on that, you'll be given a one more window where you, can, you already how some of the extra towards anode. Here you'll be able to find this ONE extra tools. If you want to use a particular tool, you'll be able to drag that particular tool into the, into the toolbar and it'll be available on the toolbar. Same way you can remove a tool by dragging it from the toolbar into the, these are dropped our drag-and-drop Toba settings. So you can actually restore. You can create your own tool settings and you can save it as a workspace. So whenever you are using a particular Workspace, you'll be able to create a Ollie drawings. And if you want a tolls for animating Molly for animation, you can create a preset for that. And if you want to create a preset for only for the rigging method, you can do that also. And one of the main tool in X to be how to go through is our Pinto. So here, as you can see, actually dropped in the Pinto. And along with the pinval, We have a few more other options. We have add anger pointer and delete anger pointer as well. Let's convert under 0. So these same things we can add on an existing tool and it will be add as a subdued. So here you can see I added all that for tools in there, one single category. So once you click and hold, the first tone will be pin. And just below that we have the a_dagger point tool, delete anger point O and convert angle point. Ok. So let's see how Penn toolbox Pen tool works just like in Photoshop or any other program. We can click and create straight lines. If you click and drag, you will be able to create curves and odd and you'll be given extra handles also for the curves. So once you complete the drawing, you can indeed using the more tool or you can read it using the subtour. And if you want to remove or add any points, you can use the use the pen tool to add extra points. And if you want to delete again, if you want to delete any points, you can use the Delete anchor point tool. And you can delete any unwanted points or anything like that. And if you want to convert a straight angle or a straight angle into account anchor, you can use the you can use the pen tool and press on the keyboard and you can click can convert into any color shape. Once you press old, the tool will append tool will be converted into convert anchor point tool. And you can able to edit it using that convert angle point. And the once you release the Alt key, it'll go back to the pen tool itself. So once you create a stroke, you can use the pain bucket told to fill in the colors and you can create your own custom shapes. So that is one of the major tool we'll be using for creating shapes are not. Other than that, we have one more or paintbrush tool, which is actually adopted directly from illustrator. So we have the scene settings from illustrated here also, we will be able to create the curves using the paint brush tool. So here we have the same styles in the paint brush tool and we have the same width of the paintbrush tool. And so we will be able to create any kind of drawings and we can make changes. And one of them mean thing is, with this tool will be able to create only lines, will not be able to create a complete shape or anything like that. So we'll be able to create a complete drawings or anything like that. So always the shape will be fully strokes will be created. The only the fields will not be created and will not be able to create any fields using the open shape also. So that is one of the other tools we'll be using in our admissions or not. So in the next video we'll be going over symbols. And after that, we'll start learning about the different animation techniques and other things. So see you guys in the next video. 6. 5.Object drawing: So in the previous video, we actually land abouta, most of the tools. So in this lesson we are actually going to learn about object drawing and the difference between object growing under normal rowing method. So when we actually normally make a drawing, I'll let say, I'll select the Rectangle tool. And I created a drawing like this. So notes in a normal mode. In the previous lessons I explained, whenever you're selecting an object, you have to double-click in order to select them dead thing. And if you, how multiple objects, if you place an object over a different object, and whichever one is behind, that one will be cut off. So this is one of the major problems will be facing during the, when we are drawing something and creating characters and something like that. So that's where object drawing comes. So we know you are selecting any any rectangle tool or shelter lined to limiting whichever are drawing tools you would be selecting the Properties panel. You'll be given a option called object line. That means whenever you are actually selecting that option, two, you'll be, you'll be creating it to be converted into an object. It's actually more like a group. Ok, so, and the main advantages. So because of it's a group where nuclear overlapping or placing or anything like that. Meaning is it will not cut off. It will not contain any other objects behind that particular object. And we'll be able to select it with the one click. You don't have to double-click. If you double-click, you'll be going into that object drawing mode. It's like a group would be going into the group and you can actually make extra drawings. So inside the group it will be a regular object. And outside the group it will be a group or inside the group it will be irregular object. So the mean uses you can go into the group and you can add extra drawings, extra lines, and extra shapes. And, uh, once you come back to that, come out of that group. And are you left out the new group of the multiple objects and the multiple drawings. So it's actually a really advantage thing. So where you can easily create the characters and node and a node to Aryabhata. Any other problems like electing or cutting off anything like that? Okay, so that is object mode. In the next lesson, we'll be going over each of the symbols and the what are all the advantages and disadvantages of each of the symbols. So I'll see you guys there. 7. 6.Graphic symbol: So in our previous video, we actually learned about object drawing. So in this lesson, we are actually learn about symbols. We actually in animator, we have three different symbol modes. One is graphic symbol, Second one is movie clip, and finally third oneness buttons. So in this lesson we're actually going to learn a word graphics in them. So how to create them, whatever they use for them. So if you actually create a normal drawing like this, this is a normal growing so fast we how to know what it has inbuilt symbol. Symbols are like a container where we can actually add extra animation, inset the simple. And we can have we can play them in like our timeline. And we can actually scaled on, we can move them in a way of again rotate scale. We can edit them in any way. And all the animations which we have added inside this embed, it'll be playing from the beginning to the end. So it's like a container. And the main use of symbols is, we know a, we are actually animating multiple objects and lots of layers. The timeline will be too much crowded and there will not be able to edit everything, will not be able to move everything from one place to another location. So when we actually use symbols, it'll be much easier for us to scale them up or down. We can make them bigger or smaller. We can move the location to maybe from right side to left side, top to bottom or anything like that. And at the same time, we can actually make multiple copies of the same animation. And we can, we can show that the, we have a lot of animated objects or animated elements on the stage itself. So let's see how we can create a graphic symbol. So we actually have a two different mothers to create a symbol. One is we can go to the insert menu and create a new symbol. And the symbol will be created. And we can actually do like that. Second option and most prefer to is we'll be creating a shape like this, whatever shape will be creating. And after that we again, we can press if eight on the keyboard and the converter symbol option will be available. Here we have a stone is name. We can actually name or symbol. Name it rectangular. After that, we can select type which tables symbol. Here we're learning about graphic symbols, so we'll select defects symbol. Third one is registration. So where the sender should be, where there is tuition should be, then the folder where that symbol should be saved. Here we can select a library that is our normal library route. If you have a custom folder or if you want to create a folder, you can click these, either one of these options and you can select them. So for now we need only these, these informations. And we can just press OK. And the symbol will be created. Once a symbol is created. The Properties panel will be having few different options. On the first one is we can actually change this symbol mode into a different one. Even after creating, converting, creating a symbol, we can actually change that back into movie clip or button or anything like that. And the second one is we can actually break that symbol into an orbital object. So now this is symbol, and if you want to break it, you can just click on this brachiopod option and it will be converted into a normal shape again. And the next option is converted symbol. We can actually convert this thing, this object into a symbol again. And one more thing is you can create, you can convert an existing symbol into one no symbol. And you can actually do that. How many times u1 and each of that symbol, you can add a extra, extra and emissions and you can actually use it like that. Or after that we have some colour effect. These kind of calorific and everything will be available only for symbols. For normal objects, this will not be available. And for colour effect that we have a few different options. First one is brightness. We can actually change the brightness of the colors. And eventually it'll go into white or complete black. And the second option is we can actually change the teen. And here we have all this RGB options also, we can saw a detail everything elite each of these values. And we can actually convert and create any kind of tin colors, anode, and whatever objects we'll be adding into that symbol, everything will be affected. All that object will be affected when we use this color, if it, the third one is advanced option. Advanced option will have all these things I have already mentioned. Okay? So alpha channel will be available and we can edit the colors tinned anode. So in advance, all of these options will be available. And the next owners finally alpha, where we can actually adjust the alpha channel of that particular object. Below that we have some Looping options for. So let's see what is looping option and what are all the uses for that. Here I have an animation of that rectangle. If we go into this symbol, here you can see we, when we go into the symbol here, we in the top we can see the how the trees being maintained. Tufa stone is our scene will be there, C1 will be there. In that a symbol to a symbol has when they're created. And inside this symbol we have some animation here that rectangle is moving up and again coming down in a triangle kind of path. So these animation we have created in say, the symbol. And if you go outside this interval. Let's say we don't have any frames here. Now. The frame is only one frame is visible, but at the same time we have some Manumission inside this envelope. So, so if you want to see that animation outside that graphic symbol, you have to make sure that how many frames you have animated instead the symbol, for example, here we have an emission for 75 frames. So we have to make sure that the outset also we house 75 frames. Then only that animation will be visible. This is only for graphics in bulk, for other symbols, these are completely different dander, they'll be having a different way. So that is one of the main thing you have to remember for graphics and well, how many frames your, you, how animated incentives in. But if you want to visible, show that the entire animation there to make sure that seemed so number of frames are available outside the symbol also. Ok, so once that is done, we can select the symbol. And the first option in the looping option for stone is looping. That means whatever I mentioned we have added inside, it will be looping for multiple frames. Let's say we have more than 75 frames here. I will add, maybe, it'll, maybe 150 frames will have. Okay, so if a plate, no, it'll be 75 frames and again it'll be looping. That means what all I mentioned we have INSEAD, it's actually looping even after that 75th frame. And the second option is we have play the graphics similarly 1s. That means once we select the second option, if you play it after the 75th freedom, the graphic symbol will not be played. That means only once it's playing and after that it will be stopped. So the third option is we can select any single frame and only that single frame will be visible. So here, we can actually sell it. After selecting the last frame. Here. Just below that we have option for selecting the frames. Currently it's actually selected frame one. We can actually change that into any of the frame. And only that particular frame will be visible outside the simple. This same frame selection option will be working for loping Azuela's playing ones option. In looping also, if you select 35 only from the 35 to frame, it will be playing. After that, it will go back to the first iframe. And again, it'll be playing, seeing. For the second optionals. For frame picker option. We can actually, it's actually just like picking a frame here also, if you don't know the number, if you want to have a visual confirmation, you can just click on this frame picker option and separate panel will be visible. And here we shall see we can select a particular frame if you have a different kind of drawings. And if you want to select a particular frame, you can use this panel and you can select and lip sinking. It's an option for lifting king that, that option we'll be going over in our future videos, upcoming videos. And there we'll learn more about the lips signaling option. And so these are the things should be aware of graphics inbuilt. In the next lesson, we'll go over how to use the movie clips in well, and what are all the advantages and how to use new movie symbol, movie clips in Nala and emissions. So see you guys there. 8. 