Transcripts
1. Intro: Hi, I'm sorry, Good Sam. And I've been an animator and
an illustrator since 2004. And today, I want to
show you how to do this. If you don't know my
work, check this out. Alright, let's get started.
2. Pendulum - Easing and Inbetweening: Hi. So today we're
going to have a look at how to animate this pendulum. It's a simple exercise. And point of this exercise is to understand in-between ing
and particularly easing, how to ease into
position. But keyframe. And also it gives us an insight into ox and timing in animation. But what's really
important about this one, It's easing and in-between. So let's get started. Okay, So as usual, I'll be using Photoshop
to animate this. But you can animate this in any animation software
that you wish. You should know that I'm
going to make this on 12 frames per second frame rate. And that's it. So, okay, so I've got
a blank canvas here. I'm going to start
by maybe drawing some lines to position
my animation. So what I've created here is
just sort of a background, a guide for my animation. I positioned a pendulum. Pendulum. And this
position here, Let's key-frame key a, and that is frame key B. So this is just going to
say on the background. Now I'm going to just draw
the first two keyframes, position a and position
be on top of mine. So this is my first frame. I'm going to go over and
select the second frame and draw the second, the
second key frame. So that's it. I've
got my two joints. I can switch between
them. As you can see. My objective is to make the glandular move
from one to another. So the first thing
we're gonna do is just move from a to b. We're not going to worry
about going from B to a. You just going to
do from a to b? I have colored my
keyframes in red here just to mark them as red. But I'm going to use different colors for the in-betweens. So here we go. So the question is, how
do you go from a to B? How, what is the best way to
do this in a realistic way? You may have noticed that when you have a
pendulum and it's going like this at the
beginning of the movement. It's kind of slow and speeds up at the bottom of the curve. And then it slows down when it gets to the second position. So we go like a slow, fast and slow movement
and it kind of goes like this, right? So this is what we are
trying to recreate here. So we have the keyframes, we want to draw the in-betweens. We want to draw these
in-between so that I slow down and speed
up at the right time. So how to go about this? Your first instinct might
be that you might want to draw just the next
key, next drawings. So let's say I want
to add a drawing in-between here and then start doing the next
frame, maybe close to a. And then the next one would
be a little bit further. Maybe the further and further
as it picks up speed, you need to extend the
distance between the objects. That's how things speed up. Then what were the
closest drawings are? Slower the animation. So you might want to do this, but it's kinda difficult to, to, to know how many. If you want to ten
frames say to do this. And what is the
spacing that you need at the beginning and the first one and
then the second one. The third one is
difficult to measure that distance and get it right. There is a simple way to do
this that is very efficient. That's what we call easing. Easing is just a process that
we use a lot in animation. So we're going to just
use a simple way here. I'm going to erase this. And so here's,
here's how it goes. Instead of drawing the
first frame as we did here, instead of starting
from a and going to be, we're going to jump
in the middle, enjoy frame right
in the middle here. I'm going to draw this. This is the first drawing
we're going to draw. And I'm going to call this, maybe, See, if you want
to give it a name. Then from this point, I'm going to ease into the first position and easing
to the second position. So how, how do you do this? How do you ease
into your position? It's quite simple. Every time we draw, we only draw the
in-between in the middle. So C is in the middle
between a and b. So that was an easy
joined to do that. We're going to keep doing this. We're going to keep
doing in the middle. So let's say I
want to go towards B and I want slow down
into the pharmacy. The next drawing I would
make would be something here. Right in the middle. Notice it's between C
and B in the middle. Next drawing will
be between the new joint and be our kids
getting closer to me. So the next one will
be in the middle here between those two joints. And the next one will be again between the last
drawing that I've done. In doing this. This is how I will have, if I keep this process, I will have many
drawings close to beat and few
drawings close to c. That means that around c
the limit will be quick. And it was slowed down
towards this, how I do it, I just draw in the
middle and get closer to certain key frame to create
an easing into that keyframe. So let's, let's do
this one first. I'm going to just
remove these ones. So I've got this first drawing the circles see
that first drawing between two keyframes is
often called a breakdown. So I'm going to give it a
color, different color. Often people use a blue. So I'm going to just color this in just so we know what it is. And you'll see me doing this
again in future exercises. So now I've got C and B there, and I'm going to grab a new
empty drawing and put it between between C and B. And I'm going to draw
right in the middle. So in order to do this, I'm going to use the
usual onion skin. So the skin, a lot of software, animation software have this, so use that, we're
going to bring it down. So I removed the
background for a second that we just see the
keyframes that we need. And one thing I
forgot is to draw the line that holds prime c. So I'm going to draw
that line quickly. So here we are. We just have B and
C on the screen. I'm just going to draw
a second in-between. Okay, that's fantastic. We've got a second in-between. Now let's do another one. And again this, the next
one will be between the new drawing that I've
done and the next key. Right? As you can see, the joints are getting closer and
closer together. I'm going to keep this process a couple more times, I think. Okay, let's do it one more time. Alright, so let's have
look at this quickly. So I've got quite a few
drawings down here. I'm going to remove
the onion skin and let's see what happens. Okay, so I hope you can
see how from C to B, we have a slowing
down of the movement. You can see how
it's easing into B. So how many frames
do we have now? We have 1234. Between C and B. You've got four joints
and I could keep going, I could keep adding frames, getting closer and closer to b. That means using more and
more into B and we get an even slower movement
at the end of it. So I feel like maybe we
could have an extra one. We have four frames. I'm going to have a fifth frame just to slow even more into B. So you can see how
the joints are getting really, really close. What's good about this is that the closer
two drawings are, the easier it is to draw an in-between because those
lines are so close together, they're just easy to
find the middle ground. As you can understand. I've only ever had to draw in the middle
between two drawings. So that's what's easy
about this person. Now I'm going to do
exactly the same thing. Now I'm going to go
back to a between C and a so that we get
an easing out of a quick through B and ease back into being so quick to see
an easing back into p.sit. Just have another look at that. You can feel how
it's slowing down even more since I
added one frame. So now I'm just
going to go ahead and do the same for
the other side. So I'm going to add one drawing between the red and the blue. So between a and C. I bring back my onion skin. Here I go again. Right? So this is it. It is quite simple. We have an easing
out of position, a, quick move in throughput, position B, and then
easing into position. So position C and
easing into position B, let me actually just
add a little ANN. So we've done half of the
movement of the pendulum. Now it's easy to do the
other side because you can just use the same
frame that you've done. Multiply this times,
duplicate them, and then invert the
order of the frames. So I'm going to do this
quickly in Photoshop, but I don't need to
take you through this. Here we go. This is it.
I've reversed the frame. Ucf have knocked
them in yellow here. This is the exact same name,
same amount of frames, the same joints, but just I reversed the order
of the frames. And we, we are, we have the
full, the full pendulum. So this easing in and out of a keyframe is very important
because we use this a lot. So this process of
having two keyframes, creating a first drawing in the middle that we
call the breakdown. This is the blue key
to drawing down here. So this is right in the middle. And then every time we just draw a drawing in the middle and
we get ease into position. So that's it. I hope this was helpful. And I'll see you
at the next class.
