Transcripts
1. Introduction: Animation is such a
highly expressive medium and the only limit is
really your imagination. Hi, my name is Tanika
Pantoja and I am an artist in the animation
industry here in LA. I've worked as a
storyboard artist, as a character designer,
and an animator. Most people know me
because of my short films. I was known for a Crown Dragon and Wolf
Song and Tiny Nomad. But I've also worked in the
industry for other pictures. This class is about getting
your character design, getting your character drawing, and making it accessible
for animation. First, I'm going to take my character design and break
it down into simple shapes. Then I'm going to illustrate
key poses and breakdowns, connective drawings, really. Then after that, I'm
going to draw on a new layer to clean up
and color those drawings. Afterwards, I'm going
to show you how I utilize Adobe Animate Library, Adobe Animate other
tools to show you how I make the process more
efficient and less cumbersome. By the end of this class, you'll have your first animation
test of your character, seeing it come to life
for the first time. Animation is also all about experimentation and just having fun and playing around with it until we find
something that works, we find something
that feels good. If you're ready to bring
your characters to life using Adobe
Animate, let's go.
2. Getting Started: What we'll be doing
in this class is, we're going to turn our
character design into a fully animated character
using Adobe Animate. So in a previous
class that I did, we designed a character
from scratch to finish, and we did multiple
things such as, coming up with the
character concept, to the expressions,
to the poses. I'm going to be using that
character for this lesson. From this class,
you're going to be able to take your design, and get it ready for
hand-drawn animation. We're going to use those
techniques so we can actually animate our characters
within Adobe Animate. An animation key posing is, let's say, a
character does this, and then we want to
have a character, let's say, throwing a punch,
they're storytelling. Key poses are, to me, storytelling keys
that illustrate, this is the before
and the after. Then after the key poses, we're going to move
towards the breakdown. A breakdown is the
connective tissue, or the connective drawing that connects drawing A to drawing B, or is it first coming
from here, or downwards? It's at connective drawing
that will help illustrate, or sell the illusion
of movement. We're going to do this
animation rough at first, meaning that it's going to be scribbly, it's
going to be loose. But then eventually, we're going to draw
over it on a new layer, cleaning it up with
cleaner lines, and we're going to color
it with actual colors. I'm going to show you some
tips and tricks that I use in Adobe Animate to speed up my process to make
it less cumbersome. I'm also going to talk about Adobe Animate's library system, because I think it is efficient
when you want to reuse, or store previously
made animation. I'm also going to talk
about exporting your video, and some other things within Adobe Animate that you
might want to know, along with your
character animation. I'm going to be
using a computer. This will be my
operating system. It's got Adobe
Animate installed. Make sure you have Adobe
Animate installed, or maybe you're subscribed
to the Adobe Creative Cloud. That's something that you might need to have on your computer. Second is either a drawing
tablet, a display tablet, a graphics tablet.. What I
have is a syntique 16 HD. It's a more well-known brand, but there are other alternatives that are more affordable, such as [inaudible], XP pen. These are all other brands
that are also just as good. Now, some tablets don't
even have a screen, it's just a pad. That's good too. Back in my day, back in high school, I
animated with a mouse. So if you really want to try doing that, you can go for it. The reason why we're
going to need a tablet, is just so that our
lives are going to be easier making those drawings, and also those in-betweens, and those breakdown drawings. We really want to
get those joints a bit more articulate, and we want to have a bit
more freedom with that. Also it's better for the hand. Once you have your tools ready, once you have your
computer ready, or your drawing
instrument ready, a tablet, then let's
get started breaking down our character design
into simple shapes.