7.Movie clip: Hi guys. So in our last lesson, we actually learned a word, graphic symbols. So let's see what is a movie clip symbol and what are the, what are all the different properties and how can we use them in our admissions? So just like in our previous lesson, to create a symbol, we just have to start with a, either we have to start with an existing object, or we can just simply go into the inset and create a new symbol. Here I will demonstrate the regular, normal variable. Just select the object to say F8 on the keyboard. And here we can name it well named rectangle and mu instead of graphic symbol will select movie clip, and our registration will select sender. And we'll select Library route. So you just for a demonstration, so we'll just keep it in the library itself. And I'll press OK. Once you do that, the symbol, the shape will be converted into a enormous symbol. After that, if you go insert again, same thing. We actually have a different timeline and we can animate the object in here. So we'll just animate it making this mission. Okay? So we have an animation of this rectangle moving. So if we go outside Here, again, we don't have enough frames. So let's say we actually give 50 frames and are now ask you play that our timeline, nothing is playing. So that is the one major difference between graphic symbol and movie clips symbol. So if you create a graphic symbol, you can actually play the symbol outside the symbol itself. We know you're playing that timeline. Whatever animation we added in the graphic symbol, it will be playing outside. But for movie clip, that animation will only play for movie clip only that one fin single keyframe is enough. So in that keyframe, how many seconds or minutes of animation we add it, it will be just playing. So if you want to see the output of that movie clips symbol, you have to go to either you or to go to file and export and export movie. Otherwise your TA. For preview purpose, you can press control enter on the keyboard and it will just create a preview and mission. And here you can see the animation is playing and it's looping on. Okay? So same way. This is the difference between graphic symbol and a movie clip symbol. And other than that, if you go to the Properties panel, we can see there are different options and definitely different kind of effects handle available there. So basically we have a basic things like break a part. We can actually convert that symbol into a new symbol and a color effect, as we explained earlier, brightness at once and alpha channels. Other than that, we have blending Modes and graphic symbol. We are actually notable to blend the objects. Here we have blending channels, just like in any other programs, we can actually blend different symbols using this blending channel. And here we can actually select the render option. So like I said, when you add too many, too much coffee fixed on a symbol, the animation will be little bit slow. So to avoid that, we, in rendering and all you can change it into either you can keep it original or I can catch it as a bitmap. You can export it as a bitmap. So it'll be frame-by-frame. It'll become noted into animation. Other than that, we have filters. In filters, we can actually add so many extra things like drop shadow, blur. Glow effect may reflect annual. So let's say we just added a drop shadow. As you click on that to shadow option, you'll be seeing there is some changes in the symbol itself. And I can actually adjust the angle, distance of that shadow, even the opacity color, all that thing. And you can add extra effects like this. So we have so many fixed there. Other than that, we have a 3D option here in x and y axis already we can, we are moving it around, so x and y axis is already there. Other than that, we have an option for a C axis also. So that thing is we can actually push that into Z axis or a negative or positive value. We can actually push that. So these particular settings will be landing, we'll be looking at in our later videos. So it's advanced part of that, a symbol. So we'll look at in a later video. So for now, you just need to know that to it in the c-axis, we can actually move it up or down. We can actually push forward or again push backward. So these are all the mean properties on a movie clip compared to as graphic symbol. So in our next video, we will cover now what is a button and what is the difference between these three symbols and these two symbols and buttons symbol. So see you guys there. 9. 8.Button: Hi guys. So let's see what is a button simple. So we actually, in the previous video, we went through what is a graphics in random movie clip. Next we ought to go through what is it button. So let just like that. How rectangle here? Just press F8 on the keyboard. And this time I'll select a button and we can press OK. And so once you create that, and if you go into Data symbol here in the timeline, you can see a few different options. First, iframe is up, then over, down and hit. So we have 34 different options here. And at the same time, in our previous symbol options, these things were not available. So that's a difference between these two other symbols and this one. So the main reason we are using buttons to create games and web designs, that kind of things. You know, in animations, we rarely use buttons. Most of the time that we actually don't use buttons Ollie. So they are actually used a meaningful web designing purpose. And sometimes for a 2D games, that kind of things. So if you go outside also here you can see we are actually able to get the same effect, some of the effect as a movie clip, but we have some few different ones also. Here, we have some basic effects like a color effects or not. Other than that we have Blending Options, then filters. After that we have some tracking. Here we, how we can actually, these things are actually used to four or like I said, for web designing. And since we are actually, you're doing any kind of designing that kind of things. We actually don't have to go through these things for now. I'm just keeping that. So Incentive symbol, what are all these things? So in here we have, like, we have a few different options. Okay? So here first one is we can actually add animations to each of these options. Like in the first option here we have an color, blue color. And if I add a keyframe in the over area and I change that color to something else I needed to read. And in the donor option, I, I had one more key frame. And this time I actually see in the scaling of the cheap and I changed the colors also into something else. And for the heat burden also will do something different like that. And this time I made a different color and a different shape. So let's see we have when we actually play it or whatever will happen. So normally when we actually play in this and timely nothing's happening. But if he press control Ender, and once you preview that first, only that they're irregular shape, the beginning shape will be appearing. As I hover over that button, you can say it changed into grep. And once I click on it, it will change into that blue rectangle. As I released. Again, it will be going into that the other previous one. So what is happening here is in the regular stage, it will be showing the whatever keyframe we added on the AP area. When we actually hover over that particular shape. What we'll keyframe we added over the over keyframe me that'll be visible. And for heat option, once you click that and that will be coming. And after heating. If we actually add any lingo, a particular URL in that a particular area, and it will be going to do that. And what are we, I mentioned, we actually added that will be played. So these are all the different methods of using buttons. So these are all the mean three symbols and the symbols will be used in our eye emissions are not. So in the next video, we'll be going over a timeline and a different kind of animation methods inanimate. So see you guys in the next video. 10. 9.Timeline: Hi guys. So let's learn about the timeline and what are all the tools available in the template. So as you can see, timeline is available at the bottom in that. Most of the time, in most, most of the workspace, it'll be aligned in the bottom under you can change the position just like we actually just like I explained in the first part. Or you, if you don't remember that you can just click on this particular name and you can actually change its position to anywhere you want. So it's actually depend on how you want your workspace to be and where you are comfortably based on that, you can actually, I'll end up. And in the timeline itself, we have the layer panel. Along with that, we have our timeline where we actually create or animations and all that thing. So regularly we, here, we have a layer panel. Here. You can add extra layers by clicking on the plus button and a new layer button you can add. Then we have our group folder option. You can actually create a folder and you can and a particular layers into that folder and you can convert it into as a group. So you'll be able to arrange them properly and it'll be much easier for you to manage everything. Other than that we have, we can delete layers in the using the Delete button. And then we can highlight any layers. If you want to highlight a particular layer, selected and applicant the Highlight button and it will be highlighted. Okay? And then we have, we can see the outline. So if you, let's say you how some points on a particular layer and you just want to see the outline. So you can just click the outline button and only the outline will be visible. And then you can actually make the layer visible by pressing the button icon and you can lock the layer. Ok. So these are a few different options and duct layer side of the timeline. After that in the timeline mean area, you can see how many frames frame rate we can see. And it will show which frame currently we are actually selected. The time. This slider is way in which frame that slider is. And you can see the position and again, actually adjust the frame here also. Okay? Other than we can, we can select here the keyframe and frames. And using the button here, let's say we have multiple key frames on a different, different position. And we have maybe 300, maybe 4 thousand frames. And we can, we have to change each of the animation on the, each of that keyframes. So suddenly if you want to skip to each of these keyframes, here in the top button, you can select a keyframe option, and you can press on this option and it will just move on to the keyframe. And you can add extra query every month so you can select any of the particular frame and you can just click on that. Insert a keyframe option and it will be added. So the shortcut F4 key adding keyframe is F6. And you can just select a particular layer, and I'll press F6 on the keyboard and a keyframe will be created. So other than keyframe, if you click on hold, you'll get a blank iframe option. Blacking frame is just like in the name. It's a, it's a keyframe, but nothing is on that. So it's a easy way to make que me, making eye blinking. And suddenly if you want to change, if you want to make some particular shape or something to be disappeared for a few seconds or a few frames. You can do that by adding extra blindly frames. And same way we can actually skip to next keyframe or bank blank iframe using these arrows on both of the sites. And other than that we have frame option. By clicking frame, you can actually add extra frames. You can click, move on to the next frame-by-frame she can move. So for adding blank keyframe shortcut is F7 on the keyboard and adding frames if five is on the shortcut for the adding frames. So for keyframes, we'll be using F6, blank keyframes, F7 and four frames. It will be F5 for deleting keyframes and black new frames, you can press the Shift F6. And to delete a frames, you can press Shift F5 to delete a frames. Okay? So other than that, we have here onion skin option. And onion skinning is like if you have any particular animation, let's say you have an animation between these two keyframes. And there is an animation between these two different. And you want to see what's happening between these two keyframes. So that's we were using onion skinning. You'll be able to see the interpolation between these two frames. And you can actually adjust that. How many frames you are seeing are normally, we'll just select one forward and backward. From that particular frame we are selected. For example, if you selected frame number three, you want to see the frame number two. And now you want to see the frame number four like that. So as you move the play head, you can see the keyframe that our onion skinning also showing what's actually happening before and after that particular Frick different. And if you click on that option, you can see extra options will be available. You can see selected range. That means whatever you specified. You can see that. You can see all frames. So it'll select and dataframe. Other than that, you how add-on settings. If you go to the Advanced Settings here, you'll be able to click changing colors. And what is the colorful before and what is a conifer after that, we can change the colors and again change the mode into field option from outlines. It's actually depend on you and in, at just opacity of that the colors and you can actually change decrease rate. So just seen after adjusting opacity, can I actually adjust a decreasing rate from that? How many frames you added from the first one to till the frame you are selected. So that kind of things you can change. And other than that, we can actually select the range here also. If you want to select a particular range and select the range, or you can select the entire frame. Then we have option for editing multiple frames. These things will go or when we actually start doing the animations. So these are all depend on how we actually, when we actually do the animation, these things, it'll be important so that time will go over that. Other than that we have a loop option. So once you select this loop option, as you play a particular duration of an animation, that particular animation will be looping from the start to end, or how many frames you have selected. It will be just looping from that. Normally if you don't select, it will not lobe loop. It'll start at the beginning frame and it will stop at the window frame. After that you have a step backward, a play button and step forward option. Other than that, you have an option for us zooming in the timeline. So if you want to see the frames much more bigger, you can actually change this option and we can actually just not according to your need. So these are all some of the main options in our timeline, and most of these will be using for shortcuts, although you'll be using for adding keyframes and deleting frames are not. So. In the next video we'll be going over what are all the different kind of animation methods in an animate. And we will learn about tween animations under frame by frame animations or no. So I'll see you guys in the next video. 11. 