3. Bouncing Ball - Squash and Stretch: So now we're going
to have a look at the classic bouncing
ball exercise. We're going to start
with something simple, just to ball bouncing
up and down. What we want to have a look at precisely today is
again a little bit about easing and
also the little bit of squash and stretch. Let's do this. So as usual, I'm working at
12 frames per second here, so not, not 24. So every, it's like
as if every drawing was staying on screen
for two to five. So as usual, I'm going to
work on 12 frames per second. So bear that in mind. So first thing I want to do is to have a little background, just a little line to decide where the ball is
going to bounce. And I'm going to draw, just
sketch out two keyframes. First keyframe is going to
be the bowl on the floor. The second keyframe is gonna be the ball as high as it gets. And we're going to just have
a loop where the ball is bouncing back and forth
between those two key poses. Okay, so first two key poses, we're going to have
the key pairs a. And the key pair is being, Apple is gonna go from
one to the other. So first of all, I want to try to just
move the ball as it is login to worry about
this question stretch, we're going to look
at this environment. The first thing to do is to do an ICE movement that is smooth. So as you may know, as something bounces
up and down like this, it kind of slows down towards
the top and then it goes, starts accelerating
again as it goes down. This is another case of an
easing in and easing out. So we are going to be easing
into a frame B and an ease out of family to speed
up again and form a. So it's like this
like spent a lot of time of that and really
low time and water, right? So again, I'm going to use the same technique as I
did with the pendulum. And I'm going to
start by drawing my first break down key, it right in the middle
between a and B. So as before, I'm going to use the color blue to mark
the Middle Kingdom, the Migdal drawing, because this is what we would
call a breakdown. In this case, it's not
really a breakdown, but just to keep
this decided going, that we draw keyframes then break down
standing in between. So let's just draw
that first breakdown. So I'm going to put it again. Bang in the middle was as
much in the middle as I can. There we go. We have
a breakdown drawing. Now, I want to ease into B. So as I did before, I'm just going to
draw in the middle every time and I'm going to show a series of maybe four
or five extra drawings. And here we go. This was one of those
five drawings at it. We're gonna remain on your skin and we're going to
have a quick look at this. So we've got the pole going up, of course, and as you can see, it's slowing down
nicely because we have used the system
of easing into B. Now the other way round, when the ball comes back down, the ball would do
the same thing. It will take exactly
the same time with the opposite order of
things we will loosely. So instead of redrawing
all these joints, I'm just going to
duplicate very quickly and change the order around
to the other ball goes down. So you go, That's
quite simple, right? That was pretty quick and straightforward. We
have a bouncing ball. It's very smooth in the way he approaches me and
that's makes it very, very nice and believable
as a suspension. Now, I want to look at the
biggest threats questions trying to see double by
now feels very stiff. It bounces off a little bit like we would say ping-pong ball or something
like this keeps it. But what if the
ball was a bit more elastic and as it
hits the floor, it squashes a little bit and as it goes back up
and picks up speed, maybe it stretches along. This will give the ball
a bit more life to it. It will make it feel
a bit more flexible. So there's two important
things to look into here. There's a moment of what
we call the contact frame. So it's the moment when
the ball is falling down and is touching
the floor just before it really contacts strongly with the first touches
barely with the edge. That's when the bull
is still going and high-speed and it
will be stretched. So I want to see that frame just before it
touches the floor. Then I want to see a frame when the ball is quashed,
guess if you want. And then very quickly the
ball bounces back up. So I want to see another frame,
another context triangle. The bowl is stretched up, is still touching the floor
just before it takes off. That's three drawings I wanna I wanna work around that impact. Let's look at it. Let's go back to the first one. I'm going to make that
a squashed as they can. But first I'm going
to duplicate it and keep a copy of it so
that one I will withdraw. Notice as I squash it from
the top are also stretch it on the side because I want to keep the volume of the sphere. So if I, if I compress
it from the top, it has to expand on the side to compensate to keep
the same volume. So this is my new, I've changed my keyframe now my keyframes is this flat bowl. I'm gonna move to the next frame when it starts bouncing up. And this is what I'm gonna
do when we look at this. A, I'm going to simply
transform using a transform tool and
watch what I do. I just stretching this side up. And then as quasi, on the other side, we get this lovely stretched bowl. And that will give
us a sense of speed. And I would like to do that
to the next frame as well, because the next time
is moving at very fast. The C now I'm going to do the same negative. Then from the next famous, I think the ball is moving slower so we don't need to
maybe stretches so much. Maybe I'll just wandered
for the next one. And then I need to do this
again for the other frames, obviously when it
comes back down. So it comes back down here. So I'm going to take
that joint is stretches. And straight after that, we should have the ferry first frame again,
one is quashed. Now let's play and see
what it looks like. I'm going to remove the
background for this one. And here we have it. You have a lovely stretching and squashing of that
bullet at the bottom, which makes it feel very
flexible and bouncing. It makes it more line. So that's it. That's all for
our little bouncing ball. We've looked at the easing again and we've looked
at the squash and stretch.
4. Bouncing Ball - Timing and Arcs: Now we're going to
animate a bouncing ball, except this time the ball is
moving across the screen. So what's particularly
interesting about this exercise is that we will consider the arcs, the movement, the path of the ball, which is something quite
useful for all kinds of animations because there are all sorts of things
move along, arcs. And the other things
as well that we're going to pay attention
to is timing. So as the ball falls
down, it bounces. Each pounds will be
a little shorter. And that means there will be a little shorter
in time as well. So this is how we're going to
look into arcs and timing. So the first thing I
want to do is simply draw a line for the floor
where the bounce is going to, where the ball is
going to bounce it on. And then I'm going to place that the arcs that the ball
is going to follow. Okay, now that I have the flow and the arcs, as you can see, the OXO getting shorter
and shorter but also Chilton height and also in width because they spend less and
less in time bouncing. And then the next thing I want to do these
create keyframes. So just like we did before, I'm going to put these key
frames on the top position of that very top of the cars
and other very bottom. And after that, we're going
to continue this in-between. Okay, So now I have
all my keyframes. As you can see, the ball
is bouncing up and down. And I think I've even got the ball to scrolling
at the end. It stops bouncing.
So the next step is to create the in-betweens. And as before, we're
going to start with the first thing between being button
right in the middle. So again, that's what I would
call the breakdown frame. And then we're going
to do an easing, easing into the top positions. Difference we're going to face
is how we go about doing. So let's place first
the breakdowns. So I've got my keys in red, and we'll add breakdowns in blue in the in-between
each keyframe. So the first in-between has to be between
these two joins. But obviously it can't just be exactly in the middle because it exactly in the middle
would be somewhere here. And that is not what we want. We want the ball to
be on the curve. So ideally I want to
put this somewhere as close as possible to
the middle position, but on the curve. So let me try this again. And let's say that it
will be somewhere here. Okay, so I think that
looks pretty good. And I'm going to do
this for every other, but every other breakdown. Okay, so here we are, all our
keyframes by dams created. Let's have look at what
it looks like. Right now. Right now this is a ball
bouncing up and down, but there's no
timing to it, right? The movement it hasn't got it's not slowing down
when we go to the top. It's the same speed, whether it's bouncing
higher, up or down. So we want, we want the
ball to spend more time on the bigger arc and less
time on the smaller arms. So I'm going to go
and add frames. I'm easing into the top
positions and I will eat. I keep adding frames so
that they are more frames that tall arches and fewer
frames for this morphologies. Let's start with the first one. What I wanna do
here is add frames between this drawing
and this drawing. And I'll keep getting
close to the top position. So I've added just four frames between the breakdown
and the top position. This is what it looks like. You can see how it
goes and picks up speed from the top
and goes down. That's, that's why we want to get the realistic movements. Now, we're going to do
exactly the same thing for the next argument
in the next talk. This one, I've got two to four. Drawings, but I'm going to add one less drawing every time. So the next second arc and probably going to
use three of those. And the next one on E2
and the next one we want. And that will make the
movement faster and faster because I have
few and few frames. So let's do the second one. And notice that I'm
going to have to ease into the part where I'm going in and ease out from
the pattern going down. So I'm going to
have to add frames on either side of the
tab key position. Okay, so after I've just
added three frames, so one less than before to go
into the top position here. I'm going to do the
same on the other side. Okay, so now I've got three
frames on either side. So let's have a look
how this looks like. Now we can see, thanks to this, easing into the top position, that it's spending
more time at the top. It feels quite natural. And as we keep going, we have spend even less
and less time on top. We had a less in-betweens, but I'm gonna do the next one. Next month will have
only two extra joins. And I'll extend
the following one. I'm really wondering I wanna
do this too, by the way. Okay, so here we go. I've
added all these extra frames. Let's have a look
at what it looks like. Okay, so here we are. We have a nice little
bouncing ball advances, lovely, nice way
and less and less. Now notice how it's
rolling at the end. It's picking a bit of speed. And if it's going too fast is because I don't
have enough frames, I need to slow down the
movement at the ends by feels like it's cooling
at a normal speed. And all I need to do to do this, It's add some extra
in-between to slow down the movement of the
hand. We'll have. The next thing we're
gonna do is look at adding a bit of
squash and stretch. Okay, so I think I've
got everything now, so I'm happy with
this on all going to do is add some
squash and stretch. So for this, we can
do exactly as before. We're going to add an
extra little frame before and after the bounce so that we can have this trach born in the squash ball.
Stretch bold again. So becoming to touch
the floor with a stressful, we haven't squash. Stretch again.
Takeoff. I'm gonna do this for the first bounds. Then the second bounds,
I'm only going to use the one stretch ball. And then I'm not going to use any stressful
for the next month. The reason is that bounce gets lower and lower
and she also spends less time bouncing on
the floor because it's crashing is crushing
moon because it has a lot of speed
on the first bands. After that, it just
bounces really quickly. So we don't need so many frames. So I'm going to add two
frames on the first bounce, only one frame and the second
pounds, and that's it. And that should give us a
nice feel that the board is pushing a lot on
the first bounce because it has a lot of speed. But then not squashing
so much afterwards. Afterwards because it's
just bouncing light. First thing to do is to squash that first pound mountain frame. Okay, then I'm going to add
a frame just before that. I wanted the contact find where the ball is, just
touching the fruit. So it's a stressful because
it has adult speed. It's good to stretch it to
make it feel the speed. So that's the when the ball is coming in and I'm gonna
do the exact same thing. They're just following the curve on the other side as it goes up. Okay, So let's do it. I'm gonna do one more of
this for the next pounds, but only on one side
because otherwise it'll be too many frames
and I think it was slow it down a bit too much. Also, the stretch
on that poll is not gonna be as dramatic. It's gonna be just
stretching and not so much. Okay,
I think that's it. I think I've got
all the frames and I want to just extend the
timeline a little bit. And then I've looked at this. Heiko. I hope you can see the bounce and how
effective it is to give the feeling that the
ball has a lot of stretch or squash,
it touches the film. So this is it, this
is important to understand the why we use arcs. In this case. You don't need to keep the arms
and can just hide them. Now we get the same
result without the odds. And this is the fact that the
bowl is following the arcs so nicely that makes
it feel more natural. Alright, I hope
you enjoyed this.