3. Simplifying Character Shapes: It's important to try
and simplify the shapes of your characters so that
it's easy to animate, it's easy to recreate without all these complicated widgets and shapes that you
might not need. Now, again, animation
is a very vast medium. There's a lot of
different styles. Some are super detailed, some are super
graphic and economic. But at the end of the day, they're all made
of simple shapes. What I mean is that in order
to animate our characters, we have to understand the basic shapes and foundations that
they're made out of. For this class,
I'm going to take an existing character that
I have and try to break it down into basic shapes and
make notes for myself so I can redraw this character at
any angle and at anytime. This is a little robot
character that I designed. He is a time traveler. He ended up in Edo
period, Japan, where he's just living
along side that time. He's got a little sword, he's adapting to that era, and a little tail that
represents an electrical socket, just to give him a bit of that animalistic
experience and to also make him feel like a little kid just based
on his proportions. Now, with this design, I don't think it's
quite animation ready. I think the shapes are simple, but I think we can
start thinking about how to give notes for ourselves, so it is ready for animation. I'm going to hide all these
previous poses first, and I'm just going to
isolate this pose. Using Photoshop, I'm going to turn down the opacity
of this drawing, to something really,
really light. From here, this is where I look at my design and start breaking it down
into simple shapes. You can use a different
color for this, I personally like to. Let's do that. I like to just draw
over it and see if I can just simplify
the shapes a bit more. I think that's simple enough. Then for the limbs, it's really up to you, but let's say I want
these to be triangles. I think this is easy for me
to recreate, or maybe not. Now that I think about it, I want to keep things
really, really simple. Even though there's
tapering here, I can always adjust that
later on during cleanup. What I like to do is
just simplify the shapes even more to something
really basic. The reason why I'm simplifying
these shapes right now is so that
when I animate it, I don't overthink too much
about how the drawing looks. I want to get the movement
and performance done fast. But right now I'm just
drawing over the character, and once I have this done, so I'm just going to keep going. Maybe making some crucial
notes on where the legs start, or where the hands begin. Then I can start figuring out proportion notes to
keep track of myself. For the tail, I think it's just going to be aligned for now, and a little shape, like a little bell. Sometimes I like to
describe a bit of form, and the way I can
describe a form, three simple shapes, is by maybe drawing
cross-section lines. Cross-section lines
are, let's say, little hash lines to just
indicate where the eyes it, or what angle the faces showing. I know this is going to be
the front side of the face. I want to be able to describe
the form and the contour of what that shape looks like. Sometimes I like to use a
different color to, let's say, make notes for myself to show where the screen or the
facial features start, or maybe where his
kneecap start. I think now that I look at it, maybe the eyes sit in the
middle of this square. Sometimes I'll take this drawing and I'll make little
notes for myself. I can grab this character's
head and in animation, it's quite common
for animators to measure the proportions of their characters
through the head count. I'm going to select
my draw over. Using the Lasso tool, I'm going to copy that drawing, and then I'm going to
paste it, and it's going to paste it onto a new layer. I'm going to put this head next to the character and
duplicate it again, and move their head down. Let's say, how big
is this character? How tall is this character? This character is
nearly two heads tall. I'll sometimes make notes. I'll say like this character is one and three-fourths
heads tall. Now how big is the
arm? Let's see. The arm looks like it's about
three-fourths the head. So the head is used
in measurements, especially when it comes
to figure drawing, because in an
average human body, it's very even in the way
things are redistributed. From top to the head, if you take the head,
and move it down, it's going to land right on, let's say the nipple
line of the figure, and then you take that
head and move it down, it's always going to land on the belly button, or the navel. Then you move that down, and it's going to land
on the crutch. It's always been used as a measurement tool
for figure drawing, and for me it applies
to animation as well. Then once you have a measurement of your character in
its most simple shapes, I would recommend you drawing your character in
different angles. Using the reference and some of the drawing
notes that I made, I'm going to try, and recreate some new drawings
based on these new notes. Let's see. What if I
did a side profile of this character,
just by reference. What I'm doing right now,
I'm not trying to match the exact measurements of
what I'm seeing right now. But right now, I'm just trying
to match the proportions. Those are two very
different things. What I mean by that is, and I'm going to
do that right now. Let's say I decide to
draw the head smaller, but then I also want everything else to proportionally
to match to the notes. I know that the leg is let's
say three-fourths a head, or maybe right
in-between three-fourth a head and one head. I'm going to use that note, one, and maybe it's around
here where the leg stop. Where the arm begins is right at the top of the marker that I
made for the three-fourths. I would say I'm not being
super accurate about it, but I'm estimating it
so it feels right. This is a side profile again. I'm noticing, now that
I look at my design, the hand is just a bit
higher than the kneecaps. Then just looking
at design again, just seeing if I can
constantly match it. Well, I did measurements. I know the eye sits here, and we have our banana here. I would recommend you to
constantly draw your character, to practice drawing your
character while we're trying to match the proportions
of our notes. Let's say if our character
is doing a different pose, how can we try and maintain consistency with our notes here. I'm going to keep experimenting, and drawing these poses, and I want you to
do the same thing. Once you feel like you have a good handle of your character, then we can start moving
on into animation. In the next lesson, we're going to move
onto key posing, where we flesh out some
strong storytelling poses for our character
and our animation.