10.Shape tween: I guess. So we actually finished what are all the different kind of symbols and what are all the use and where to use them in our animation syndrome. So in this lesson, we're actually going to learn about tween animations. Specifically, we are going to learn about shifting. We here we have a few different methods of tweening and emissions. Mainly they are shaped evening and motion tween as well as classic beam. So let's see what is a shifting and how to animate using the shapeling. So first of all, what does it mean is we can actually create a two different keyframes. And once we add that to the particular tween animation, it will actually animate between these two particular keyframes. So let's see how it works. So if I create a symbol shape like this, and in the key timeline itself, I can add an extra few frames. And snow we have a keyframe at the starting of the frame. And at the end of the frame, we can have a certain keyframe. And we can actually move that the position. And after that, we will be able to add any tween animations. So once we do that, the animal there is an animation will be automatically created between these two keyframes based on their size. Rotation may be color, maybe position. It's actually depend on what, what is the change is between these two shapes. So that is defining the tweening method. Like I said, we have a few different methods of tweening. So let's go into shaping. And what is the benefit of using shaping and our animations. Okay? Okay, first of all, shaped team will work only on a basic normal shape. And so before we actually create any shapes and show you how to make sure that it is irregular shaped and it's not a group or anything like that. So here, how to make sure that it's a normal shape. Once that is done, we can actually, mainly we use are shaped teens for morphing between two different shapes or changing colors, something like that. So here, for example, I have a rectangle here. And at the end of the 50th frame, I'll add a keyframe. And instead of this rectangle, I will change it into it over. Okay, so now we have two keyframes, and one is a rectangle, one is ownership. And after that, you can click on that frame between these two key frames. And you can right-click and select Create SRE team. So once you select the Shapin option, the shaping will be added. And as you can see, as you move the play head, the shape is actually changing from a rectangle to a soccer. So these are, this is the one of the main use of creating shaped in. So you can actually, we can actually change one shape into differentiate. Same way you can actually change the colors here. Now we have a light green color. Maybe for the oval, we can actually seeing that color and do something else. Let's say we changed it to do something orange. So now we can see the green along with changing the shape. The color also is changing into that orange circle. So this is one of the main use of using shaped in an emissions. So we actually use sapiens for creating shape animations only for shapes or legal work. So in the next lesson, we are actually going to learn about classic deans. And after that we'll go motion dates. So see you guys in the next video. 12. 11.Classic tween: Hi guys. So in our previous lesson, we actually learned about tau shaped teen and what are all the benefits of using shape means. So in this lesson we are going No, our classic beam. And first of all, to add a classic tuned to a new object, it must be a symbol. It has to be converted into S NBA. Only we can animate a symbol using the classic thing. For example, here I have, I select the rectangle tool. And let's say I created one rectangle like this. And I want to animate this rectangle moving from this side of the window to the other side. So if I want to know it's a regular shape, it's a drawing object, right? And if you want to add a classic game, you have to right-click on that particular layer. And again, select our classic team from the minute. And once you selected, you'll get a pop-up window saying that you cannot add two into this object. It has to be converted into a symbol. So if you press yes, okay, it will automatically convert that sheep into symbol. And the animation, the classically and will be added. If you cancel it. Now you have the option to convert it into symbol. And you can continue with the animation process. So simply what you can do is you can just press OK. Once you press OK, the classic teen will be added. Now, you can add a separate key frame at the end of that particular frame and you can actually move the object and the animation will be added. So this is the way we will be adding classic. Classic DNA is similar to shifting, but these classic Dean is used to four and emitting symbols. So just like in shaped him, we can actually change the color. So this time instead of changing the color of an object, we have to use the effects panel and color effects panel in order to change the color. So if you go into that, for example, if I go into this particular symbol and tried to change the color, and it will not change glucose at the starting and the end. We are using the same symbol for the animation. But in shaping, we're actually using to differentiate. So the shape will be converted into a different shape and color will be changed also. So here if you want to change the color, you have to select one particular keyframe and show you how to use the color effect to 14 defect in order to change the color. So if I select that in defect, and if I change the color. Now if you play that an emission, you can see it's actually changing colors. And you can actually change the size of the object. And we can rotate down, we can scale them. And all that animation will be added to that particular animation. So this is how we will be using classic Dina in our animations. So classic Tina are only used to four symbols. So in the next video we are going over what is a motion, Dean and what are the older difference between motion teen anti-classical way? So I'll see you guys in the next video. 13. 12.Motion tween: I guess soil. Let's learn a border. What is emotion, Dean, and how it is different from classic Dina and asked my luscious, so just Lego classic beam motion, Tino LI can be applied to a symbol. So just like before, if I create a sheep, now it's a regular ship. And if I select a regular shape, and if I tried to add right-click and if I add motion team, again, the same message will be conveyed to us. So it seeing again, you must be converted and that our sheep into a symbol. Then only we will be able to apply that create deck to in effect. So once you press OK, that pin will be added. So now you can actually select a particular frame and you can start animating, moving that object and the emission will be created. But here one thing if you notice, along with the animation, there is a path that has been created between the two frames. So what is the, that is a mean use of grading motion dean. You can actually create it means at the same time you'll be provided with the path also. And you can edit this path in order to create some interesting animations and unique animations or not. For example, if I sell it to edit the path, you can use sub selection tool. And I, once you select this obsession dot and you can click on a particular end of that path. And you will be able to the path to a different position and it will be emitted. And if you want to edit that, much for what you can use is you can use Convert anchor point tool and you can create a cow's and handles on that path. And you can edit that curl in order to create some unique and emissions which are not possible with shape, TDD or capacity. So here, as you can see, I made a wave kind of an emission and the shape will be moving alone the part. And you will be able to edit that path much more detail. And in-between the path, you will be able to create a new key frames. And you can add it between each of these key frame and you can create a unique paths. So these motion, tin can be applied to things like birds flying or sheep smoothing, that kind of thing, something that moves along a path or a straight line, that kind of things you can use it. So that is the difference between these three tween methods. So in the next video we'll go what is a frame-by-frame animation and how that is different from cleaning methods. So I will see you guys there. 14. 13.Frame by frame animation: I guess. So it seems the completed or how peen and emissions everything as well as being greeted and different kinds of tween animations. Now, the next thing you know to learners, what is frame-by-frame animation? And we use a frame-by-frame in mission. What is the main advantage of using frame-by-frame animation, character and emissions and other things. So the main processes in the earlier days when the animation actually started, when admission was created, clique creating things on paper. And all the animations were created on a paper. So all the frames has to be drawn. And even now it is also even in software is also we create most of the animations in frame B frame. And in frame B frame also we have two different methods. Oneness post to Postman method, and second oneness, straight-ahead method. Post-cold method means we actually create the most of the keyframes. Like if you're walking, walking, you will make most of the key poses in working. And after that, we'll fill in the in-between frames. And straight dedendum method is actually used to mean only for special effects and that kind of things. Like a fire, smoke, especially if it kinda things. So every frame is actually created there itself. So instead of a keyframe will be starting on a particular frame and you will be drawing each of the frames straight ahead. So these are two of the methods for creating character, character and emissions and other animations using frame-by-frame animation method. So here just to demonstrate I can, I will show you a special effect or how to create a specially filter kind of smoke, that small explosion kind of thing. And what is the process of creating such animations? So when we create the US frame-by-frame animation, most of the day milieus of British taut. So first we'll make a rough animation using the brush tool after that, the final cleanup and all the color, adding colors, all the processes will be after that. We will be doing that. So in our final animation, browsers will be using the frame-by-frame animation method in order to fill in a few places. And mainly we are actually focusing on doing any mission and how to create animations using twin admission. And because frame-by-frame animation is a long process and it has to eat actually has to be in a separate course. So for now we will be actually learning what is the process of creating a frame-by-frame animation and how we can create it. So faster. For the process, I just selected a restored. And here instead of i said a white color or something, you can select it a little darker color. Code will be visible properly on our stage. Once that is done. Next thing is you have to select frame and it should be I MP3. After that, make sure to enable. In skin, enabling onion skin option. After that, whenever you're actually creating. So for now, let's say I just zoom in a little bit. After that tau for a, I'm thinking about making it smaller, kind of explosion kind of thing. Maybe a cracker or something is blowing and there is some smoke is coming out of it. So let's say we started with this small kind of a circle. After that, we have to add an extra frame. So instead of pressing F5 or F6, if you press F5, symbol frame will be added. That means in both the frames, now, the same drawing is there. If you are to F6, The same thing is happening. So one thing you have to make sure is if you want to know you are creating frame-by-frame animation to show you how to add empty gave him. So the previous grief him have a different drawing and you want to make a new keyframe. So always make sure to add empty keyframes. So after that, press F7 on the keyboard and M2 keyframe will be selected. And because MCV actually enabled the onion skinning option. And we can see the previous three months. After that, we are to make small changes and since it's a explosion kind of thing. So we'll be starting small and eventually get bigger. And after that it will be start disappearing. So that's the animation we are going to make. So after that, I am just going to speed up this process. And once that I mentioned is completed, we will see you back in. And whenever you are actually making this explosion kind of thing, after when it's reached a certain point. Make sure to split these clouds that routes into small, small pieces so it'll have more effect anode. And one explosion, kind of an emission is happening. Once the smoke is moving or explosion is happened, there will be a small explosion after the mean explosion. So always make to create that small expression also. So it will be much more realistic and it'll go much more effective. So once that is done, you can actually make the drawing bigger. And eventually after wiki becoming it really began and after reaching its peak point, and then it will be started disappearing. Okay, so now we actually created a few more drawings. Now what happens is it's actually, if I turn off the unions kidney, you can see sexually started small. And in each frame, it's actually changing under. Which actually came to its peak point. Now, the next thing we automakers, we're to break this mean be clouds into small, small Cloud Agenda. Eventually it'll be start disappearing. So that's an emission we are actually going to make next. So the same thing that we can actually turn back over or onion skinning. And after that, I will be starting creating a family mission. Okay, now we actually completed or small explosion animation. So here you can see actually made it really fast households, not perfect or anything. But it's to demonstrate it's more than enough. So as you can see, it's actually starting with this more. It's actually released more and eventually it's getting bigger. And after that it will be bricked part into small, small different pieces. And again, actually after reaching its peak point, it'll eventually disappear. So that's how a small explosion, especially factor kind of thing we can create. So this is how we actually create a frame-by-frame and emissions. So mainly in tween animations, and we use a frame by frame animations for if you're an emitting a friend walk Ziegler, backward circle. Person is showing a person back and he is actually walking on every From the camera. So we needed to create the food and all that animations in frame-by-frame animation. So it would be much more effective. So the main thing is if you want to create a much natural and realistic end of animation. So you always have to create them in most of the time, you have to create it. Frame-by-frame animation. You're going to actually create a really good animations using the top and again. But eventually what happens is sometimes if you can draw and create an emission, it's actually much smaller compared to creating a rig and animating it after that, go to go back and make sure that an emission or the timing, everything is perfect. So by drawing each frame, the entire control isn't that animators hand and he'll be able to create much more proper decisions and he'll be able to create the timing, spacing everything properly. And so the animation will be perfect and the eventual output, output will be much more faster compared to the rigged animation. So that's the difference between green and emission center frame-by-frame emissions. So in our next few videos up, we'll be going over and I will be creating a character. After that, we will go into creating a character animation. So I hope you understood the process of creating animations in frame B frame. So I'll see you this in the next video. 15. 