5. Hammer - Breakdowns: Welcome back. So in this exercise we're
going to animate the hammer. The idea is to
explore such things as breakdowns,
anticipation, and reaction. So we're going to push
things a little bit further with this exercise, but we're gonna keep it
as simple as possible. So let's start by drawing
a hand and a hammer. So here we are.
I'm just going to start by doing one
single drawing. And we simply going to reuse the same drawing
for the whole animation. Pretty much. So I want to make it
as easy as possible. I just want to explain
properly what a breakdown is, what Annunciation is,
what a reaction is. And we're going to
also explore things like easing and the ox, things that we've
already explored. But we're going to put them in practice in this
exercise as well. So let's start by drawing. So here we go. This
is my simple MO. You could also draw something
else like if you wanted to unmake that or tennis racket or something like this,
it doesn't matter. Then I'm just going to draw something in the
Hammond's gonna hit on, that's gonna be my
background layer. And I'm just going to animate the hand, the hand momentum. So we're gonna do this
in several parts. The first part we're going to do the simplest kind of automation. And for the sake of
it, I'm just going to make it very simple way. I'm just going to take the
hammer, move it up and down. Most linear possible way. So no easing. Just, just a few key frames. I will follow the arc, but that's about it and we have a look at what it looks like. So first I want to
create two keyframes. And what I want keyframe is
gonna be on the hammock, write down another keyframe or they're having his
way up, and that's it. Okay, So these are two
key frame positions. Now I'm just going
to draw a simple arc between the two positions. So just so I can use this as
a guide for the animation. Okay, so we've got two keyframes where there's an ox
to serve as guides. So we're gonna do
that first animation. And again, I'm just
going to move between those two keyframes
in a very linear way. And we'll see that they took a workspace not mislead.
So interesting. I'm doing it first frame,
right in the middle. And I'm going to
do two new frames, one between the
first two drawings and another one between
the next two rooms. Okay, so here we have just
a hammer and moving up, as you can see, it's
just very linear. And so that's how
often the movement am I taking the position. And then we're going to
hover it down by simply inverting the same,
the same frames. And here we have it, the
hammering, hammering. And you can see there's
no other works that emotion is hospice plausible. I suppose it makes sense, but it lacks a bit of energy, likes a bit of a rhythm to it. Feels like the hammer
doesn't have any weight. It feels like if you put a
nail underneath this hammer, you wouldn't put energy into it. So what we wanna do is to try
to make it feel a bit more real like the hamulus and wait. And, and when he, when we actually
hitting the nail, it will actually feel like
there's some energy into it. So this is the first sort of
default animation we can do. The next thing I wanna
do is make it a bit more realistic by simply easing to the top position so that the movement slows down as it would do
probably naturally. And then accelerate and
go faster as we hit the hit with a **** about that. That's what we're
gonna do for now. Alright, so let's
have a look at this, just easing into
the top position and easing out of
the top position. Very few frames like as fast. Okay, so now you can
see I have five frames. They're going up
and slowing down into that position than a
great quickly back down. But just one train moves
and then middle frame, and we pulled that
one all the way down. Let's have a look
at how this looks. All right, so this is a change. This is different than easing
makes to dissemination. It feels already
been more realistic. It feels like it takes
a bit of time for the Hamilton gets into that
position as it slows down. When it goes back down with
time this where it's quicker, it's got a few frames because faster it feels like
there's been more energy. They said it still
feels like it's quite a stiff animation. I think we can put more. I've been more sensitivity to something a bit
more realistic. The truth is that probably
we lift the hammer. You would live to him with a hand first and
then hammer would follow a difference of timing between the hand
and take the hammer. So that means that if we could create a middle position
where the hand is moving up, the hammer is kinda following
with a bit of delay. Then I think we'd have a
more interesting animation. So that's what we're
going to do now. We're going to create
what to do this, we're gonna do want to create what we call a
breakdown keyframe. So it's a, it's a frame
between two keyframes that shows how things are
moving between positions. And you can use that to delay some parts of the animation compared to other
parts of the equation. In this case, I want
to delay the hammer and the hand moving faster. So let me create
first the breakdown. I'm going to basically
erase everything I've done now and just create
a couple of breakdowns. Okay, so I've created
my tube breakdowns. So let's have a look at
the first breakdown is you can see I'm going from
this position here. The hand is moving
a lot more up. The hammer is the anaconda stays very close to
where it was before. Any cell has all that
distance to move. The hand is already nearly moves all the distance
to the next key. This is that
difference that will create an interesting movement, more realistic moment
because it's the hand that's pulling on the hammer. The hand will start moving first and the hammer will follow. Now it should make the
animation a bit more realistic. Then when the hammer goes down, I'm going to do something
similar as well. This is the, in this case is the opposite again because we're
starting from the top. The Halley's moving fast again and the hammer
is lagging behind. So this is, I'm just going to quickly play this and
see what it looks like. Okay, so it's an blacks in-between eng, it's
a bit too quick. But I think you can
start feeling that is an interesting
movement that happens between those two keyframes. So now what I'm going to do is I'm going to
add some in-between. I'm going to do the
same thing when it ease into each keyframe, but by going through
the breakdown key. So e.g. if I want to create
a first drawing between the first key at the bottom and the
first break down. I'm going to just create a new drawing and we'll
have a look at how to position starting
from the bottom. And I'm just going
to create one in between whether the hands
kind of starts moving again, but the hammer is still firmly
on its initial position. This is only the hand that's moving just a
little bit that will create a simple frame that
starts movements. Stop. You want to go with that? Then I'm going to do
some in-betweens between the breakdown and
the final position. And for this I'm
gonna do the classic easing that we've
looked at before, which means that
I'm going to draw the first drawing right in
the middle between these two. So somewhere here. And then another one will be in the middle of the last 2.1. And I'm going to add
34 frames maximum. Alright, The first frame, second frame, bang
in the middle again. We've got 1 mol just to
smooth it out even nicer. Okay, Let's have a look
at how this looks now. So I hope you can feel
how this measurement of the lifting the hammer
feels a lot more realistic. It feels like the
hammer has weight because he drank spelling today, lags behind so
that the hand goes first and now it goes already. We can feel there's
a lot more weight. I think the way down,
it needs to be quick, so it doesn't mean many frames already won fame is
pretty efficient. I think we need to ease into
that movement to the base. So I think maybe just
the one in-between, between the top position and the next breakdown
will be enough to just add a little
bit smoothness damage. Alright, just this one file. Let's see what it
looks like now. Okay? Does it look nicer? I think so. Okay, so that was
interesting thing. So the next thing we're going
to look into is how to, how to create a reaction and an anticipation
and the reaction. This is, you can look at this as an anticipation, this movement. But we can have actually
a second and station and then reaction when the
hammer is actually heating. What happens? So this will add even more an extra layer of realism
to this animation. So that's what we're
gonna do next.
6. Hammer - Anticipation: In this part, I want to
add an extra anticipation. Anticipation is
something that gives you an idea that something's
about to happen. And basically before e.g. you hit the ball, when you playing tennis, you need to pull your arm
back and hit forward. Let's kinda what
we're doing here with bringing up and then
we bring it down. That's kinda
non-spatial already. But I will say
that in this case, we're just going to ringing. We're bringing the
hammer into position. And then we're going
to anticipate and hit. That is to bring it up,
anticipate and hit. So that's the inspiration I
want to do optimum citation. Typically because we were trying to move thing to do
certain direction, we kinda step back to move forward faster.