4. Understanding Basic Keyposing: In this lesson, we're now
going to move into key posing. What is key posing? The way I would
describe key posing is, coming up with strong poses, or poses that tell the story, or the important parts
of our animation. Let's say if a character
is starting a punch, I would have a pose of a
character widening up, and the next pose, punching. There is clear story
between these two poses. One is retracting, and one is pulling the punch. If you were trying to
pose out your character, and let's say we don't have
any animation in mind, but we can only sell
it by a few images, maybe 3-5 images and
there's no timing. If I were to flip through
those drawings or if I were to flip
between those drawings, I can read the character
acting bit by bit. I can see how it begins, how it starts to begin, and how it wraps up. The way I would
think about it is, try making sequential drawings
of your character doing an action in just three
to four drawings. Depending on your character, you can come up with very
specific scenes or poses. Let's say if it's
a martial artists, maybe your character is pulling
off a few martial arts. If your character is,
let's say, dancing, maybe your poses are going
to be related to dancing. But what if you don't
have anything specific? What if you don't have a story? Well, one of the
most basic things in animation to animate
is a walk cycle. We're going to animate
a loop of a character, just a side profile of a
character walking in place. I'm going to assume
that you know the basics of Adobe Animate. If you don't, that's okay. I have a refresh on my class on the basics of Adobe
Animate on Skillshare. We're going to change
a few options here. On the right, I want to
make sure the properties of the stage is not 30
frames per second. I'm going to choose 24, because that is the standard of animation that I'm used to, and a lot of studios use 24. From here, we're going to
start animating our character. First I want to
drawing a ground. This is where our character
is going to walk. I'm going to label this ground. I'm going to draw my character, and I can always make adjustments to make sure everything is in proportion. I'm having the
character face stage. This is going to
be a side profile. Then we're going to draw
our character's legs, and this is the back foot. I'm thinking the arm
is somewhere here. I'm thinking, should we
have a normal walk cycle, where the character's arms
move around or if it's stiff? This is something
that you might have to stand up and act it out. This is a pretty flat drawing, and we don't really know
which foot is forward, which foot is not. I'm just going to indicate
that with color for now. I will say this is
our front foot, and this is our back foot. I'm color-coding it for now, just so that it'll be clear. It's hard to read
that without that. I'm just going to indicate
that for clarity, back leg, and then
the previous color, which is a light blue, I would say leg
closest to camera. Anyways, I'm just
going to keep going. First, I'm going to draw an arm. If the leg closest
to the camera, when I think about when I walk, I notice that when my
foot extends forward, my hand goes back. Then I'm just going to
indicate the front, so this is its eyes. This is a robot
character's eyes. This is our first key pose. Now let's do our
second key pose. By pressing this button here, I'm going to create,
insert a blank keyframe. Now I can draw
another new keyframe. I'm going to turn on
the onion skin tool, just so that I can see
my previous drawing. What I'm going to draw basically is, it's the same drawing, but the feet placement is
different, or it's switched. I'm just going to trace over my existing drawing right now. Now, the leg closest to
the camera is back here. Furthest away from the
camera is now forward. I will color-code it
just so that it's clear. I'm going to select the
previous course from last time, just to take notes for myself. Now, the leg closest to the camera is behind
our character, and the leg furthest away
from camera is now forward. I'm going to turn
off my onion screen, so I can see what that looks like if I flip back and forth. We almost have the same pose. But notice how the leg
placement is different. It's not enough to show that
this character is walking, it really is just
two drawings that show these feet are
differently place. Now I need to make that
connective drawing, which is another key pose. I'm going to select
my first frame, and hit "Insert frame". You can zoom in your
keys by hitting this tab over here
and zooming in. Then I'm going to
select that and hit "Insert blank keyframe". Now I have an empty
drawing in-between them. From here, now I can draw a drawing that connects
these drawings together. From here, now I have to show this light blue
leg is not moving. If I flip between
these drawings, I'll turn off the onion skin. I need to get the blue leg to go back
here with this drawing. It's just like it's
making contact with the floor and the back leg
is going to come crossing. When I think about
the walk cycle, the knees are going to drive, the back foot is going
it be off the ground. Then I'm going to draw
the arm moving forward. I have to keep flipping
back and forth. Now we're having
clear indication that this character is walking. I'm just going to color that
just for clarity purposes. Cool. That's one stripe. You know how we have the
front leg or the leg closest to the camera,
passing backwards? We want to do the
same thing with the leg behind it to
complete that loop. We're getting a sense of
complete motion already. If I go to "Control", and I hit "Loop Playback", and I press "Play", it's going to go by too fast. I'm going to, let say,
extend it by four frames, so 1, 2, 3, so each drawing holds
for four frames, 1, 2, 3. Cool, let's play that. Now its become more readable. But the thing is, it's reading
the first drawing twice because the first drawing
is also at the end. I can delete this later, but what I can also do is
hit this button, the loop, and then just select
the range to only appear here right before the first-time repeats
itself towards the end. I'm going to play that. Now we have a believable walk cycle. Next, we'll talk
about breakdowns. Breakdowns are another
set of extremes or key poses that connect
these drawings together.