14.Character design part-1: So in our previous video, we computed all the basic things in animate and we learned about the tools and the different animation methods and symbols. So from this lesson onwards, we will be creating a character. So before that I already have a character reference, which I have created earlier. I'll be providing this reference files. So you can use either these files or you can use your own director for the final character designing process. So here, as you can see, one say, imported outline of a character which I created earlier. Once you input the character, you can actually just scale it to fit or stage. Here. This just regular Modelica, realistic kind of character. In that character we have only the outlines are already there. So we need to create a character based on this outlines. So first I inputted the character and after that I can just name the layer, namely to reference. And we can just look the left so it will not be moving into or anything like that. So once that is completed, you can create a new layer and you can start creating the character. So we will start with the upper body. And here, since we already have the outline, we can actually just praise over the outline and create the final character. And a wants the character is completed. We can make our necessary changes or any kind of changes, and then we can actually alter the character in any way we want. So next thing is we can create a new layer and we'll name it. Upper body. Martha layer is created. Either you can start with a line tool or any other tools are for now I'll just maybe reduce the alpha channel of the layer. So we will be able to see the drawings which we are creating much more clearly. And once that is done and you can actually, like I say, either you senior of the rectangle tools, online tools or anything like that, or you can directly use the Pinto. For now we'll just use the Pinto and we'll just select the Pinto land. We can start making the points and creating the character. Here. Each of these corners, you can create a new point and you can click and drag to make cows. And the cows and drawings. And see here I made a call. And if I click on the next point here, you can see it's actually if I click and drag also, you can create a proper calls since it's already have that enough. Handles unroll it will create a gulp properly. And sometimes when you click, you can see here the curve is actually. It's actually not matching without drawing. So that you can do is you can just, for once you created that aligns, what are you going to do is if you want, if you want to remove that particular handles, you can just click on that a particular point and, uh, one of the handle will be deleted. After that, you'll be able to make the drawing. When I make the new cause everything matched properly. So to help you to create drawings much more precisely and save a lot of time. So I will just go over and accumulate these characters. Upper body drawing. Okay, now we actually completed the upper body outline drawings. So next, what we want to do is we have to make all these extra lines and extra details. So for that, or we can just use the line tool here. I'll select the line TO land of hostile America street line. After that, you again use the mode told in order to cover that straight lanes. And we can make small adjustments. And we can moon angles or points or anything like that. And we can make a much more possessor units. And the finally, we can create the complete line D tells Android you can actually follow the same steps. To create the rest of the drawings. I will just continue the same process. Once all the lines are created, you can just use the Move tool in order to make the lines more curve. Okay, same ay, we can actually create this nick aerials so we can add the extra detail. And if you want to make extra period, it's, you can use tools like sub selection tools and only can make a much more precise dates and all that kind of things. Ok. Once the outline is completed, you can actually go to the pain bucket o lambda. You can start filling the colors. So for now I'm not filling the colors. For the first thing we'll do is we'll just complete our planes. And after that, we will start filling the colors. So in the next video we will go and complete the lower body and the rest of the body bots. So I will see you guys in the next video. 16. 15.Character design part-2: Okay guys, so in our previous video, we completed our characters upper body. So let's start with the rest of the body part. Or faster, we'll create a new layer. And this one we'll call it a right upper leg. And first, one thing we are to focus is whenever there is a joined for hands and legs, we should create a circle in the joint. We're rotating the limbs or anything. So everything will be properly rotated and will not face any problems. The first thing is we'll start with the joint circles and let's create a single circuit. And for now we are not feeling any color. O. Even if you're creating with the fields are mature to delete it later will be adding the proper colors and not. So for now we just need the outline. Ok. So once you completed Dr. occurred, the next thing is we can start with a line tool. And one thing you're so whatever layers we calculated earlier, make sure to lock it. Oh, unnecessary. We won't ED TD. And if you don't lock it or maybe sometimes we know we are editing a different layer. We may need a completed version and we have to go back and edited and it'll be a lot of time wastage. So to avoid that and make sure to log the layers which are completed layers and make sure to lock it. And ones that are completed, you can actually, that are creating the lines based on our reference layers. And 1 third lines are created. You can actually just created them using the selection tools. And a now we actually completed the right upper leg. So next thing is for the lower level. So we need the same circles. We will just select the circles and it will say Control-C to copy. And we will look at the upper leg layer and we'll create a new layer. This one we'll call it right lower leg. And who pays that circle? We will use control shift to v. So it'll be pasting on the same place as the original. So wherever we are copied from metal paste into the same position, so we don't have to move it or anything like that. But once you've pasted that occurred, and now we can actually continue with weighting the rest of the lower leg. So here again, I'm using the same line tool. You can use any of the tools, maybe pinto Laura, rectangle tools, anything you can use. For now I'm using the line tool so it's much more comfortable for me. That's the reason I'm using the line tool. And again, the corners and all the lines using the selection doors. Okay, now we completed the lower leg also. Next term we will start creating the right foot. So again, same layer will lock it. And I did so we'll be able to see the whatever we are creating properly. So this one is right foot. Once that is completed, we can actually faster we are to create a circle. So the same reason now we know we're rotating that food. We will not be facing with any problems. If there is a curve, we won't be seeing any unnecessary angles or anything like that. Paid lines or anything like that. But that's the reason we are creating circles instead of just continuing the same as our reference layers. Once that is completed, you can actually continue with the process of creating for characters. And the one thing is a winner using line tool. After grading line, you can actually click control on the keyboard so that our line to be turned into selection tool and you can actually read the lines there itself. So you don't have to go back and forth to edit the layers. So that is one thing. And here we actually don't need the inside part of our line. We can just select and delete that part. And once that is done, you can actually continue with the rest of the details. And we can actually competitor to assure for character. Ok, now actually completed the right shoe and including that we actually completed the entire right link and everything, upper leg, lower leg, and the right shoe for the left to part of what we'll do is we'll just duplicate this part and we will flip it off. Oh, let's do that. Before that are unlock all the layers and select all the layers. Right, upper left, lower leg underwrite food and right-click on the layers. And the here we can select a duplicate the layers. Once you'll duplicate the layers, you will have a separate copy of the same layers. And that copy will be said, right photo I along with the name copy. Next is we are do flip this drawings. So to do that, we can go to the Window menu. I can select the Transform panel. And here in the Transform panel at the left corner you can see options for flipping this a selection. Here we will select the flip horizontal and drawings will be blip toad is underlain. Once that is completed, you can actually use the arrow keys on your keyboard to move and position data layers based on our reference. Ok, now we actually completed both of her legs, right and left legs easily. Now the thing is we are to rename everything left. Oh, we can just double-click under you can name it. Left upper leg. None. Left lower leg. And then left foot. Ok. So now we completed that legs also. So the next thing is we have to focus on now. And we are to create an HIE period. So here you can see between the legs are when we are actually animating, will be having maybe a lot of empty spaces. And to feel that we need a separate layer called heap, let's create that. And this layer l call it hip. And this time I'll select the Rectangle tool. And I'll just create a simple rectangle. And this rectangle will be located inside, actually in the real drawing a DB behind all the layers. And it will not be covering anything and it will just fill in the gaps are live. Oh, here we, based on our reference drawing, we can actually Arlene that earlier. And this particular layer will have the same color are the lower leg and upper legs. O it will be easy for us to fill in the gaps. And so now we actually completed that our entire lower part of our character, next TO focus on the upper part of our character. So same way we actually started out creating a layer. And this one we'll call it right upper arm. And once that is done, fasting as we are to start with a circle O, we will select the circle layer. There could toward Philips told lambda will just create a circle like this and build on our drawings. We can actually place it properly. And once that is done, email, we'll just copy paste that circle. And we will move to the low part of a hand. And a here also we will create the circle joint, so it will be easy for us to animate enroll. Once that is done. Now you can actually use the line told to fill in the extra parts. You can connect the circles using a line told. Okay, now that is done. We'll copy the lower circle. And then we will lock the layer and we'll create a new layer. This one we'll call it right lower. And it will say Can portion. And you can hide the other Li SEO photo problem usability I-naught. Okay, now we're going to continue the drawing. This'll be convicted the lower auto for Amazon. Next, I will move on to the hand. Again. We'll create a new layer. I know we'll call it my right hand. And this team will use them. Must've will create this alkyl. Well the joined, okay, after that dollar will continue the lender. And no, we actually convert into right hand aren't growing on swap. Okay? Next thing is we will do the same process. We will just duplicate the layers and reboot will be to the left up. And so we'll select all the layers, right-click and a duplicate layers and levels like the flip option. Position it based on order prints. Ok, you know, left. Okay, so know we completed all the limbs. And next, we will just create the unique part of her. Parents. Create a new layer, we'll call it neck in. We'll start with a simple rectangle. After that, that will lead into points in order to match with the reference. Okay, so now we completed then equals over. In the next video we will go over or character's head because we have to focus on much more detail in the character head. So in the next video, we'll go over that. Well, I'll see you guys there. 17. 16.Character design part-3: Okay, so let's continue the character designing. This time we have to complete their characters hit button. So for the character's head dash, you can see there is lot of details to be added. So we will start with the basic shape and we will convert that shape into a symbol. Then we will add the extra details instead the symbol itself. So first of all, create a layer and we'll call it Charaka head. And we will just start with the basic sheet. So here I will select the Rectangle tool, mature to local the other layers. Once you selected the rectangle tool again, just continue. As we did earlier. We can add the extra details. On the layer itself. There are M deleting, well-done necessary points which you don't need to create our characters. Okay? Once that is done, you can actually select the selection tools or to make some place hazy dates and make sure to it's the character designing characters who does actually matching with the original reference. Okay, so no, we actually completed almost the characters phase. Once you complicate the character's face, you can actually go to the next part, which is converting this into a symbol. So we'll just select the layer, the shape of which we created earlier. And we will press a fate on the keyboard, and it will select the graphics engine and a registration to be sent up. And these are ten, we'll call it character head. And once that is done now that particular drawing will be converted into a symbol. Now we can go into the symbol and to continue the character designing process. So we can double-click and we'll go into this one that is learning and actually start to making extra reserves, elites or anything you want to meet. For our character's faces. Fine. So we will continue with the rest of that. So next thing I'll be actually how do make the characters here. So here we can see here we have a layer already. We'll call it trees, and it will create a new layer. This will call it here. Okay. Once you completed a particular drawing, let us control and click on the lookout to de-selected particular drawn. And again continuity. And again, we'll use the pen tool to create. And the next two will just duplicate this particular left. Can actually flip the drawing. Next. We will call it here. And then great. And for the discrete. So it could lend us. And again, always reduce or increase the stroke witness Properties panel. Will the pupil I'll just keep it 0.5. Okay. So that's all right. I will just duplicate the drawing. Instead of right to, we'll call it node, since it's bowtie is actually singular, we don't need to flip the drawing. Again, just relocated. Okay. Next thing is we are to consider I blows. So we'll create a new layer and call it write a bro. And again, we'll use the ln toward. This time. We'll select the line and we will make some units in the properties. So first thing is we will make the stroke witness maybe two or three. So the thickness of the stroke will be much more and the panel will not change anything in the width the panel you will select. We make some changes and we'll see which one actually matching characters. So you can select any of it. And for now I'm just selecting this profile. And we just once a day. And I will say it is locked thickness. So we can select either one offered. And I can actually select which often is matching characters. So once that is done, you can just duplicate it. And you can call it a brand again, flip the lasers. So So next is we can make the characters on was correct. Completed. Next mode, we are discretizing the basic normal shape. And in our next video we will go and will create total mode. Shapes like HelloWorld and no for loops, singing and all. And we will see how to create that runoff from drawings or not. So now we actually completed the character and also will create a new layer. So in the next video we will go and rest of the mode shapes. And they also will use some reference layers. So it'll be much easier for us to create them. So I'll see you guys in the next video. 18. 