That's how often? That's often how
transportation work. They don't you don't go
straight for the target. You saw that go back and build
up momentum and then hit. So this is what
we're gonna do here. In order to do this, I'm simply going to add an extra keyframe where the hammer is on
the top position. We're going to bring
it even higher up with a demo of an angle. And then we're gonna
go straight down. So this is going to be
a continuous motion. So the hammer's not
consciously going to stop into this new apps patient
is going to go through the anticipation rather
quickly and then, and then come back down. So it's not called
the same dynamic with bringing the hammer
first into position. Then we're going into
your patient and the patient is only there to
go with the hitting motion. So let me first
create that first, the new extra
anticipation keyframe. You can see I'm not
taking it too far, just a bit of movement
backwards before we go forward. So how did the question is, how do we go into that position? So it's a similar idea you can
have if you want to easing into that position and then
you go into the management. And the same some breakdown
are going to apply. But I'm going to want to
have the hand leading again, that movement and then
leading towards the hips. So the first thing I want
to do as usual is to create the breakdowns before
I go into any in-between. So I'm going to mark the keys in the breakdowns
in the right corner. So this one is gonna
be read again and the breakdown, let me introduce one. So this is my first back
down again, as you can see, I'm moving the hand quite a lot, but a hammer only a little bit. Now I'm going to prepare
the next breakdown, which is going to be similar
to the first breakdown that we did for the
heating motion. Okay. So this is the
breakdown I'm going to choose to go down as you
can see, the hammock, can I go straight
up and it's pretty much vertical at this
position, this position. But again, I'm concentrating
on the movement of the hand moving away and
the hammer lagging behind. Also, you might notice that
generally this spread out. I've kept it closer, generally closer to
the top position. That's because I know that
the speed is going to increase a lot
when he goes down. So I won't few frames when
it goes all the way down. I wanted to frames to
be quite far apart. Let's have a look at it. See how it looks with just
those couple of breakdowns are ready because this movement
is going to be rather quick. We might not need to add too many in-betweens, but
let's have a look at that. Okay, So you can
see now how there's this extra anticipation
before the movement goes. It gives, it gives you a bit of a warning of what's
going to happen. And it makes it feel yet
at the more realistic. And it feels a bit
stiff at this moment. And I think it could
be a bit smoother. And that's why we're
going to bring in a few more in-betweens to make
things very smooth. And again, I think
we need to do is to just add a few in-between zero and then maybe
just one in-between, between every one
of these frames will be enough to
smooth everything out. Let's try that out. Okay, so I've just
added one in-between, between every one of those
key frames and breakdowns. That's all as you can see, you go from a key to in-between breakdown and in-between
the key, It's a tough. So let's have a look at poison. We go. So I think this is a little more interesting
already as an animation. There's a lot more going on. It's so simple, so very
simple gesture, but we can, while we are doing now, gives him more realism or weight and more and more
realistic timing as well. So there's one more
thing I wanna do. I want to add some reaction. So we've had some breakdowns, we've had some anticipation. And now we're going to
look at a reaction. Basically when the hammer hits, what's going to happen
is it's going to bounce, is going to be distorted. What I wanna do is something
that feels like it's hitting it hard so it needs
some kind of reaction. So what we can have is
maybe just a hammer, maybe changing shape
about squash and stretch like we did
with bouncing ball. There could be good. And also maybe bounces off
a little bit and then come and bounces
back a couple of times. We're going to
have a look at this. This is the next thing.
7. Hammer - Reaction: Welcome back. So this is the final part of this animation where we're going to have a look at the reaction on the
impact of the hammer. So what I want to do again
is to try something simple, maybe a little bit of
squash and stretch to cart to have a cotton
reaction to this. Maybe the hammock bounce up the bands have
a couple of times. So it goes like this. I'm just gonna do it, maybe
just a couple of them to be good to have some
sound effects as well. That'll be fun at the time. Alright, so what I
wanna do is look at this last keyframe and add just an extra two keyframes
for the bouncing. So another keyframe
with bad weather, the hammer is a
little bit higher up. It goes back up and
then comes back down. So that's another two keyframes. And another one,
we're going to do that again a couple of times just to set a bit higher up and not so much come back down. So it bounces a couple of times. So let's start. So I've created those
extra key frames. So this is the first key fan, normal key fella we had. Then it goes back
up a little bit. Because back down, take us back a tiny bit and
it goes back down. This is the double bonds. Now, let's see what this
looks like an animation now. Alright. Can you feel the
weight and the bounds there has a lot of
energy to, right? I'm really, really
happy with this. I'm, the only thing I could add, I think now is maybe a
tiny bit of squash and stretch on that first
frame when it first hits. Maybe could be nice to
have just an extra fact whether the hammer sort of squash is a little bit
and that's all we need. Let me try this out,
see if this works. So it's in that position that I want to see it squashed a bit. I'm going down a little bit. I'm going to push it, to
push the whole thing, pasta, the point in a way. Then I'm going to squash
that homopolymer. So the idea is to compress
in one direction and expanding the other
direction so that the volumes remains the same. So same idea as
the bouncing ball. If you remember, let's have a look what
this looks like now. We can feel how I
hope you can see how the hammer strain
and the impact, and it feels even more and even more so comedic effect to it also makes it more real. I think this is,
this is the result of adding layers of
complexity to automation. You can have a simple movement
with a linear in-between. But you could also
add some timing with some easing into these positions that makes it more natural. Then you can think
about the breakdowns. Having a delay between some
parts of the animation. Here's the hammer, the
satellite compared to the hand. And then you can
have an anticipation before we do a strong
movement, you go, You often the opposite direction
before you go forward, we go back before
you go forward, if you're going to
go left when he goes slightly right before
you collect etc. etc. So image in here as well. If you're jumping,
you want to go down before you jump up, right? It's often the case. Then you can think
about a reaction. Here. The reaction is the hammer hitting and it bounces
off a little bit. And it makes it, if you
have a good reaction, something that feels
a bit realistic, you get even more impact. You can add more to this. You could have
effects that sound, particles and things like this. That would be a lot of fun, but it's something
we can look into. Much light. Alright. So I hope you enjoyed this
and I would love to see, to see what you do
with this exercise.
8. Flour Sack - Bouncing: Welcome back. This time we're going to
animate a flour sack. Jumping in a very simple way
is just going to come in. Just do one jump and
come out of the screen. So this exercise is a
way to try to start animating something
a bit more complex than a simple object. Still, we're going
to keep it simple. A flour sack is simple object. We're going to explore
the moles squash and stretch for this character. And otherwise we're
going to look at the simple gonna use the same,
similar principles before. Including timing, arcs,
keyframing of course breakdowns, easing and the sort of things. So let's get started. Okay, so first things first, we need to design our character, okay, it's only a flour sack, but we still need to design what it looks like
and then decide, you know, what style
we're going to go for. So you don't have to follow
exactly what I'm doing. You can design this
in your own style. But the one thing that I
want to pay attention to this time is squash and stretch. So we're going to just
look at how we design this character and then
how we squash and stretch. Just to see how we can do this
in a way that's efficient. So let's start by just
designing a simple flower sack. So a classic is a little
bit like a square that has been just distorted and it has
all this flower inside it, kinda soft fabric, so it
has a bit of a belly. It's like a square or
cube with the belly. And it also has these, we're going to add
these two, these four endings at the top
and the bottom. And they can act in a bit as
is or as feet if you want. It's just a classic
look, lovely cartoon. Fires acts. So let's say this is the basic
shape of the fast sac. Now I'm going to try to give it a bit distorted a little bit because of the mass that
contains the flower. So here we go. You
see how I distort the top and make the top thinner and the bottom
would be larger. And also drew these
extra lines to help me get a sense of the
volume of the character. You can add as many lines
as you want just to get a sense of the shape and
volume of your character. And I've got these little feet here and his little
ears up there. So this is the character
I want to animate. Now let's have a
look at how would, what would happen
to it if I were to squash it from the top? So the idea is that
you square something. If you press on something
like a bowl or something, it will lose that
dimension vertically. It will diminish,
but in width it will get bigger so that you keep the volume
of it sets the idea. So I'm gonna do this, I'm
going to squash it from the top and extend down the sides. So you see, I'm trying to retain the volume of
the initial design. It's much shorter. I went to I went quite far, pushed it down about
halfway through its kinda halfway half the
height that it was before, but it's nearly twice
as large as well. So that would be
a proper squash. So let's say e.g.