5. Exploring Connecting Drawings: Next we're going to
make breakdown drawing. Breakdown drawings
are another set, they're secondary key poses, they're secondary extremes that connect our main
key poses together. If I was, let's say, if you look at me right now, I'm going to be
throwing a punch. The first key pose, the second key pose. But how do I throw that punch? It's clear that I'm punching, but on my punching
over the head or am I punching under or
am I punching straight. The middle drawing
between these, that is the breakdown. I'm going to do that
for our walk cycle. I'm going to make a breakdown drawing between one and two. I'm going to select somewhere in the middle of
between one and two, and I'm going to hit
insert blank keyframe. I can turn on the onion skin and see what that looks like. But the thing here is
that I don't want to just create a trace over
or direct in-between. I want to give a bit
of an indication of weights because if I were to stand up
and I took a step, there's a sense of like momentum or inertia where
when I step a part of my weight is still going to
drop and my knee is going to bend to allocate that bend. That's something that
I want to think about. Looking at my drawings
and constantly flipping, I feel like when this
character takes a step, it's going to bend it's knee and it's going
to drop a bit down. I know that I want the character to dip just as slightly down. I'll do an example
like this first, there's another
faster way to do it, but I want to show
you how I do it in terms of
hand-drawn animation. For the first cycle, we're going to have our
character dropped down. Notice how I'm flipping back
and forth just to feel it. I'm going to change
the brush size. I like drawing with
a thick brush. Now we have just a subtle
indication of the dip. I know that I want to keep
the spacing consistent with the foot
placement because I want the character to feel like they're constantly moving. I want to make sure
everything is evenly spaced out from the
heel and the toe. I'm going to have our front
knee bend as it steps. If I flip that back-and-forth and I'm going to turn off
the onion skin to show that. Now we're getting a
bit of believable way. I'm going to continue
the same treatment with the back leg. It's going to bend. I feel like the heel is
going to be touching at this point knowing just to
sell that believability, that it's constantly moving. Because the head is moving down, that means the socket of the arm is also
going to dip down. I'm going to move
the arm downwards. I'm going to keep flipping. Now I could make the arm
feel like it's newly. It's not like
there's no tension. Or I can keep it very tense
and keep it bent all the way. I'm just making sure
everything about the head dips because the
whole head is dipping down. Let's turn off the
onion skin and I want to show you what
that looks like. Now we're getting
a bit of weight. As soon as the character lands, the whole body is going
to reallocate that way. Just as really saw
that believability. Boom. I'm also going to select the same colors to just indicate
the colors for that leg. This is the back leg now. Cool. We have that first step. Now I want to make a
breakdown between drawing two and three. I'm
going to do that. I'm going to select
somewhere in the middle and hit Insert Blank Keyframe. Notice how my timeline is even like this is two
frames. This is two frames. This is just so that
everything remains consistent. I'm going to turn
on my onion skin again and keep track
of everything again. Flipping back and
forth helps a lot. Now, I noticed that
when I cross my leg, I'm going to extend my heel. I think my whole body is
going to go up a bit. In the previous breakdown
we had the body goes down, but now because the
legs are extending, we're going to have the leg boost up and I'm just going to see if I can make the head slightly higher than
the previous drawing. I'm going to keep
flipping it just to show you what
that looks like. Just slightly higher. Again, I can always fix these
joints a bit later on. Cool. The arm socket is
going to be higher too. I'm going to keep flipping
to give a sense of okay, what is a good in-between
for these legs? I know the heel is
going to be here. Sometimes when I flip
between these drawings, it's easier for me to see
where things should land. I'll actually put a dot helping me indicate
where things should go. Look at the knee, for example, I'm going to be
tracking this knee. I'm going to use a red pen
just to show you my point. I'm tracking this
knee and this knee. If I flip back and I can see where I can
see the in-between. I'm going to put it
here and that's where my knee between those
drawings should go. Let's turn on the
onion skin for now. I'm just going to continue
drawing that foot. If I roll through
these drawings, we already have a somewhat