17.Coloring the shapes : So we completed auto Gattaca drawing earlier. So next thing we outdoor focus on is the coloring part of character doesn't soil here. I already have a color palette I prepared earlier. So the thing is really just the colors from this pilot time WE will start pulling more, Carlos, all the characters and the foster happiness, local the list. And so let's start with the coding process. So here alpha, say Howard, Hello, Fodor, word appo body for the shirt. That it is. So if our students are like the light blue color and the restart, we didn't select doping but the door, the shortcut, let decade when the e-book and we can start filling up close. So once you completed the drawing, you can actually start off with Louise collapsed. Ok. Ones though all the main colors are filled out, then you can wander the shadow colors, darker colors, and yours. Okay? So once that is done here, one thickness or do Mitchell. So let this layer have a line. This particular line, the cycle length being saved is alkaline. Me don't mean heat that. So they ended up doing openly combinator C may begin actually start deleting total lengths. You actually don't need safe lanes and they're gonna start deleting. So though final character, they did. Ok. Well after that DO began, stopped up. Other things. Okay, let's stop light doping. One thing is make sure to selectivity layers don't work properly and properly. And once that is done, startup, tiny pupil colors. So for the people who will be using grading. So again, make sure to select the tuple. And we link color, ones that color has been filled, legion select that particular color. And they didn't go to the the core of the planet. In the few color section, you can select a gradient, going to select the radial gradient color. And again change the colors to little bit black and white and much more interesting, they may be mixed, so the colors will be much more interesting. So let's try that. Okay. So what is that color is either into color. And again for the second one. And as you can see here, that color is not properly visible compared to those second I saw from Kolb. And it's located in the free transform tool such as and you can just click and hold and you can select the reading time from good. And once you select data, as you can see, the gradient is located even though we added that color to the second people. The Canadian news located on the other side of that. So you can just click and move it over to the second tuple and are in debt also. So that's a reason minutia that actually copy pasting it color in fittingly got located on the original location itself. So how to chain the colors used to transform CO2 changes these kinds of things. And the 11 thing, as you can see, the characters. So you can make it darker. So give me some depth. So you can go that are selected. And again go to the panel and Derek and darkening. And again back Andra. So DB became the look down at the space. Under this e-mail, you can actually add Canadian Philadelphia JSON. So it's actually depend on your preferences. You're going to actually make much more detail. And for now I'm just keeping it solid colors. And even for the nipple. So you can just change the colors if you want. Once you consider the entire dwelling or didn't do unnecessary layers, and then you can start rearranging this. So the first thing we want to make sure everything is be handled chaotic does aboveboard. So what do you want to do is located on this electrospray. And if you never lose, you on the list appropriately weren't even doing this layout. Skated. So gave me properly. So we can select up a boda. Boda. Boda will be a bow hand. And after dot-dot-dot. So Senate Douglas to lift our lower and upper limit. Lower limit should be right up and would layer should meet the lower limit. Okay? After that, here you can see this overlapping lines out. So what do those layers? So even if you delete them, Windows icon will be properly I Linda, and also it will not be a problem. And one can do the same thing for the hands-on. Now we come later than going and how cool shapes and other things. So I'll see you next video. 19. 18.Converting shapes to symbols: I guess so since we completed all the coloring plus the next part is we have to convert these drawings into symbols. So starting with our characters ahead, WE already converted into a symbol. So it is already converted. And after converting it, the one thing you have to make sure is the sender poleward of that drawing should be located in their proper space. So here again c. Now if I try to rotate the head, they actually rotating from the send-up. Oh, we are to make sure that it's actually rotating from the neck area. So we are to move it down the chin. So d we're rotating from the Nadya though same way. The next thing is we are to select the NYC. The easy way to select is you, if you click on the layer, it will select the entire thing on that particular layer. And once that is done, you can rest F8 on the keyboard and R you can select name it. And again press OK. After creating it, makes sure due to in the port point O, it will locate, it'll rotate everything properly. They may, we can convert all the layers into symbols. So after converting it, I'll see you back here. Okay, no, I completed that upper body on. So the next thing is we ought to start converting route limbs inducing bubbles, Sander, we are to make sure those poured point everything is located properly. So for example, I just isolate this upper. And here, the one thing is we have our two circles and we have to make sure that this app for the upper hand other than the port, is located in the center of our circle. We created in that. But the shoulder part of the upper hand. Oh, after converting it left here to make sure that this word is located in the center of our circle. So that way we know you're rotating, it's actually rotating. One that's also when we are rotating that will not be faced with any kind of issues we may be facing when we actually try to animate this. So we know in the two-way we are rotating, we always have. So same way we ought to make sure. For example, if a startles him for the lower hand, IFA converted left lower. And if a located, if a mic him, when a chain that upward point, if a make it a little bit up, if I rotate it, you can see that the upper hand is we're seeing the upper and when we are whenever we're rotating, it's not protecting properly. So if you look at it properly, to the center of our circle. When we rotated, it will have a proper rotation. So you can see properly rotate and we don't have any problems while animating. So this is the one thing you are top. Make sure, well and enjoying the port points. Okay? So we will start, I will start undoing this same process and I'll see you back here and say completed this. And then that. Yes. Well, we can look at all the process of converting shapes into symbols. Though the Olympic, depending if hip, the heap part, we're actually not going to go unnoticed and do a symbol. The reason is because when we actually rotate or upper leg, we will be facing problems like these kind of problems. To we need a shape. We are using the heap later or we'll be able to fill in that shape using the symbol shape edits. And we'll be able to use tape DNA in order to fill that gap, Sandra, Oh, we need tactile shaped to be HIPAA layer to be kept us the shape itself. Oh, once a breeding is completed. Now we can see we are however, think on notating do it builds on the next part of the next part is we're to make. And the rest of the mode shapes for where if you are creating any lip singing or anything we need that LED older lip sinking to be properly completed. So we need to create all the mode shapes. Going the next video we will go that and let's see how to create them. So I will see you guys in the next video. 20. 19.Creating mouth shapes : So to complete her character during process, one thing, we have to complete one mode. So that is a lip sinking. And before we go into drawing mode shapes, let us go into the Hitachi. Character had no symbol and select the layer and the convert this multi-layer also. So we will be creating Well the mode shape, instead the mode symbol and sold, you'd be much more easy for us to use the inbuilt sinking panel and we will be able to make it really good lips again using the inbuilt panels. And so let's say for mode, one, that is done, you go to the Properties panel. You can see there is a option borderless. If you click on that, here you can see panel separator lip-sync in Panama will be opened. And here we house on mode shape already defined like natural and some words and electrons are already mentioned. So we had to make sure that whatever bolded few things are already mentioned here under, since we only have one symbol, cheaper created in the symbol itself. So older places that only one drawing is visible. So we are to populate that doesn't bill with all the other drawings. And we ought to make sure that whatever mode shape we are greedy, we are creating for these mentioned let us, so it will be much more easy for those off there to create a lip-sync you much more properly. So faster, we'll go into that. I will close the panel. You can go into the symbolism. Since we already have an natural post-meal, just keep datanode self. And other than that, I have the reference file for all cheap. So if you go into Google and author animate mode shape files, it'll be available. So you can use this reference for creating the mode shapes. So it will be much more easy for you to create it. So I'll be using this reference image in order to create the mode shapes. Here you can import that copyright will just keep it on the site. So since we already completed natural, then next thing you have to create this second-order. So here we will create a second one, the multilayered. And we'll start creating nutmeg ship. So just like before you can use any of the tools. And I'm going to delete the stroke color. And for the mode has to create it. And as we move back and forth to make sure that the position of the second drawing is Boko Haram. And, uh, once that is done, we need only alpha.gov. So you can just select the top half and just deleted. And one study done again. The position. And you can use substitution to meet your needs. Next of your degree. Or the teeth apart, we can use the line tool and you can select a much more brighter color so it will be much more easily visible. And again, created based on the reference 11 thing. You don't have to create each of this parts in separate, separate. So it will be much smaller. So if you want to, we'll create the municipality layer itself. That also so. But that'll be much more difficult to manage all the layers and organize all the layers. So this would be much more easier to manipulate. So once that is completed, you don't use the same tool. Then you can select a darker color. Okay, so we've completed the seconds inbuilt under The next to harness for the letter D. So again, you can go to the next store if you want to make sure that the holder mode shape is created on the purple position. What you can do is you can select, right-click on the stage and again select the roller option. And here again, I'm just using rulers and make sure all the mode shapes don't leave data. Rulers. You can keep all the drawings, incentives that all loaded. So it would be much more easier for Alena would think normally. So the next thing, again, you can select the next deeply Mandan and again continue the process. So I'll be continuing to create everything once they completed it. And I'll see you back here. I love that. So one step in that direction. By the fall, dr. Yes. You know. Sure. Okay. So we just completed, once again, see here as a modest chips are rapidly and no second layer. This will be just further out. To find out retune symbol is like that, that you can actually find out properly. So this motive indoors, you can just select the Type tool and again mention just below that of its cheese. Selected that. And I want you all, I'm like Eileen diverting properly in the lip-sync banner. And after that you can just delete that particular lead. So 0 just started this. Okay? Once all the layers, nowhere didn't do is you can just delete the rivers layer and it can go back and hear. The lip-sync panel. Yet again knows, I'll say in each one's ability. And industrial naturally you can select, entertain said The natural. And for the second one. The second one. Once you are sane, older properly, all the layers properly. Now, you can just go back into that layer undergoing, just delete this. And IIFE gloat signal. How old ellipse any noting properly aligned. So there is no complete it. So in the next WD onwards, we will be going mode and I'm emitting all the characters. So I will see you guys did. 21. 20.Character rigging : I guess. So in our previous video, we actually completed the entire character. And we made a converted everything into a symbol, and we place the word point in the proper position. So this is our proper character Rick. And we can actually start animating things and then we can actually start rotating things. Usually No. So you can see everything is rotating from the right position. So the next thing is we will look at some of the rigging methods in nanometre. So how each one is effective in its own way and at what aims and all these rigs will be properly useful for us. So to demonstrate festival, just save us this copy of our character. Ok, we will call this sundry Guan. And it seems we actually already completed of the proposal would point placing Android. First thing we will look at the new rigging system which she added into that Dow. And so that is parenting methods. So if you go to the timeline, it until begin parenting window. And once you click on that, you will get a one more area where you can actually use that parenting method. So parenting is actually necessarily what happening is you can actually the same thing. Now we have an upper hand and then the low hand and the final right or left to handle the dead region actually peer into each of these limbs to its parent. So for example, here, the upper hand arm will be the main parent. So we know we are actually controlling the upper. The lower, as well as the handler will be moving along with that. So the main parent will be the applied. And below that lower handled a child of that amino and the handlebar a child of the lower arm. So here the same way. We will I'll just show you. We have we have the right upper arm and right Laura and right-hand. So here in the parenting section, we can actually click on this we knew and older layers will be highlighted. So here in the right-hand, we need the right lower, um, to be the parent. So here again, just selected. Once you're selected, you can see a condition is actually showing us which is the parent of which is a child. So now if I select the lower hand and if a rotate it, you can see the hand is actually moving along with the and at the same time I'm actually able to handle its own Also the same way again, instead of selecting, you can actually drag and connected also here, the lower arm we can just select. And once you click on it, a handle will be generated and again, just connected to the parent. So here I can actually do the right upper arm. So the same thing, again, actually edited using the upper arm. And after that again, move the Laura and no. So the mean use offered a, we don't have to individually animator thing. We can actually and emit everything is Lee. And along with that, we can actually animate everything much more fast and it'll make your emission process much, much faster. So this is wonderful parenting method, so we will just complete the entire thing. The next thing is we can actually here left hand will connect you