when the character is trying to prepare for jump, we could use we could
use that shape. And also when the character is extending its body to
really push forward and go, go right up into its jump. It needs to extend and basically
stretch its whole body. So I'm going to try
to do the opposite now I'm going to try
to stretch it up. And that means
that it's going to increase in length and height, but at the same time
you will get thinner. You can see here how I'm stretching the
character quite a bit. But I'm also shrinking it from both sides today,
retained its volume. And also you'll
notice that I drew this at an angle
because the idea is that the character
is gonna go and jump following an arc, just like the bouncing
ball that we did before. So now I'm happy with those extreme poses and
squashing and stretching. I'm going to try to draw
the angst for the movement. And I'm going to draw some just rough
thumbnail keyframes for these extreme positions. So let's do that. First. I'm just drawing the little
line for the, for the floor. Okay, this is the arc
I'm going for see. I want to see a full
arc in the middle of the animation
window of the screen. And then the OCS before nafta. We're not going to
directly animate those. I'm going to reuse
the animation that I have for the main
argument middle. We'll see how we do
this in the end. Next, I want to just sketch
out some key frame for these extreme positions at the bottom of the arcs
and it's top of the arc. Okay, So I think I
drew that most of the important drawings for this animation, I'm
anticipating that. I'm going to have a bit of a squashing here at the
bottom of these keyframes. Up there, I decided
to go and create a new position for my character, the cactus of bending, to folding on himself at
the top of the curve. And then here we can see
again the stretching as a ghost for London before, before it gets, it
gets squashed again. This disjoint is gonna
be very similar when the character jumps
up the other way. We're gonna go for a similar
position in that direction. That's why I'm going
to go through. So let's go ahead and create
this keyframe. So good. Now I'm just going to stop
on my first keyframe. I'm going to reuse that
same squash drawing. Okay, I'm gonna keep it
rough at this point. I don't really need to keep
to make this cleaned up, but if you want at the
end of the exercise, you can go ahead and clean up and cover everything
if you wish to. So next I'm going to do
I'm the top to the top. Okay, I'm happy with that. So these are essentially the two main keyframes ready
for that whole animation. I'm going to use exactly
the same key frame for when the
character is London. So duplicate that drawing. And I'm going to
simply move it along. Okay, So we go now three keyframes and we
can do the complete arc. So what's next? Next, I want to try to This animations of
energy and this is why I want those to use a
stretch keyframes. So the character is going to really stretch somebody to
give itself momentum to go up. So you can look at these
framed as what we call breakdowns between two
extremes, two key positions. And I need to do more than simply drawing in-betweens that transform slowly from
one to the next, I need to give them character. And in this case, the character really push all its energy, stretches it by two jobs. So that's an
important breakdown. The breakdown will really give you animation
feeling that is energy from the character that's using to push itself out. So let me draw on others. I want to use the
same color code. I'm gonna make my keys red
and my breakdowns blue. Okay, this is my first
breakdown between just at this, it starts jumping and then I
need to send you a breakdown when the character will
land to the other, to the next keyframe
on the floor. What I can do again, I can be clever about this. I can simply reuse
that drawing and just maybe flip it and then
maybe touch up a little bit. And I should be, I
should do the trick. Okay, so I think that's it. I've got my I got my keyframes
by breakdowns, etc, etc. So this is looking good to me. Now. I need to I think I want to extend another little bit of a breakdown basically between this position and
a tough position. The character will
go from being there to there and change its shape. Okay? I feel like I want to keep
that shape for a little while. I feel like I want to keep that shape just maybe
for a couple of frames, That's it goes up,
it's quite fast, going to be quite fast before it starts folding on itself. So what I'm gonna do is I'm going to repeat
this drawing and bring it a bit closer
to the top position. This will be like if you
want a second breakdown. In fact, you can add as many breakdowns as you
want between two keyframes. The point is to try to make your animation a
bit more interesting. I'm going to keep that
shape for a little longer because I think
it will be good. It's been like it's flying a bit like Superman for awhile. And when it gets to
the top of the curve, is going to start folding
and start pointing its feet to the front to
go and land for the next. For the next key frame. So let's just duplicate
that drawing. Let's move it along.
See what happens. This, this might be a great
way to save some time. I think in this
position it looks good. It's about halfway to the top and it's still has
that stretch shape. I think there'll be good. And then from that point
on they can stop bending and turning into
that next keyframe. And I'm going to do the same
again to the other side. So this is just to show you
why it looks like right now, but it's obviously too fast. We need to add more
in-betweens to slow down the animation. But that gives you an idea of how it's going to look like. I would like to just
to, to pay attention to the difference between
those two drawings. I want to make sure
that the top of my flowers ikea is still
lower than a tub of that flour sack over here
because I still want the top to keep moving up because it's
easing into that position. Same on the other side. I'm going to keep everything moving down this time I decided. Okay, So now the question is, how many frames do that we add
to this animation to that, It's a good speed. And where, where are we going to have our easing in and
out of each position? So I think from the exercises that we've done before with a bouncing ball, you probably started to think, we need to ease into
that top position. That's right. Because the character has
to slow down at the top, lose speed as it slows
down and prepares to fall back down and
then accelerate again. So we need to ease
into that position. I would say we probably need
an extra least I would say an extra two drawings
between just before the keyframe and
then after the keyframes, other two joins as
well, maybe even three. So what we're going
to do is as usual, we're going to start
by doing something in the middle between those two
keyframes, those two frames. And then another middle between those two remaining frames, and then maybe even a third one. Now, we might feel the need to have some more
in-betweens here as well. So maybe you would add one
in-between between this two and maybe another in-between between
those two joints. So I think if we
did start by this, by simply drawing
one in-between, between every one
of those drawings. But already have something that feels slower and a
bit better animated. And then we're going to
look finally to add more in-betweens at the top to slow it down if it
feels more natural. So let's go and draw
all these in-betweens. First, one in-between,
between every drawing. And let's see what happens. So I'm keeping my breakdowns
blue and the in-betweens, I'm going to keep them great. So Sadat and have
their own column. So let's look at this e.g. to start with. Now I need to do something in
between those two. So this is a bit more complex
than just a bowl, okay, so it's a bit more
difficult to find where the middle is
between these two joins. And I want to find
the exact middle, the best middle icon
between those two. So a way to make this
easier is to look for particular points that will
be easier to locate. So e.g. I've got the is here, then what I could do is maybe
just mark them a little bit by doing something
like this and like that. Now I can see them
clearly and I can decide where the middle position is between these two drugs. And I think middle position
will be somewhere here. And same on the other side. I think I'm going
from here to here. The middle position would be
somewhere that if it helps, maybe draw a line and try to find the middle in
the middle of that line, and then draw a little ear, then you can erase everything
else they don't meet. Next thing we could do the
same with the feet, e.g. I've got here, I'm not
going to fit there. So my new foot in-between
should be somewhere. Yeah. Makes sense, right? Same here. I can see this one. I can see that one. So I'm going to draw some lines. Yeah. And then I can erase
the ones I don't need. And then now I've got the four
corners of my flour sack. I can try to draw
the rest of it. I think that looks
quite good. Actually. It looks like a flat
side, doesn't it? So I'm going to keep doing
this between every drawing. So if I go to now the next one, this one, well, let's do
joins are actually the same. I duplicated them, right? So I can be in between. It's gonna be an easy one here. I'm just going to have to
duplicate again one of those two joints and just move it in place it
right in the middle. I'm going to do that. So this is more or
less than the middle. Number doesn't knock. So it should be
exactly in the middle. We should actually
follow the arc and it's slightly
on the outside. Because the arc bends towards
the outside, obviously. Instead of being right in
the middle like it is here, I'm going to move
it slightly off that states have been
more towards the arc. Okay? Alright, that's it. Let's continue. Let's
do the next one. Same idea here. We're going to do what
we just did before. We're going to look at all these four corners
and try to place them. And this will help us decide
where the character goes. We've got something
here is something that should be somewhere in
the middle. Right? Good. This here. You will notice here. I want to keep going. I think this is a good
looking in between. But now remember again, there's an arc here that
we need to fill up. So this in-between is
exactly in the middle, but I need to push it up a
little bit along the curve. So it's not difficult. Just move it up a
little bit like this. But again, I don't
want to go so high that this goes over there. So it doesn't have
to move up too much. Just a little bit. Okay. I think I'm happy with that. I'm going to keep doing
the same for the other two on the other
side of the curve. Okay, So I've got all my
in-betweens now. Slowly. This is how it looks
like I'm just playing in schooling. I'm
going to hit Play. Here we go. It's quite nice already, Right? But I feel alright
at this point, I think I'm quite happy with it, but I feel like it needs to slow down a
bit more of the time. So I'm going to add an extra, extra drawing to ease into
the very top position. So an extra in-between on
either side of the very top. We'll add another two joints. And I think it will
slow it down a bit at the top and I think
it would look better. And this might just
be enough afterwards. Well, let's, let's
do that first. Okay, I hope you can
see the difference, but I think he feels
normal, natural now. It's slowing down at the top. Okay. So I think this
looks pretty good. I'm happy with it. The last thing we wanna
do is to make sure that the flour sack
jumps in from the side, from the outside and then
tips out on the other side. That's an easy thing to do. We've got all these friends, all these drawings
that we can reuse. I'm just going to reuse
all these frames and move them before and after so that, you know, this kid couldn't
live and can continue. All you need to do is to line up the first and last frames
while that's right. Okay, I'll just go
down very quickly. And here we have it. Here's a little jumping GSSAC. See, that wasn't too difficult. But it's interesting to start animating characters have
been more complex and you can see how it can be
tricky sometimes to draw some in-betweens as
well for a complex character. But we're training. You can get better at
it and it becomes, it becomes easier and
easier as you go. So I hope you enjoy this. And we probably going
to do another exercise with flour sack again
to try something else.
9. Flour Sack - Running: Welcome back. In this lesson, we're going to have a look at another flower sack animation. In this case, we're
going to have the flour sack simply
running and jumping. We're going to do a very
simple, basic walk cycle. A run cycle can be a bit
tricky to get right? But with this simple character, we can simplify things and get a very quick run,
and then it'll jump. That can look really good with minimum amount of effort.