believable walk cycle. Let's play that for now. I'm going to turn on the loop because I don't want
to see this frame. It's really just a repeat. Oops. Make sure you readjust your loop cursor. Then hit play. We already have one stride
that's pretty much ready. Now let's do the
other stride of walk. I'm going to show
you a faster way and how you can do this too. Instead of drawing
every frame by frame, you can also just modify a
bit of an existing drawing. Between frame drawing
three and four, so this is where we get
the other leg striding. I'm just going to hit this
one, Insert Keyframe. It's going to duplicate
that drawing. Maybe I don't want to
redraw the head because the head is hard to keep
drawing over and over again. I'm going to erase
everything else. Turn on my onion skin. Now that I have the
onion skin referencing, I can just move the
head downwards. Then I can actually, I don't have to redraw the head, but now I can just focus
on the legs and the arms. I'm just going to try and create an in-between or
breakdown for my legs. Again, the front leg is going to bend to
absorb that weight. Then the leg closest to
the camera is now going to start leading in,
leading that leg. Now it's the heel leaving the ground and the toes
leaving the ground. I'm going to move the arm. What I can also do
is if I want to, is if I don't feel like
redrawing the arm, I can just select that arm again from a previous
drawing or the next, right-click, Copy, go
to my next drawing. Then I can paste it in
place and just move it down and alter it a bit. Notice how I didn't
really have to redraw things to get this down pose. The thing I did between 2-3, it's going to be the same with
between four and back one. Oh, the tail. I totally forgot about the
tail, but that's okay. I could just add it frame
by frame if I wanted to. I just had to go
through each frame, just hit Backspace or Delete, removing the numbers too. There's my walk cycle. I want you to try and
animate your walk cycle or whatever key
poses that you have. Try key posing it out and
try breaking it down. Then from here, we're going to color and clean
up our animation.
6. Coloring Your Animation: Now that I've done my key
poses in my rough animation, it's time to clean
up the animation. This is important because we want to see the animation
fully finished, ready for presentation,
everything is colored, everything is cleaned up, and everything just feels
finalized and finished. We want to get this
to that stage where everything just feels polished. What I'm going to
do is I'm going to turn my rough animation layer. Actually, I forgot to rename that ruff_anim just
for reference. Then I'm going to right-click
my ruff_anim layer, hit Properties and
turn down the opacity. If you scroll down, look at Visibility, I'm going to select
Opacity and I'm going to turn it down
to something low, let's say 10 percent. We can still see our
walk cycle at least. From here, now I can use this as a reference
for my cleanup. Now, let's say I
don't want to keep redrawing the joint
over and over again. What I can do is just
make the head of a drying wants and maybe turn it into
a symbol for the library. I'm going to create a new layer and I'm going
to label this head. This is where my
head is going to go. I'm just going to make one
single drawing of my head. I'm also going to
fill it with color. Now, I want to turn
this into a symbol, something that I can reuse
later on in the future. Now, I can actually resist drawing right
now as it stands, but with a symbol, let's say if I decide to add
a design change on the head, it's going to affect
all the frames. That's why the library is great. I'm going to select all my
drawing here or the head. I'm going to go to Modify,
convert to Symbol. This window pops up and I'm
just going to call this head. Everytime I go to a next
ruff animation key pose, I'm just going to
hit Insert Keyframe adjust the head to match
the ruff animation. I'm going to do the same
thing with the next drawings. I'm just going to
hit Insert Keyframe. It's going to duplicate that. I'm just going to move it. I'm going to keep doing
that until it matches with my other drawing. I'm going to keep doing that. If I play this animation now, I have the head
matching, my animation. Actually, I need to move
this head up. There we go. Now let's play it. Now it's
matching the rough animation. Let's say I want to add a
bit of overlap or a bit of that tilt every time the weight changes just
to sell bit of wait. What if every time it goes down, the head tilts up a bit. Every time it goes
just a bit down the head tilts upwards just
to really sell that weight. Then every time it show
up abruptly goes back up, I'm going to contrast that with the head facing downwards. Let's see how that feels. I'm going to do that for every time the lake passes through. I'm going to play that.