to a lower and lower onto the upper arm. So the left. And also now completed. And now one more thing. Once you parented everything properly, just make sure everything is working properly. Even the pour point is everything is working properly. And the next is our legs. Same thing. We can connect the food to the lower leg, lower led to the upper lake. And, uh, once everything is ready, you can actually spend a few minutes and you'll be able to complete the complete proper character Reagan, Which is properly working and we can animate it easily. So the next thing is we can actually even pear and apple Bodhi, Nick and head also. So the head will be presented to the NIC, and the NIC will be presented to the upper body. So we can actually move the upper body and the neck and the head will be moving along with that. And one more thing you can actually after that again pair in that upper arm to the body layer. So we're moving the body. Let's say you are actually making an animation. When you move the body, the entire upper body part will be moving along with the mean body layer. So you can make rigging like this and now you'll be able to animate everything much more effectively. And interestingly, and all. So this is the new system biologists added in the latest version of animate. I think there's some to those indeed teen version or from the SCC version IT. Anyway, this actually really useful lender, really interesting. The next time we will actually look at the inbuilt born system. And we will see how we can use that to irrigate character also. So the next thing is will this same layer, I'll just make a save us copy. And this time I'll call it a week too. So I know this is our FASTA rig, mother die NDA, let's say. Okay, So the same thing. To create the bond system also, we need our symbols. Even for the regular shape also, you can add a bones, but the preferred method is again using the symbols. The same way. We need to assign everything the same way. Even the bullet points also needs to be US improperly. Once everything is done. Then you can use the bolt system to rigorously and in regulating properly. So here, for example, for the left arm. The next thing is we'll just select the bone tool. And if you are not able to see it in the tool menu, can actually click on this three dots. Yara, older bond system will be available. You can actually drag and drop or to the tool when done, it'll be available. Once that is done, you can just select the bone System. And the one thing you have to make sure is whichever one you're selecting. So you want to pair and everything like this. So you have to make sure that fascial selecting them mean parent. And so the first symbol you are selecting that it'll be the main parent. The second one, it'll be the second one, the child and the next one it will be the child will like that. It will be going on. So you want to make sure you're selecting the right tone first. So for example, I'm selecting this upper arm. After that, I'll dragon. Select the second one. And the one says they're going to want to select it, it will be dilated. And from the second one, I'll just drag and select that. And so once a averting is selected, the next thing is you are to go back to free transform tool. And there to make sure the output point is located in the proper position. And to make sure that what you're gonna do is in the tangling here you're going to click on show outlines. So once you've selected the outline, you will get a purpose or a clean all of the joint. After that, you can move and pleased that port point in the same way. And we will deselect the apple 0. So we will mood of good point to its proper position. Once everything is done. Again, disable this outline option. And now we were to rearrange melting. So once you select everything, whichever one you select it, it will be at the top. So now you are to rearrange older layers. So we can select the layer which you want to rearrange using the selection tool. And again, right-click. And you can go to the orange option and it can. Cindy took backward what Control down arrow key. Same me. No, then extra hours. Once everything is done, it'll be properly aligned. So now if you took the timeline, you can see all three of our lives lick right upper arm, lower arm, and hand? No, all these three layers. How nothing on the so after that we have a one layer called armature one. And know the armature one is containing these three symbols. No, our layer doesn't have an ending. So that is the mean USO fusing ring system when she would exist them eventual using link system. You can actually go as many symbols as you want. And everything will be converted into a single, single layer, which will have a motion to in here if you have multiple frames. Now again, more to a particular position and again start and emitting that. So the one thing is sometimes when you actually add a few frames, it will relocate everything to a different position. You don't have to worry about that. I can just use the transform toll free transform tool and you can select the shapes which is not properly aligned. You can just move and I laid down and the animation everything will be playing properly. And that way you'll be able to control everything. It's actually similar to the parenting method. The only thing is instead of multiple layers, you have one single layer and everything you can animate often that using the bone itself. That is the main advantage of using one system. So once you complete all the bones system, you will have only few frames. So it is much more convenient to animate everything. Like I said, we will be facing lot of issues like this. Like the other things I'll relocating. And most of the time you have to go back and fix it and few frames, then only it will work properly. So you'll be facing such issues. And also, so if you are interested in using this kind of rigging tools and all done, really interesting. And I can create animations and all much more easily compared to other two methods which are individually animating each parts or even using the parenting method. Now this one is a much more easy to animate if you have a proper rig, if everything is working properly. But most of the time, like I said, you'll be facing the issues like this and the in-between. You may have to go back and fix issues like that. Here you can see once I fix the issue in the second frame, no, everything is working properly. You can see there is no issues in between like that. So that's the only thing you may be facing some issues like that. So that's so limiting how to focus on this rigging model. So you can use either one of these three options for completing the anime, character and the character. And from the next video, nodes will be start creating animations, will create two different animation. One is actually really simple to test our annual rigging and everything will just make a simple and efficient. After that, we will go or creating a little bit difficult or add-ons to animation method inanimate. And finally, we will wrap up the entire altimeter and emit goes. So I hope you guys understood everything till this point. So the next video on nodes that will be start animating. So I'll see you guys back in that video. 22. 21.Creating simple animation : I guess. So V actually completed all the process of grading that it gland grading lilies ends and no editing. So let's start the animation. So here I have a symbol and emission. We will be starting with us in Millennium Mission here you can see that character is waving your does and is seeing Hi guys. So that's an emission that symbol and emission will be starting. So in this lesson, we're actually going to do this animation. And once you are comfortable with this version, does involution of band emission. Then we will move on to a difficult, much more difficult and little advanced Oh, Mother, of creating in and emission. So let's start here. Like I said, I already have the completed animation. So we will be starting with a starting that emission from the scratch. So let's just save this file. And this one we'll call it character animation test. Okay, here. As you can see, we already have some animations. So first I will just select all the frames and i'll just delete all the keyframes and frames. And as well as I'll delete Ola classic Dean also. And here reference a already disabled it. So now we actually don't have anything. Our character is actually staying still and even I have so many machinery inside the you heard I will delete that also. Okay. So this is an emission at the moment. So we will just start, okay, now, we however, the character ready for the admission process. So we are using the parenting Greek, which we actually created in our previous lesson. And here you can see all the parenting, everything is timed properly, everything is working properly. And it will just move this time timeline to the side. So I have a little bit more room to work on that mission. Okay? So this is a ring. And so first thing is we had to start all the Samatha key poses. Key. We're actually going to directly do the animation. So we don't have much of a keyframes. So first, we will create, just give how many frames year and emitting. So let's just say we are admitting for 30 frames, we will select the DataFrames for the entire layer and press F5 to view the exposure till the 30th iframe. So we just added all that. The next thing is we need that these hand, or in the older Bodhi head everything to be moving in an extra few flames. So let's move to movie three, most hope. And we will start tweaking some of the changes. So faster we will just select the upper hand. And once you selected that, you can just press. You get selected then the flame and the press F6, and select the transform toward free transform tool. I can use the keyboard shortcut q on the keyboard. And now we will just move it a little bit out. And the next of Amy will deselect the low hand. We'll just move it a little bit inside. So we will just rest his hand on this waste. And for the hand, if you go into the handler symbol, I already created a second symbol. Also, like this, we can create as many hand gestures as we want and we can actually change each of them based on our animation. So I have a open-end and opposed to hand. So next door in this position, we're going to use the closed hand. So here we'll add one more key frame and it will just rotated it a little bit. And in the frame picker option, fasting, you will select the place single frame option. And in the frame Pekah, we will just select the second symbol. So as we move, after hand is moving. And when it start reaching that a second post shit, the symbol is changing your dot, the second symbol. So these are first to keyframe for that left-hand. And once that gives him is done. We are to make sure in the office to Persian also, we how that open hand-on tilda, 29 different, So same thing, select that Han layer, make sure you are selecting a single frame option. So if you are selecting Luke option as we move that, it'll be changing back and forth on these two claims and it'll make some problems while admitting or not. So you can make sure to select the Singletary motion. So it will be showing the single frame throughout the entire and emission till the 29th frame. And then the target, the frame, it will be changing into the second symbol. Ok, so we just created the animation for the left-hand. And once that is done, we'll add a little bit of animation to the Bodo's. So for the modeller will just go or maybe Tinto, maybe around seven or eight the frame. You will add one more key frame. And it will just make a small audition. Well that deck. So first the body is actually rotated and then, and this resting on this list. So this is the first-time emission. Once these keyframes are completed and we can move on to the right hand. So the next thing is maybe around 15 to frame also, we will select the right upper hand and we will add a keyframe. And then we will just rotated a little bit. And we will just select this I kinda low hand. And a keyframe will rotate it all the way. And we'll make a bin like this. And as you move the animation, you can actually make some changes based on what is your requirement. And the next thing is we have to Jane the handle. So here in this hand, symbols, I have a different drawing also. Is there. One is open-end of unused Street hand. So both of those symbols are there. So I will just select the second one. And I'll make sure that we celebrate the single frame motion. So till therefore 40th of 14th frame, it will be closed, open hand and then it didn't change into the straight handler. So no, this is all mean keyframe. And here we will make sure it's actually rotating. Y, I am taking it all the way to the side is as we move our hand and there is a secondary and emission. As we move that to hand, the secondary ion emission will be, we are to add the secondary motion. So the handler will be moving a little bit towards the side. And so the, the main keyframe for the right-hand is completed. And the next thing is we'll mold of me, me don't DataFrame. And for these three right hand up layers will add one MOOC, E3. And here we will change the animation. So the upper hand, we'll just move it a little bit, don't and low and it will move it. And the hand will move to the opposite side. And even that also will be a little bit too much. So it'll be, the secondary ion emission will be happening and how some overlapping. So the animation will look much more natural and unrealistic. And after that, we will this. You can copy, paste the previous key frames. Or if you want to house on randomness, you can actually create different anguish. And so this time I'll add one would give him a 2D crystal. And this, again, I'll make a different and mission. And then the hand also has mood a little bit back the same way. And after that, for the hand hour maybe allude to three frames and allowed one working for him for the handler. And this time I'll just keep it straight. These are all key frames. So if a plate, no CNC that all the keyframes are paying playing. Okay, so next thing is we are to add some Manumission to the character had also. So we will say Nick layer. And as the body is moving, we can start the admission into MATLAB. So we'll add one lucky for him for the NIC layer, we'll just make it a little bit rotated to the right. I can actually zoom in to make some really precise rotations and movements. And, or maybe if you're zoomed out a little too much, it'll be will not rotate smoothly. So you can actually zoom in and you can make some smooth and emissions by zooming in. Ok. So we actually add some admission to the head also. Okay, once all of these done with no, we can start adding the classic teams. So since we actually already made all the symbols, all the layers into symbols earlier, we don't have to worry about any problems that classic team and anything like that. So here, between these two key frames, we can start adding classic deans. We can just right-click in-between two key frames. And again select the classically known emission. And we don't want dandelion emission, we actually added it will be and emitting. We're doing this to keyframes. So what do only is you just animated, you're going to actually start adding that classically. And one more thing, if you have multiple layers, you can select the older lives at the same day. And again, just the classic thing. They're also it'll look like that also. Okay. No, we just completed our mission. We can just press Enter on the