So let's get started. So first as usual, I need the background
for my cactus to run on. So I'm just going to
keep it simple with a simple line for
the background. Then the next thing I want
to try it, some thumbnails. So the idea is to have this
flower side just run across, coming in from the left and then just jumping up
just like we did before. Like a simple job. But this time I want to, I want to make sure I have
also the inspiration, the characters just
before the jump. So when we approach a walk
cycle or a run cycle, usually the first keyframes
are allies in place. Other keyframes when
a character is, has its two legs fully extended. So usually the legs are
crossing like this. There's always a
moment when the legs are as flexible as possible. And this is an interesting
keyframe because you know where the foot is
on the first step, in where the foot is
on the second step. And then you can line up those keyframes one
after the other, where the feet are basically
lining up with each other. And that's a great way to know how long it will take, e.g. how many steps you will take for your character from
one point to the next. If every drawing as the
legs fully extended, you can just move
the next drawing. And the next drawing didn't have very good idea of how he's
gonna go from one point. So again, I'm going to
draw this flower sack. And I want to start by
drawing one parsec thumbnail. So I'm just going to rough out the positions quickly to
have an idea where they are. So these are thumbnails
if you want rough, rough sketches of the animation. So here's my first
thumbnail keyframe. If you want. You'll notice
that the character, I tried to make the
character look twisted. When we walking or running, we have our hands and moving in opposite directions
than our legs. So if my right leg is forward than my left
hand will be forward. So that's what a
character is doing. It's the twisted
version of flour sack. Now what's interesting
is that I can simply use Daniel thumbnail and
duplicate it a few times, because every key is
looking very similar. So the step before you will see will be
very similar except that instead of having the left foot forward previous drawing and
be the right fit for it. So I want to place, I'm going to duplicate our layer
and place it just before where the key
frames should be. And then I'm going to make
the modifications needed. So this is where it should
be for the key-frame before. However, the body is
twisted in the wrong way. It needs to be twisted
the other way. But you'll notice that
it's often the case with book cycles from
the side or one cycle. So one side is that
the silhouette, whether you All right, for this forward or you're
left of vertice forward, the silhouette will
remain the same. The silhouette here
will not change, but what happened
inside will change. So what I'm gonna
do is I'm going to do a bit of a magic trick here. I want to change that what's
inside to make it look like the cactus twisted
the other ones. I wanted to remove
those lines inside. And I'm just left with
the silhouette name to store the other side. So this is the same drawing, just pulling the other way. So you can see that
that was quite easy. That was an even easier trick. So I would draw
everything there. But in this case, we
could have simply taken the whole shape,
flipped it around. So I'll just show you quickly. I could just have taken
this and done this. And I would have caught pretty much the same drawing again. That's okay. It's okay, I've
redrawn the cactus, so now I've got my
two main joints. And then I know that
these two joints can be repeated again and again for
the character moving in. So let's duplicate those
two dorms for now. Okay, So this is it. I've got these four,
these 44 keyframes. I think that should
be enough for my character to come in and out. And then next I want to make to add a drawing
for when the character is anticipating going up a little bit down on
the floor, jumping up. So in order to do this, I'm going to just
add an extra step. But this time I'm going to
redraw the whole drawing with the character just going down. So this is a, this is the drawing
for the anticipation before the character jumps. And then all I need, now
it's another drawing, some on the top where
the cactus high up. It's up with the
character right in the corner up there
because I want the character to jump and just
exit the screen that way. Then we can have
an animation that loops through the
connector coming in, running and jumping, coming out and coming back
the other side again. So now I'm going to need to add, I want to keep these
drawings is my keyframes. So I'm going to transfer
them in my timeline. And then I will simply
add some in-betweens. First, let's put these on the timeline and
see what happens. Okay, so these are
my first drawing. My drawings lined up on
the, on the animation. And obviously it's
all way too fast. So now I want to show down this animation by adding
more in-betweens. And so I'm going to concentrate
on the running cycle. And so what argument
do is simply add money between for
each one of those. And this will obviously scale it down quite a bit already and we'll see if you need to
add more to that or not. So we having to draw an
in-between here again, as before, we can use this little trick to help you find
where things are. So e.g. between the two, this part and this part, you can draw something in the
middle and then try to find way could be in the middle
between these two drawings. It's here, but between
these two as well, it's also in the middle. So there's two little
ears will cross and B together on top of one
another, right down the middle. So that's okay. Next we go to the bottom, same idea, somewhere
in the middle. Then we've got the
feet to the back here and those ones
are moving across. So there'll be somewhere
in the middle as well. But that food diets moving
because it's moving, it has to be a slightly, but it's also moving
into the back of the character because
the side of the cattle, this side will be facing us and decided that foot will be facing the other
side of the cactus. So we actually know
them see that effort. So I don't need to draw it,
but I need to draw the whole, full, full body now between
these two positions. Now I think it will
be something like this quite simply. And so what's interesting is that this drawing
is quite symmetrical, and I can actually use
this in-between for the other in-betweens as
well, between each position. So we can simply going to copy this drawing and then move it across so that it exists between every one of
the other keyframes. So you can feel
ready just by adding that one key frame
that the character kinda looks like
it's working now or running rushing towards,
towards the junk. This is kinda alright. In my view, this is
already working. The cactus moving
really, really fast. Now if we wanted to have
a even smaller, slower, so you could just keep
adding in-betweens. And that's perfectly fine. I think I'm happy with that. I'm going to keep it that way. And then the next thing I'm gonna do is I'm going to add an in-between when it's
anticipating the jump. And then the in-betweens
for when it's jumping. And again, we're gonna
do a similar idea, things that we've done before. We're going to use
a photo, an OK, and we're also going to ease
into that top position. So for this in-between, I'm using the colors
to make sure I can see the join before
and after are different colors and new drawing in the middle, it's
gonna be Billy. So for this year that we're going to look again for a middle position and
it's gonna be this one. And for the ears or the back between this
one and this one, it moves across like this. Again, you can see
that it's going to land very, very close. So I'm just gonna join
the side here so we can still see a little bit depth. You go. Alright, lets should do. Then
in terms of feet, the foot, this foot stays in the
same place so the fittest landed and the rest of the body is moving with that
foot is staying place. I'm going to draw
that exactly Then. The Nashville, he is
moving from here to here. So somewhere in the middle ear. Then I need to find the
shapes of your body. So the body shape is changing
quite a lot from being straight and twisted
to being folded. So I'm going to observe e.g. the edges, the
edges of the shape. So here we go, the edge of
that pink shape of the bank. Then we've got the edge
here of the green sides. So then the next term, so we want to shade
that's going to be between this in-between. And you could see that now that I've
highlighted those lines, you can see it's gonna be
somewhere in here, right? Something like this. Right? And then I can just
erase the other ones. If I look at the other side, we're going from a shape
that's over here to a shape that's over there.
It's the same idea. We need to find some way
in the middle and I'm thinking something like that. Then I can erase the lines. Right? So now there's also the, the edge of the shoulder, the edge of the character. We've got line here, and I'll go line there. So the new line is going to be somewhere in the
middle and it's going to be like but also there's also the line
underneath the cactus. So we can see that in
the previous drawing, I'm going to go back a bit. You can see that the
line was kinda bad. It's likely long stretched line. For the green one, It's
at the bottom here. So the line here is between this sort of stretch, the back. And that's what that line of Watson's is somewhere
in the middle. I'm going to just draw
a straight line here will come straight
from the tube. Alright, this is an
in-between, right? We call this, this. And now I feel like because the cactus is
doing this anticipation, it's kinda crunching
before it jumps. I think we need to ease
into that position. So I feel like we should
add an extra keyframe, yet another one
between marijuana, the one that we just
drew, and the next one. To ease even more
into that position, you can keep using as much
as you want by just adding new in-betweens
towards the frame that you want to stop at. So I'm going to do that. I'm just going to add
another drawing hand. And I'm going to go through
the exact same process. Okay, but i extra
drawing coming in. Alright, so let's have a quick look at what
this looks like. Colors. Now you can see the
character running and then slowing down into that
position before he jumps. Obviously the jump
is too fast now it's still jumping
really, really quickly. So what are we gonna
do for this job? Well, I think I want to
see one important frame. One of those frames, or we
have to call the contact, find the moment where the
character is fully extended, pushing on its little legs, and trying to leave to take
off to leave the floor. That movement is called a
contact frame because there's a change of contact between two characters with two objects. And this is the
moment when before the character loses
contact with the floor. It's a very important
key because it helps you read the
animation for premium. It's also going to
be a moment when the tax is we fully extended. So that's why it's
quite important. I was just going to draw that
one before, before that, I'm just going to draw the arc that goes into the top position. So let's do that. This is the arc that I'm
imagining a little work for him. And now I'm going to
draw the extension has a frame jumping. Alright, so this is the key when he's jumping
and just about as contact frame just
before leaves to fill and you can see how
the body stretches up. Like that. I feel like it maybe I could
stretch and live in one. I want to push things. It's
useful in cotton animation to really push as much as you
can, tweet extreme poses. So we've got the character
really stretching here. And then it's gonna go
from here to there. So this is where we're going
to have the character easing into that top position as usual because it slows
down as it goes up. And so I'm just gonna go ahead
and add more in-betweens. You know, as we've done before, you've seen it now the process, so I'm just going to be
equivalent to this one quickly. So here you have it. I've added total four frames between our initial keyframe and then a second keyframe
easing into that position. And I even went ahead and added an extra
thing to be bright. Character can exit the screen. And then after that, I'm
leaving a blank frame to make sure it's cactus left. And that's it. So let's have a look
at what is the point. And here we go. Here's
a very simple jump, run and jump for our
little flour sack. I hope you enjoyed
this exercise. And there's plenty
more to the cast. So stay with us and I'll
see you in the next lesson.