It's a bit distracting. I'm going to go back and fix that and I think
that should be good. But I just want to see if
I can add a bit of weight. I'm going to move
this head just a bit back and now we're
good. Let's play it. Now we have I didn't have to redraw the head all the time. What I basically did is just make a symbol of this head
and just move it around. That saved me a lot of
time and effort too. All the energy of the
frame-by-frame or for the cleanup, I can just spend it on
the legs and the arms. You can do each of these layer
by layer if you want to. I'm going to make a new layer on top of the head for the leg
closest to the camera. Leg_closest, I'm
just call it that. From here, I'm just
going to see if I can make very decisive lines. If you're doing
cleanup animation, make sure you practice
your solid drawing skills, and your clear joining
skills so you don't feel like you have to redo or you have to make
sketchy lines all the time. Because sketchy
lines in animation, especially if you're coloring, it's going to be cumbersome. I'm keeping things simple. There's our front leg
and I'm going to draw a key pose for the back leg. I usually like to
do it in the order of the drawings in the ruff animation I did
first, so key poses. We're just focusing
on the back leg. You can do all this
animation in a single layer, but I wanted to show
what you can do with the power of
multiple layers. Again, I'm just keeping things simple and not too complicated. Then I'm going to do the same thing everytime
the leg passes through. I can even turn on
the onion skin, lock the other layers
so the onion skin only appears with the current
layer that you're on. Make sure you're focusing
on just one leg at a time. I'm going to do the same
thing for this drawing. Now, I can go back and
make sure all these lines are consistent and to make sure the volumes are consistent, but right now it feels
pretty believable. The back leg, I think
it's going to be easier because I'm
thinking it's going to just be one single color just to indicate that this
is covered in shadow. I'm going to create a
new layer underneath the head and do almost the same thing as
I did with the front leg, but I'm just going to keep
things very loose hidden. This is going to
be on one color, one dark color and I'm just going to keep doing
the same thing as I did. Now this leg is behind the head. I'm going to do that quickly. If I play it, now we
have the back leg now animated too frame by frame. If I turn on my layers, you can see that the leg that I just did is behind the head. I'm just going to quickly fill the back leg with
a darker value. Cool, let's play that. It's looking good. I
think it's looking good. I'm going to keep working
on this walk cycle. I'm going to keep
cleaning it up. I invite you to do
the same thing. Whatever animation you have, whether it's a walk cycle or a ruff animation that you've already done, just clean it up. You can do it like how
I did it layer by layer separating everything
in different layers. Or you can do it
in a single layer as if you're doing
hand-drawn animation. You can do that,
I'm going to keep working on my walk cycle. In the next lesson, we're going to make our character move from stage
left to stage right using Adobe animate tweening functions
and then we're going to export that video for our animation to be
ready to be shared.