keyboard to play it. Now you can see my character is weaving. It does. Okay, so these Orion emission. And the one more thing, if you feel that though the timing is not proper and maybe fits too fast or if it's too slow. What you can do is you can just select the entire flames from the layer one to the last layer. Once you're selected in dataframes against yellow color highlight will be at the end of the older frames. And using this. Now, looking on this yellow bar can actually stretch design emission or you can actually reduce the number of frames it's actually coding instead of their defense, you can reduce it to 20 frames. And the animation also will be Island according to that. And the speed of the animation will be changing with non-black. Okay, so let's just say I just need that admission to be only 243. Mm, just keeping you don't default three. Okay? And once that animation is commonly didn't know we can mourn to add some easy Nandy sought for, then we should. So easy, not easy at the admission, much more realistic as we actually move the handles on link. There is some changes in how fast each of that dark arms or legs or older limbs and everything will be moved TO. But we can do is we can add up easy none is 0.2x. Replicate that really xm. And we can make or any mission much more realistic and much more lively. And so at the moment we don't have any easing Plato these layers. So what you're gonna do is we'll start with the one of the layer. So let's for the right-hand or literal struct. So in the right hand, we will just hide all the list except the right-hand. And know if you enable the onion skinning for the festival him the last of limb. You can see the distance between each of the three myths. The same. So the spirit of that animation is actually same from layer one to the last frame, one to frame last. So we had to make some changes in this animation. So the next thing is either you can add up these two, each of these layers individually, each of these parts individually. Or you can actually select for the, for example, for the right hand, for the upper and lower arm, for the handle. So we actually added the same number of frames here. So what you can do is you can actually, you can actually select all three of these layers. Just select a one layer between two of the keyframes for each of these layers. And in the properties panel, there is an option called tweening. Here you can see properties together. We're actually I'd emitting and properties together in this end. So all the properties like scaling, rotation, everything will be any meeting together. And just below that, there is a motion polar effect. Now, what if it is being up late? So if you click on that and you can see nothing is applied under there. Now in density also, here we have options for adding museum is out and we can add a both ease in and out. And if you want to have a custom, you can create a custom museum also here in the east. These three minimum using Iso dander EC nanotube, we actually already how some of the pre determined pieces, we can actually apply any of this to get different different result and speed under recent. I know all that. Yeah. Lets say you will select the ease him. And in the submenu here, if you want to have simple one against the chord. And if you want to have much more extreme and emission, you can, you can select a circle or back or anything like that. It'll have a much more extreme effect. So we'll just add the code. And, uh, once you selected that, you have to double-click. As your double-click, you can see some of the changes appearing in our stage. Also. You can see now the frames are actually closely arranged and a few of them are much more distance between now and are now. Just press Enter and you can see changes in the animation. And if you want to see a proper result, you can press control indirectly keyboard and it'll end is W, review fire. So you'll be able to see a much more rounded out. And you can see that. And emission to here you can see as the hand is moving up, it is actually slow, starting really slowly. And it's actually coming to that last stream really fast. So that is the animation we just added, no. And the same way we can actually go into the next part of or an emission. This time. We can select the ease out. And same thing we can actually double-click. So after reaching it really fast, then it will week starting slow and going faster than execution and really becoming back the same way also. So we can play with the ligand, change each of these values, and you can find a really good result out of it. And if you want to make a custom animation, but again, now you can select any of the keyframes and against pencil icon on the east. And you're gonna click on that. And you can make a custom code based on your preference and well creating like that you will be able to have a really different than emission. You can make it easy nor the Eigen. Determine how fast do you do wonder all that will be. We can animate and once everything is done again, press save and apply. And at that particular 0s will be uploaded to the animation itself. So you'll be able to see much more of a difference in that emission. Ok, so I'll do one thing, I'll just extend and emission, maybe 23053 muscle. And I'll just enabled back all the other layers. And we'll just press control enter to see the output here against you, the animation. So this is our symbol and emission. You can actually start refining it a much more. So this is just an introduction to how to start creating an emission inanimate. So again, like I said, you can actually play with each of these options and you'll be able to create a much more of realistic and dynamic output out of it. So, so make sure to check out all this options and all these 0s options and are tied to create a unique animation based on your preference. Okay, so next door, just a lip sinking option. So we'll go back into the hidden layer here. Here also we'll add maybe they do 40 frames or so. And here you can see I already RAD, What do you layer, I'll just delete that layer. And here you can add a new layer. And we'll call it. What do you and in the audio layer will just import. It, will go to the File menu input. And here it will select the input stage. And you can apply any of the audio. Here I am selecting one. Even I recorded myself to saying, hi guys. That's the audio. And the ones that is done. You can select the mode symbol which we created earlier. And if you remember, we already created older. Mean leap mode shapes everything we are created in nuclear. So next thing is we can select the symbol. And in the properties panel, there is an option called ellipse sinking. Again, click on it here. Since we already aligned all the mode shapes based on the letters here mentioned. Here in the lip sinking audio layer. We can select the audio. Here, I named the Audio Audio itself. So you can select multiple videos in the same frame. You can silica whichever one you want. Once that is done, we can press done. And what happens is that computer Auto software automatically determines which letter is being spoken at a particular point. And it'll already uploaded that are that are drawing to that particular letter. Okay, so whichever one is closest to that particular letter, and it'll be starved and emitting here you can see the animation. Okay, so now if you go out, say it again, see the character is playing an emission also is being played and even that lip singing also being paid properly. So one more thing is whenever you're adding lips and King made sure to select the play graphics ones option. So otherwise what happens is they again, it'll be looping and that'll make some issues in the final render output. So make sure to select the right option in the loping settings. So otherwise you'll be facing some issues are not. So once all of that is completed, particularly do is go to the File menu into export. We knew again export as a movie. Here in the movie session you can select the SW option. Here you can name a water, namely one. And again plus save. And that file will be exported. And one nothingness, rhinorrhea remaking a preview like a pressing Control Enda. And that m also, there is an copays actually being generated. After that is learning and open it in any software. I need is w of things off there and they will be able to see that and mission out there. And you can see this is an emission output. So again, see here, since I added that secondary ion emission to the ad hand, it's actually looking much more realistic. And if you think that animation is too extreme, you can actually make it real is Atlanta. It'll be much more attractive and they can, like I said, you can make any changes based on your preference. I know you can make any kind of animation and making animation like symbol animations like this will actually help you to learn the admission process. And finally, you'll be able to make it much more difficult, little difficult or AdWords kind of animation. So in our next video we'll be going over and our grandson emission. We are actually going to create a walk cycle of a friend walks and the character is walking straight. So will be making that animation in the next video. So I hope all of you guys understood the animation process in animate. So in the next video, we'll be starting that one side emission techniques and not. So I'll see you guys in that video. 23. 22.Creating walk cycle part-1: I guess so we are almost at the end. Let's see what we are going to make in our final character. And emission. Here does you can see we are burned to make this character walking. And small camera movement also. So do your final character and you wish it. So let's see how we can recreate this character walks a good ANOVA, second character. So before we go into character animation, we're going to focus on mainly these two processes. One is a contact pose where both of our characters legs will be coordinating the ground. And the set impose will be the past pose, where the characters will be. He'll be starting to make the second will be lifting the back leg and starting to walk. So these two poses, we are going to mainly focus and will be recreating these poses in order to create a character animation. So and, you know, character I made a few changes. One is the heat player. I actually converted into symbol until just maybe shorten it a little bit. And the second thing is I removed all the parenting from the layers. The reason is most of the times you will not be using this example for character animation. We'll be using individual layers are parts, are cities. And so we'll have more freedom to animate. And if we are using a rig, we will be stuck with that trick. And in some places and all we'll have to maybe do some compromises and, or when we actually start animating. So in order to avoid that, we just removed all the parenting things or not. So we will be able to animate each of these parts, individuate yourself. Okay, so let's go into the layer. So we'll know what we are going to actually make. Okay, so this is a completed animation. Here in the timeline you can see we actually created that mean phi poses. And the first opposes our conduct pose. And the second owners past pose. And again, the conduct post. Again it will be passed and then again it will conduct. So we're going to recreate the same thing. Second character also. So before we go into do it that needed to create it as modal guide for us to navigate through creating the spots. And so we'll just create a new layer. This one for it ground. And only the ground layer will create a two lines. Oneness at the tip of the toe and one is at the heel. Or you can call it food or subject. And we'll just arrange them like this. So this small grid is going to help us creating that animation. So when we actually create the conduct posts, the backlog will be owners battling length and the fertility will be on the Friend link. And so it'll be helped us to create the animation Muslim properly. And the next thing is we are going to give you the layer exposure to maybe theta-2 frame. So we have LOT with room for walking. And next thing is, and if you know that the play head you can see the fourth layer is actually Jinping road. That's because we actually added few more shapes on the licks. And one is actually the normal and O1 is actually in the contact pose. You can see that we are seeing the shoe bottom of OSU. So that is one drawing and the second oddness. And it's actually the other leg. It will be, the links will be the food will be little bit excusing. So that is the next drawing. And the finally one is actually for the lifting posts. So I meet all these four extra dawns here. Okay? So, so we're going to use these drawings also in order to create the animation. And the next thing is to avoid these Jinping, all these things. What do you want to select that particular symbol? And in the properties panel, make sure you selected the sink placing free motion so that it will not jump around and you'll be able to animate everything. Clearly an properly. And one more thing. Before start animating itself, I'll just open one more window. Here. You can select a frame pickup. So whenever we are actually changing the symbols, it'll be easy for us to select. Ok, so that's the reason I'm opening frame pickup and I'll just keep it down here. Okay, the next thing is faster. We are to recreate this character's first-person emission. So we'll start with the right leg. So right leg is going to be the backlit. So we'll just rotate the rewrite. Let little bit. Next I will move the lower leg to match with the Yeah. And I'll just rotate it a little bit. And next thing is we'll change the food to drawing number three. And now you can see it's actually just below that. It's actually extending beyond the back light. So we'll select older layers or upper ligand, lower leg. And you can press on the keyboard and you can just skews it little bit. And you can make it short. Once that is done, you can actually move that photo and real located. So now that is all back lift. And for the friend illegal, so we'll just rotate it a little bit of Samy, lower levels of Mordor and footstool change into this economic. And, uh, once you change the second one here, you can see the photo layer is actually behind the lower leg. So we're going to make a duplicate of this photo layer. Right-click on the layer and click on duplicate layers. And you can move the duplicate layer, a Buddha left upper leg. So or the leg will be a boulder layer. Now we can actually move and are laying it on the layer. And for no, or we're going to just hide the low food original layer. And then we can actually select a both the upper and lower leg. And again, just to scale it to extent. So that is o foster conduct force for the lower and upper leg. And once that is done, you can make the heap layer little bit tilted towards stuff. Because the friend left leg will be stretching towards a friend or so obviously that up HIPAA layer also will be doing this index. So the next thing we'll go into select an older upper body parts. You can just drag and select CNAME. And pressing on the keyboard will just slightly rotated to the left. So once that is done, now or left leg is in the front. So that means the opus in hands will be cancelled, will be opposite to the legs. And wings on the left of Hansel. And the right-hand side will be different. So we're going to relocate the lower hand and lower arm. Also, we will do select these two layers, lower and lower, left arm and, and, and we're going to shift it a both upper body the same way. We're going to do it for the right hand. Also, the reason being, when we actually start animating the character, we want these two paths to be in front of the body. So that's the reason we are going to do that. And after that, you can just delete the older unwanted lines. Since he actually made everything properly is r tilde everything. So in animation also will not be facing any problems like that. So the next thing is we aren't going to animate the hands. So we'll select all the handlers for the left. And it will press old and just make it shorter, little bit shorter. And we're going to move this towards the body. So it feels that it'll be a little behind the body layer. And the next thing was, for the upper right hand, we're going to select all the parts. We're going to make it a little bit. We go and we're going to rotate it. And we make sure that it's actually in front of the vasodilate. So it'll feel that r the right hand is actually in front of the Buddha. So the foster conduct bows. And along with that, if you wanted to just make some animation. So the Heads Also, you can just do a little bit like that or not. Once that is done on these over the first contact, both. 24. 