10. Head Turn - Linear VS Arcs: Welcome back. In this exercise, we're going to do a head-turn, a very simple head-turn. So the idea is to
try two things. One is going to be a linear head turn from one from side to side. And the other one is going
to be using the same keys, but we're going to add
an extra breakdown, an extra key to make the
movement to be more interesting. Just to add an arc to the movement of
going from one side, maybe go down and up again. And then we're going
to compare the two. So in this exercise we're
going to explore breakdowns again and also we're going
to use easing again. So let's get started. For the sake of the exercise, I've created this
null character face. So I have two positions. This is one side,
this is the other. So these are the
two key frames that we're going to use
for this animation. So the first thing
I'm going to do is simply a linear in-between,
in-between the two. Except that I want to have some easing from the first key
frame to the second keyframe. So we start slow, pick up speed and slow
again as we've done before. So I'm just going to again
quickly sketch the ideas. So if I go from figure from a position a here and into the position b over there. I'm going to start by drawing a picture, a drawing
in the middle. So I'm going to have the
initial drawings here. I'm going to start by
drawing one in the middle. And I'm going to do that
again on either side. So right now it looks
like a very linear. And then I'm going to keep drawing closer and
closer to a and B. So I'm going to do
in the middle here, somewhere in here somewhere. Then another one here,
somewhere, here somewhere. And I might draw, this
is 33 in-betweens, between the middle
one and the key. I might draw more if I need, if I felt like I
need to the void, draw them all the cactus easing into position or easing
out of the position. So that's the first
one I'm going to do. The second one, I'm
going to do them. The breakdown, a
special breakdowns. That middle row is going to
be a little bit different. It's gonna be basically
like an extra key. Let's call it C. And once I've done this, then I'm going to do
the same process of drawing frames closer and closer to b and closer and closer to a in the
exact same way. But this time the middle
drawing will be slightly different and this should make the animation a
bit more interesting. But let's start with
the first case in. The first challenge is to
draw that metal frame. So as we've done before,
this is about in-betweens, about finding the right drawing in the middle between
two other drawings. So this takes practice. It could be a little confusing. Sometimes you're looking at a drawing and see
all those lines. Well, you gotta keep going
between back-and-forth, between all the drawings until you can locate exactly things. So I strongly suggest to pick some elements that you
are easily to recognize. E.g. we can look at the
nose or we could look at the hair and try to
position these first. If we feel confident about
where they should be, then move on to
other things that feel a bit more
tricky to position. I'm going to start
with the nose, e.g. the nose should be right
in between the two, there's two noises and bear in mind that in this
particular case, the phase will be looking
straight on to us. So it should be
right in the middle. Maybe let's try the halo. Something like this should do. Random it all again. I
could draw the neck. The neck looks like
something rather easy to draw. I think that should. Do. You see maybe this one is
not quite in the middle. I'm going to draw
this one again. You see, I'm trying to position that blue line right in between
the pink and the green. And same on this side as the
little pointing back here, needs to be on a line
in the middle as well. Okay, so maybe next, I'll try to draw the
shape of the head. Then eventually
I'll place the arms for the shape of the head. It's got an ear as well. So you see how it's
getting a little bit confusing that all these lines, if need be, you can always turn off your onion skin and
look at your drawing. You can also flip
between frames. So go back and forth like this and trying to
see what's missing. And look at the next one
and see what's missing. By doing this back-and-forth. That's one way to notice where things should go and should be. So it's another way,
it's an alternative to using the tip of the
traditional onion skin. So it's a matter of habit. The more you do it, the
more of these lines will look a little less confusing. So I'm gonna go ahead
and finish this off. Okay, I'm quite
happy with this one. Let's have a quick look at it. Kept the eyelid on. Maybe I need to
remove those eyelids. Should be fine. So you see how I tried to draw everything in smallest
in the middle, the expression is in the middle, in his side is not happy, mouth is not happy and
decided math is happy. The middle position should
be something carbon-neutral. The eyes are more or less close and I'll try to find
a position. I'll be honest. I need to be removed
the eyelids here, so we'll just take that off. And now I want to continue, now I want to continue with
this idea that I'm going to draw the next drawings.
This is the middle drawing. I'm going to keep
drawing, drawing closer to the first key in one, place it in the next key. I wanted to repeat
this a few times. Let me start by doing this one's okay, So that's another
in-between gonna keep going. What's interesting about I think in-betweens close
and closer is that the drawings looks more
and more similar to each other and becomes
easier and easier to do, to do some extra keyframes. Systemic two in-betweens. So you might think it's daunting to do all
these in-betweens. But in fact, the
more you do them, the easier they become in a way. So those extra key in-between. So you might want to do that. They might actually be
twice as fast to do them. Very first ones
that you've done. So sometimes it's worth
putting in the extra effort. Okay, so these are my first
three in-betweens right now. And this makes for linear
in-between because we have essentially just
to mean keyframes, one in the middle and another
copper in the middles. And that means that every
drawing is separate by the same amount of
time and distance. So, but if I keep going again, here and here and here, I can get closer
and closer and I can get smoother movement. So I'm going to go ahead and
do all these extra frames. And then I'll get back to you. Okay? So this is it, This is our first animation of the character
turning its head. It's a linear movement. This node, basically
it's following a line. Or we've done to this is having some easing from the beginning
and easy at the end. So it's nice and crucially
the animation a little bit. Now we could, we could
push this a little bit further and have
that first frame. Do you know that we drew
right in the middle? First frame? We could maybe give it an arc. So we could maybe could imagine the character looking down
as it turns its head. So it kinda looks, it looks on. We could do this
or anything else. You could add the character,
lean their head, e.g. so I think we're gonna go with just a character come down. And it will be the same pace, the same amount of frames. We're going to in-between
it the same way. It's just that first in-between. It's going to be the
character looking down and that's
called a breakdown. And this will make the
animation interesting. So we have the first
half of the animation of the character going
across one direction. The second half we're going
to go back the other way so that we can have a nice
animation that loops. So the first part will be
linear and the second part will be through an arc
and looking down. Okay, so I'm gonna, I'm gonna follow exactly the
same process first, I'll do that break down frame, and then I'm just
going to quickly go through the in-betweens
for the rest of them. Let's do the breakdown
frame first. So here I am between the
two keyframes again. And I've got to do
this first frame. First breakdowns. So
just the same frame, the same character looking down. This is a, this is my
character looking down. I'm keeping it simple again. And as you can see, I've moved the features
in the face further down, the eyes or semi-closed. And even the, the
piece of hair is kinda going down on
top of the head, on the front of the head. So it looks like this is how the movement
we're going to have. Hopefully this will
make the animation just a little bit
more interesting. So that's it. Now I'm gonna go ahead
and do exactly what I've done with the other two frames. Alright, let's keep going. And finally, here
we are. This is it. You can see things too, going one way in a
certain way and the other way different path. And we have these two
animations into one. And it's nice because
we can really compare the difference
between the two. Both, okay? Both
conservative and purpose. But the point of creating, creating these interesting first in-between those breakdowns
that you can add. Something interesting to the
animation is not much to do. You have to do that
first drawing anyway. So if you're going to
do that first drawing, then you might try to give it something that makes it
more interesting and the rest of the work is similar and you just get more
interesting result or N. There you go. I hope you enjoy the exons. And I'll see you at
the next lesson.