7. Finalizing and Exporting Your Project : Now I'm going to talk about the tweening function
and Adobe Animate. What that is is
let's say I want to move one objects on the screen to another part of the stage or another
part of the screen. I can do that without
having to move the object myself
manually frame-by-frame. Tweening allows me to
do that automatically. Tweening is a very popular and common function
in Adobe Animate. It's been like that for
years and I want to show you what you can
do with tweening. With that in mind,
I'm going to make our character walk from
stage left to stage right. First of all, I want to
select all my drawings. Here I'm going to select
everything except the ground and the
rough animation so I'm going to go
to my timeline, click and drag everything
here and hit right-click, and then copy frames. Now I'm going to
go to File, New. I'm going to make a
completely new file now and I'm going to just make this my new
project for the tween. Before I even I add
anything on the frame, I'm going to hit
Insert new symbol. Make sure everything is graphic
and I'm going to probably name walk cycle robowalk. Next, I'm going
to right-click on the first frame of layer
1 in the timeline and hit Paste Frames and now we have a walk cycle in our new file. I'm going to go back
to our main projects. Right now we're in the
robowalk symbol animation, the symbol being its own
walk cycle timeline. I'm going to hit this to go
back to our main timeline so now I can add our character. Go to the library. If you look at my
mouse or my cursor, hit library and then
you're going to see the robocycle
and the new project. I'm going to click and
drag it into the project. I can even flip it if I want to, but I'm going to shrink
it. There we go. Then I'm going to make sure in the properties everything
reads as a graphic. Make sure this is turned on. I'm going to make it loop. The idea that I want is
to have this character walk from stage left
to stage right. Now I'm going to introduce
the motion tweening. In order to do that there
can only be one symbol or one object from the
library in the layer. I'm going to right-click
my first frame and I'm going to scroll up
and create motion tween. Classic tween is
an older version or an older way of tweening, but motion tween
is a standard now. I'm going to hit Create Motion Tween and
you're going to see that it has some frames
set out for you already. But you can always modify
this so I can actually move. Let's say I want
this walk to last for maybe more than
three seconds. I'm going to select
somewhere in the 100s range, 135 for some reason. You can always adjust
this later on and I'm going to highlight
this button, insert the key frame and then what I'm going
to do is just drag. I'm holding Shift so I
don't move it all the way. Hold Shift and I'm going
to move it and let's say I have it exit stage right. When I play it, we have
our character walking and I didn't really have to animate the character walking from stage left to stage
right manually. Motion tween is a very
useful tool when it comes to animating characters moving
or walking stage left to stage right or even
animating camera moves. It's all about your
imagination too. Other ways you can utilize
this feature is let's say you don't want to do
things frame by frame. Let's say you don't want to keep redrawing arm
movements or whatnot. You can also animate
a character, just motion tweening
from pose to pose if you keep everything
consistent with the symbol. If I use the same arm
for the next key pose, I can just reuse and
tween that arm from pose A to pose B without
having to redraw those frames, without having to
manually animate, I can just motion tween it. Here's another trick that
you might want to consider. I can even select somewhere in-between
my motion tween and I can even adjust the ease and the ease if you look at
my cursor under tweening, ease is basically a way to
describe if this object is slowing down or speeding up. Let's say if I set
this to ease -100, it's going to accelerate.
You'll see what I mean. If I play it it's
slowly getting faster. If I do the other way, it starts really fast
and starts to slow down. The great thing about the
modern tweening is that I can also somewhere in the
middle so I'm going to put ease back to normal so there is no ease, it's just constant. I can also just select somewhere in the middle and shift that up and now it follows a path. I think I'm ready to export this animation into
something of a video format. Something that's ready
to be presented. I'm going to hit File, I'm going to hit Export and I'm going to export it
to video or media. I'm going to make sure
everything is sound. In terms of the format,
I like to use H.264. It's a format that
is browser friendly. I've used it to post
on social media, to post on YouTube. It exports it as an MP4 and
this is just a compressor. I'm going to just hit Export, and it's just going to
take a moment to export. If your Adobe Media Encoder just pops up for some reason, hit this green button up here. It'll continue the job. I'm going to double-click
the video where it's saved and I'm going
to have it play. Now we have video file
of our animation. There is me exporting
my animation. I recommend you to do the
same through Adobe Animate. Sometimes you might
need to do it through Adobe Media Encoder
if you want to so once you've finished your animation and
once you've exported, please upload it to
the project gallery. I'd love to see what you've
done for this class.
8. Final Thoughts: So we just wrapped
up this class. What I just showed was a
basic way of animating. I talked about the walk cycle. I've introduced key posing, and I've introduced breakdowns, but there's so many ways
you can utilize that. It's all up to you to experiment what you
can do with that. Again, this is your first
finished looking animation. You have to keep experimenting. Always talk about experimenting with different approaches, finding shortcuts here, and there like I
did in this class, and talk about how to find ways to make things a
little easier for yourself. This is a big deal.
You've animated your character for
the first time. Now, there's proof that
this character can exist in a finished
piece of animation. It came from a simple
drawing of a character. We now have our character
fully animated, fully colored, ready to
be shown to the world. Once you're done, and
ready and once you have your animation video ready, please feel free to upload
it to the project gallery, because I'd love to
see what you've done. So get to work,
keep making stuff, because I can't wait to see what you're capable of in the future. Thank you so much for
taking this class.