23.Creating walk cycle part-2: The next thing that I should check, the previous animation layer, the next is on the sixth layer, we hold passports and the faster. So we're going to create that. So we're going to create a selector six to frame for the entire list. And the press F6 on the keyboard to add the keyframes. And festival started with. The body layer, will select the entire body and it will make it straight. Once that is done on the both the hands will be in the same position. You can use a ruler. Begin select, right-click and select rulers to make sure that both the hands and on the same layer seems positions or not. And you can just select all the layers. And you can split them little bit to make sure they are actually aligned properly and everything is working properly. So left hand is completed. So next to the right-hand. When you press on the keyboard. So actually help you to read it from the corner up. So do we help you to like ADT everything's properly, you don't have to. Otherwise, what happens is when you rotate it, you rotate each of these parts individually. And that made a little bit too much time. So in order to avoid that, even this press old on the keyboard and it will help you to do that. Okay, so once the upper body is completed, now, let's layer. So for the four neck pose or faster, we're going to make the left leg Street. Now, the next term, we are going to change this photo layer two or normal food. And now you can see, now the food is a Buddha low, lower league. So we have to make sure it's actually been in the lower left. That's where we are going to use the lower leg while the right footer. So the leftover photo original layer. So this tank, what we are doing, the copy, we're going to add a key frame a to frame. So from the first frame two-fifths the frame, the scene post will be generated. On the sixth. We'll just delete. So did we deleted? And for the Janelia, we will just change it to the right pose and then we'll just relocate it. And for the first layer, on the original layer, we're going to delete the first flip. So now we actually, everything is working properly. Okay, once that is done, you can just select the older layers and we'll make it a little bit shorter so that will resemble their hands or their legs are actually moving little bit backwards. And the next thing is, for the right leg, we're going to rotate it slightly. Once that is done. We're going to make it little bit shorten. And we're going to select the photo, the lifting posts. So low. We completed both of ODA mean keyframes. One is the first conduct post, then the past pose. Ok, so the next term we are going to make up next to conduct post for the right leg. So we'll move on and we'll start continue the process. So we'll move on to the 12th to fame. And we will just select told the frame for the entire layer and press F6 on the keyboard. And this time, the right to link everything will be touched to the front and delivering the chain the foot to the second drawing. And that the statements of the same thing, we are going to duplicate the right foot layer. Right click duplicate the layer, and it will move it a border right upper leg. And for the original layer, right foot layer, we're going to add one key frame into the 11th of REM. So the previous drawing will be preserved till that frame and reframe. We'll just delete that. And for the duplicate, we're going to delete the foster frame, Aspergillus, and this extra frame. And for the tool to frame will food. Okay. Okay. So that is almost next on deck postwar or legs. And you can always even after you meet the mean and it's anode. So you don't have to worry about anything. Can always go back and edit them. Okay, so that is the next post. And now for the heap layer also will just tilted it towards the right. And for the slab will make it straight. Next, we're going to select the data slightly rotated to the right in front of the body. Okay? So on doctors or scorn back. Okay. So the next thing is we are going to make the next turkey free my industry. So we will add a keyframe for the entire layer. Six. The first thing we're going to make the Ubuntu street. So here at this point what you're going to do is we can go back to 63. You can select all the key frames on the Bodhi upper body layer. And again, select all turn the keyboard to copy them. And you can just move it over to the eating the frame. So it'll be the same in both frames and we're going to make it the same drawing. So it'll be much easier for us too. Copy paste or it'll help us to mean that all the uniformity, everything topple. Once that is done and upper body part everything is completed. For the lower body will foster will make the right leg street. Then now we can chain the drawing here also for the duplicate. We're going to add a keyframe into the 17th three, and for the 18 different we'll just deleted. And for the original layer, we're going to copy paste one of the previous frames to the 18th frame. And it will just change it to the right symbol, and it will just align it. Once that is done, you can actually refer one of the previous frames to align all the drawings properly. Once your things done eating, just select all the three layers. It can just shortened num according to that. Okay? And for the this layer we will do, we could rotate them little bit. And we'll select all three parts and we'll just shorten them. Let's all. Okay. And it will mean the heap layer, little straight dose. Okay, that does turn back. Okay, now if you just play, you can see the character is almost walking properly. And here. Okay? So the Walking everything, is everything working properly? The next thing is we're going to copy paste older frames from the first layer to the 24th of it, because the same drawing is actually on the same post, is actually happening on the faster frame. So less atoned for the frame. So it'll be looping everything properly. Here you can see the left leg is actually in the front, and then it'll be the sender. Then we go back and then again it will be lifting and coming back to the front. So the next thing is we're going to select the older lives from the festival frame, all the keyframes for the entire layer. And we'll press on the keyboard. And while holding Alton self will just move to the 24th, roughly. Once that is done, we are actually now copy pasted the entire drawing to the non-default frame. 25. 24.Creating walk cycle part-3: The next thing is, now hold keep us everything is completed. The next thing is we can just delete all the excess frames. I can sit at them and oppressed shift on the keyboard. Now we can start giving up classic teens for the place. So for the upper body will deselect the entire list. And again select right-click and greed classically, since we meet older body parts into symbols are not, will not be facing any problems while giving the classic team. So we'll just select and create classic team for the older layers. And while giving classic teens, we are going to face some small issues in so we duplicated all the few of the layers and then we can always fix it. You know, your facing issues like that. We don't have to worry about anything. You can just always fixed dome. Okay. No, we given a classic into the entire law and if you know to call when the food layer itself, we are actually facing some problems. So next thing is we are going to fix them. And the problem is actually the Duplicate Layer and the original is actually not matching up. Here you can see the duplicate layer which is created. It's actually moving along with the lower leg. So what you can do is you can just move them along with the lower lip. Select up, starting and ending different. Now it's moving along the dynein mission and its, it'll work properly. The seemingly for the older layers you can do the same. Here also will just start to move them along with the lower leg layer. Now you can see it's actually and emitting ruble. And the here one problem was we forward to add a wonky for him at the 23rd frame. So we'll just press F6 on the 23rd frame, and we'll just move it over to the right position. So the entire animation is working properly. Now you can see that character is actually working. And if you want to see the final output, you can just press Control Enter on the keyboard and sodium and just delete the live list. When you press Control Enter on the keyboard, you'll see that. Finally I animation. And you can see here the character is actually walking and you're creating an emissions. If you feel it's a little too fast or too slow, something like that. Insulin told the latest. Once you select older list, that yellow color highlight will be coming. And again, click on that highlight layer and you can extend it to the Prim's or you want. So I'll just extended to 33. And the let's see. Okay, now it's actually a little slower and it's actually analytic properly. And once that is done, once that is done now what you can do with mixed thing is like in our previous lesson, we actually Dr. Porto, meaning, and if you want now you can go back to each of these layers and you can do a tween animations and you're going to create a custom to Windsor North. And that will make your animations much more realistic. Okay, once this is done, what you're going to do is you can set it to all the layers. And we're going to press can right-click and we're going to cut the, no. The thing is, we have to convert the oldest layers into a symbol. So will be able to animate the symbol as a full character. So the next thing is after cutting the layer, you can go to Insert menu, Create a new symbol that you can give a character walk. And once you press enter, a new symbol will be opened. In the timeline itself, we can press right-click and say paste the layers. Once that is done on the layers will be pasted. Now you can exit the symbol and in the Library panel and news symbol will be created called the character walk. You can just drag it and drop it to the stage. So now the entire character using a single symbol. And if you go into this inbuilt DevOps cycle will be playing yourself. So the next thing is we are going to start the animating it. Ok. So before that I'll just import the one background layer. So we have a reference to match with character animation. I'll just important it's now grown here. Okay? Once you place the baboons and the next thing, what do you want those? Here in the right top corner, you can clip the content outside the stage of shrimp. That means oldest bleeding everything will be clipped. That means it's not our deleting or anything, it's this hiding. So you can click on that menu and all the things will be acceptor. What are its industrial age? It'll be usable and everything outside the stage will be clipped. Okay? And after that, you can just log the background layer. And in the timeline will give me B. Maybe 80 frames, will district center DataFrames. And for the first frame, for all, our character will just scaling really short. So no, it's actually really far. And for the ETA to frame. Just a little bit and we'll just move it along with, along the bottles. And after that, you can just right-click and create a classic Dean. And now we can see the animation is feeling that it's actually, he's a, he walking towards the camera. And like we said early, to see the proper final output, you can press control enter on the keyboard. Sometimes what happens is or the software will be little lagging. So you will not get the proper frame rate handled properly. So we can see the character is actually walking towards us. Once that is done, it can give extra themes if you want in-between two. Or you can delete your frames to make it faster. You can view frames to make it slower. So it's actually depend on your preference. Scale him little bit more. Little bit to the front also. Okay. So these all character animation. Okay, once that is done, next time we're going to look at a camera tote. So here in the tool menu, you can see a symbol called camera. Once you click on that symbol, a new layer, camera layer will be added to the template. And in the stage itself to more options. One is for rotating one me so soon. And it means or you can zoom the camera. No, the actual layers are actually kept. The seam says the only, the camera is actually scaling up and down the same way you can actually rotate. The camera can just enable the rotate option here. And again, rotated based on how you are actually animating the cameras. So you can play with these settings also, and you can make some interesting camera movements and also. So the first two frame we'll just talk, maybe rotate the camera a little bit. And in the stage itself we can actually Malika. Okay, then we'll just zoom the camera a little bit. And you can use the tool to banner on the camera also. Okay, once that is done, the next thing you can motors hadn't gotten the data frame will give a keyframe. And at this point, we'll just zoom the camera. And we'll just find our character. And one more thing you can actually zoom the camera really close again. Once that is done, maybe we'll do the rotating also will make it a little bit street. Okay. Then you can do classic team. And the camera will be like that. And for the current also you can give a ease in and ease O'Donnel. Here. We'll just give it. You seen. Okay. And we'll just press control enter to see the final output. So you can see the character animation. Okay, so I hope all of you guys understood the process of creating walk cycles in an image and make sure to see this particular Lesson as many times as you want to make that animation perfect. And like, you know, project or we have a two different options. One is the previous lesson. We actually talked about designable and emission, where you can create a view or something like that symbol and emissions like a body movement or something simple. And if you want to try this difficult ocean, you can make these walks ache Laura. Little bit complex movement. So make sure to practice this older lessons and continuously practice. And that practice will make you a perfect animator. And I'll make sure to practice all this. And if you have any doubts or anything, please make sure to ask them in the discussion depth and I'll replace as soon as possible. So I hope you guys understood everything. Thank you for watching.