11. Character Take - Vertical VS Horizontal: Welcome to this lesson. In today's exercise,
I want to show you how to animate a character, take a simple character Take. This is a classic
kind of animation, something you'll see in
every bit of animation, every movie does have been made. It's typically a situation where character
changes expression. So they go from
maybe being looked, looking no more than two, you're going to Prize e.g. looking angry or anything
with a change of situation, with change of attitude
in a character. And often this in cartoons. While extraordinary
things happen, and cactus tend to be surprised. So this surprise moment is often the most typical character
take that you'll find. And so what happens? Well, it's just the characters
standing there, e.g. I. Can go surprise. But to emphasize that movement, we tend to do something
like a bit of an adult patient or would
count and spatially where the cactus goes
down, frowns maybe. And then it's very surprised and then settles into that
position of surprise. So it kinda goes
a bit like this. It's yummy. And this is an example where
the character goes down, then up, then settles. But you can also do
it in different ways. In fact, you can go in
different directions. Let's say maybe the character
is looking to that side. And then a surprise looking
to this side because something happens on
that side of the screen. Then you could go, you could go forward and surprise
and then settles. Right? So it kinda go from. And that's, that's also
another character type. But you see the difference is the way you move it
with the direction, which means typically the idea is to go from point
a to point B. The anticipation kind of goes
away from point B first. So instead of moving
from a to b right away, we start moving away
from the destination. Then you move
forward and you move too far and then pull back. And so what's that mean? That means that we'll have two keyframes for
both expressions. And the character will then
go through two breakdowns. So two extra drawings to
define that movement, anticipation,
overshooting, and sets. So let's have a look at a simple character that
we're getting tabulated. Here's a character
I've decided to draw. So this is the
surprise expression that would be my
second keyframe. While this would be
the first keyframe, let's say the character
just looks kind of gone and it goes
from here to there. So in a typical cactus
take situation, I'm going to take to make
this character go down fast, slightly his head goes down, mummies shoulders go up a
little bit frightening. And it gets really surprised and then settles
into that position. We're going to exaggerate
the surprise movement. So I'm going to go
ahead and create our first break down frame. So first to start with
the elements of the face and I'm making the face
look down and look, I'm bringing everything down a little bit and it
shows into his eyes. Next thing I wanna
do is take the head, the whole head down a
little bit and I'm going to squash in a typical cotton way. I want to squash it
like this and stretch it horizontally little bit. Look, I'm quite happy with that. And next I want to do decent thing with the
shoulders are bare metal. Make the shoulders
go up slightly. Okay, So this is our
first break down. Next, I'm going to
do a similar thing. This time on the
way to this one. It's gonna be very
similar to this drawing. Just a more extreme. Let's do. This. Is the face exaggerated, but also it's, the face
is supposed to go. So I'm going to bring the
whole head up a little bit, something like that. And then I want to send the
shoulders the other way, absolute bringing them back up. I'm going to bring
them down this time to locate the whole silhouette
of the character. So here we go. We go four frames.
Now I'm just going to scroll through them quickly. Right? Do you see it? It
started to work already. We only have two extra
drawings and we get the feeling that
the character is coming to life and
being surprised. Now if we want to make this feel smoother and more finished, we just need to add
a few more frames to make this a bit
more in between. So we're going to add
those in-betweens. What I'm gonna do is simple. I'm just going to do a classic
easing into the second, the next keyframe every time. So I'm going to go for that first from my first drawing
into this one, e.g. but adding just probably
just two drawings. And if if the first
drawing is this, It's a. If the second drawing
is here and it's B, then the two joints
I'm going to do, you're going to be
one in the middle. Let's say A1, and then another
one in the middle again. And that's gonna
be, let's say A2. I'm going to keep
going like this. Just one drawing in the middle and then one closer
to the next one. So that means that every
elevation will slow down slowly into the next five. I think this will help
make the animation feel a bit more realistic.
Let's see what happens. Okay, So this is the
first two in-betweens, between the first two frames. Here he goes, he started It's like just two drawings
and caseloads each. That position can keep doing that to his next breakdown and
then to the last keyframe. Okay, So this is it. I've got all my in-betweens
now let's just take it out. That's it. See, it's quite simple and
it feels quite smooth. Just a couple of
people betweens. And now I would like
to try the other way. So this, this was the first way where we go down and
then we'd go up. So we vertically. But what if I had the
character turning its head as the same time as it's
changing expression. So it would be a little bit like a head-turn that
we tried before. But as well, we're going to do this anticipation
and overshoot thing. We're gonna do this
horizontally this time. So let me place first, I'm going to reuse some of these drawings and place them in a new way just for
the head term. So these are the
two drawings I have for the character
turning this time. So it's looking one side. Now it's looking on the
other. I'm going to reuse the exact same drawing that I've done for my anticipation, which is this one and that one. But I'm going to flip on
at them again states in the right direction for
the end of the animation, which is this one. I'm gonna do, is it like this? Sorry. Like so. But this time I'm going to move it so that it goes too far to the right in a way
rather than going a lot up. I want it to go right. I'm moving too
much there, right? I'm overshooting. And for this one, I'm going to ask this patient
at the beginning, I'm going to move it
too far to the left. I'm taking this one.
I'm moving too fast. So let's see, let's see
what happens with this. We got this and it does this. So it's different. But it works as well. There's plenty of
occasions where you might have to choose
one or the other. So I'm gonna do the
same thing again. I'm just going to
add the similar in-betweens as we did before. And then we can compare
those side-by-side. So here we go. This is a sideways movement with
anticipation and overshoot. As you can see, it works too. And it's the same, same idea, just a different,
different movements. So let's put them together
and see what happens. Hey, this is simple
character take its typical. You, you would be doing this a lot if you
were to animate. And it works every time. So this one is actually
a little bit slow. You could, you could even use few in-betweens and
still work quite nicely. I hope you enjoy the exercise and I'll see you
at the next one.
12. Character Breakdowns - A Closer Look: Hi, In this exercise, I want to concentrate a
bit more on breakdowns. So for character
animation, particularly, the idea of a breakdown is usually once you have worked
out all your keyframes, you want to decide what's happening between the keyframes. The default thing
would be to have a simple linear in-between
and you go from a keyframe, aid keyframe be just in the
shortest path possible. But it's more interesting
if you can try to do something different
and something happened between them
in that transition, you can create more
interesting animation. And life is often like that. So her arm perfectly linear. And to break that linearity a little bit
is often a good thing to make your animations
would be more believable. So typically let's
say you have a, my hand is moving
from here to here. I can try to decide
whether he moves linearly with nothing
special happening. What could decide, e.g. to lead the measurement
with one part or the other? My hands. So let's say e.g. what if I lead the animation with the top of my hand and then I
will do this e.g. before I eventually settle here. So it would look like this. And if I decided to go with
the bottom of my hand, e.g. I. Would lead the wrist and
BB do something like this. So that's the difference between this example or this, right? I hope you can see
the difference. So we're going to try
this with a character, some very simple character moving sideways
from side to side. And in one instance we're going to make the
character lead with the head. And in the other instance, we're going to make the
character lead with the hips. And we're going to see
that it makes difference. And therefore, when you animate, you can choose to your breakdowns in a way that makes that in-between
them more interesting. So let's, let's have a
look at what we'd have. So I just created this
little character. Very simple. I've just got two positions. Yeah, just just moving sideways. That's all it's doing. And the first thing I'm going to do is
to draw a breakdown. I decided to go
from here to here. I'll, I'll go and lead
with the headfirst. It's the character is going
to meet its head further. What does that mean?
Basically some way when we are in-between, I'm going to just place
quickly drawing here. So I have my two
keyframes visible now. And instead of just
drawing something that would be exactly in
the middle here, e.g. I'm not gonna do that. That's why I'm going to avoid. Instead, I will try to
maybe lead with the head. That means that the
head will move first. So that means the head will be closer to the second keyframe. The rest of the body would be closer to the previous keyframe. So we're going
from here to here. So we're going that way. So the head e.g.
or to be closer to the second keyframe
while the body, or to be closer to
the first keyframe. So roughly something like this. So I'm going to redo this
drawing, make it a bit cleaner. And also just one little thing when the character
Lean's like this, probably the head would
go down and then it wouldn't because because you leaning into the measurement, I would make you
go down slightly. So I'm gonna take this
down a little bit. So here we go. I'm just keeping
this very simple. You can see that
the cactus clearly leaning towards the
second key frame. And obviously I'm
exaggerating this. You don't need to always
exaggerate things like this, but it can be interesting to do that as well for cartoons, exaggeration is a
very useful tool. So now that I have
the breakdown, that that's really on
all the information, I need to stop building
the in-betweens. The in-betweens I'm going
to do as we've done before. I'm just going to ease into the second keyframe and ease
out the first keyframes. So I'm using the usual drawing in the middle process and getting closer
to the keyframes. I think I just need maybe
three drawings on either side. And that should, that
should do the trick. So I'm gonna go
ahead and do that. So this is the first
half of that relation. As you can see, the character's leaning into the maintenance. My starting slope, because
I've got a few frames, more frames at the beginning
where we picking up speed, then we get into that
breakdown and then I still need to add the rest of the
drawings and the other side. So let's continue. Okay, So this is it. We have a character moving
and you can see this interesting leaning
into the movement and then getting into
the second keyframe. I hope you can see
how this brings up an extra level of life to this character and it makes
the animation interesting. Now, I could have made
a different choice. And that's the point
of breakdowns. You have this freedom and
going whichever way you want. So here I'm leading
with the head. But what if we were
doing the opposite, leading with the hips? Well, if you think about it, it would be exactly
the same animation except running the
other way around. So if I actually just take the animation name reverser,
change the timing. Then instead of going from this side to that
side of the screen, will be going from that
side of the screen and back through that keyframe
and to that side. So if see if I
play it backwards, we get the character
moving back, leading with the hip. This simple animation
allows us to see both by just reversing
the animation. I'm going to do quickly
is I'm just gonna do both movements by just
changing the key frames, the frames quickie on my, in my timeline, I'm
going to create the character moving once, reading with a head on
both directions at once, leading with the hips. And let's see what happens. So here it is after
character doing twice, leading with the head
on both directions. And then the same
character leading with the hips on
both directions. And so I hope this shows you how interesting breakdowns can be. And they really help
giving an extra sense of injecting an extra bit
of life in your characters. So I hope you'll be using this. I hope this was an
interesting Thank you.