Transcripts
1. Character animation course preview Trailer: Hey, what's up? Motion artists? So you want to
animate characters and not just the basics, but have them run, express their emotions,
walk and look different. Maybe you want to add
characters to explain their project or start
animating your own show. Maybe even create
social media content. Well, you are in
the right place. I am only customer
senior motion artists. I started animating
characters in After Effects a couple
of years ago and tried and learn multiple
great plugins and script and styles on how
to animate characters. However, I created my own
style and technique that helped me achieve some
interesting results quickly that does not require
any external plugins. I wanted to share it with you. You will learn the basics of this technique and
how to regulate it. And then you'll apply
the character animation on multiple projects that aren't going to be
sharing with you. You'll learn how
to make them work, do some action, and run, and mix them together. If this does sound
interesting to you, then jump in and
let's get started.
2. Ep 01 : Intro & getting started: Hello motion artists,
this is Ali, and today I welcome
you to this course about characters and
how you can bring them to life using After Effects without any external plug-ins. First of all, thank
you for taking the time to watch
this course and to consider learning this rather difficult but yet
much needed skill. Hopefully by the
end of this course, you will find the
great understanding of how you can achieve
the animations and movements needed to
make the next great explainer video or
any piece of art, personal work you want to make. So starting off,
I would love for you to get some
points correctly. So you can have the motivation to go
through this course and finish it knowing that you could definitely add more
value to your skill set. Well, let's start off with why you should even
learn this skill anyway. So just take any of
the recent animation that have been featured on any art showcase
platform, 2D or 3D, you will see characters
being a huge part of it, if not, the main focus point of any of these
explainer videos. Let's for the value that a good character animation
will add to the project. So you are looking
for a needed scale though it not only lend you a job if you're
looking for a job, but also willing to create
content that will go viral. Character animation is great
skill and tool for that. Now, there are plenty of
types of animations of our character
animations that you can learn in After
Effects alone, you'll probably
find more than five popular styles too for these are the most used and they
are rubber hose and Duke. Or at least most of the plugins that you can add
to have to refer to work. And they're one of two
methods that are used within those two plugins
like a rubber hose, as I said and Duke. The first is paid rubber
hose and the second is free. And both of them are
great tools to learn and which one to use depends
on what are you worried? What are you looking to make
or what are you making? E.g. if you are working on
with complicated characters, with complicated art styles, you might need to learn Duke, since it has more
advanced rigging systems. However, for a quick rig that doesn't require that much time, not require any power
or from your PC. You can not go around
with a rubber hose. However, they both have
some limitations unless you really spend a lot of time Reagan and refining the rig. And that much time can only be reasonable if you
are going to use or create a series using the rig character and not just
one scene of an explainer. Therefore, I'm
going to teach you in this course how
you can achieve a quick effective
rate using only after effects and some logic. This week will allow you to have almost any type of movement
that you are looking for. You just have to
experiment and get used to the techniques that
I'm going to teach you. It is good for both
one explainer and also if you are aiming to
create multiple episodes, are multiple explainers
using the same character, since Reagan is fairly quickly and it will
save you and shave some time from future animations working with the
same rank as I said, the examples that you
have been looking at, what all made by this style that evolve around path points follow null and that's
available in After Effects. I hope you have a great
fun time in this course, and I'll see you in
the next episode. Have a good one.
3. Ep 02 : The Basics: Hey, what's up motion
artists, this is Ali, and today we are in the basics
of Reagan with this style. Welcome to the second episode. Hopefully, you will get an
idea of how to make this rig. We have, as you can
see, a sample scene, hand, arm, and
hand, leg and foot. I will show you how you can manage this rig and
how you can make it. And then it will give
you some example of projects that I made. Hopefully if it's absorbed, you'll get the entire
basic that you need to get started with this
technique of automation. From there, the
next episode we'll talk about how to
animate actions, will animate a character. And then the episode after
that will go towards animating a walk cycle
or maybe run cycle. Then the last episode
we'll be going through combining
all of the episodes. So first of all, if you have any idea or you do have any experience
on the mating in motion graphics
enough to repent, then probably just this episode will be enough for you to get started with this technique. However, it's better to go through the entire course
to see all the process. Maybe pick up some tips and tricks on how
you can actually animate and have
a proper motion. So to begin with, as you can see, I have
a very simple setup. One composition with
all shapes layer. Here. It's just a stroke,
stroke layer. Simple, as simple as it gets. Just two dots of stroke. That's all there is to it.
Without the fill, of course, we'll only the only the pill completely so
you click on fill, remove it for now. Of course. As I said, that's as
simple as it gets. I have a hand which
is just circled. The other side we have a lag. The same shape just rotated. And that is also just the shape. And then we have under that law, you can say it's
just a rectangle. So what do we need
to get started? We need to go to window, then select create
nulls from paths. It will show up like this. Create nulls from paths
tends to options. The first is points
follow normal, which means if we open the
arm and go to the path, this path has three points. If we click on
Points Follow null, it will give us three objects, each related to a point, which means if we move the
null will move the point. This gives you the
opposite small objects that move with the bath. Obviously, we need
the first one, the points fall on molecules. That's what we're going
to use to create the Ric. So before we get started, I'm just going to
explain the setup that I have here because they
said it's very simple. It's the going into
the minimal setup and just add in motion tools
for the quick, easy, ease. I'm not going to use
it today probably. And also just to relocate the anchor point and the
create mole and then align. Alright, so nothing fancy. So let's actually start from the beginning. So
we can follow through. Instead of having those legs, we can just create it right
now, make the stroke. Then. Let's do 123. Okay, that's 50 would
be go to the lung. So if you click
on the Shape now, just relocate that arms
however you want them to look. Obviously, according
to your style, the style that you
are going with. You can obviously open up this shape and play with
the type of stroke. However you want it to be. You can do whatever you want. You can even do the tape. We're going to do all
of that in a moment. So let's now start off
with adding also the hand. Just quickly add the hand. Small hands. I'm going to use this to move the anchor
point in the middle, but you can click Y and drag
it like that or like that, like control to have
it in the middle. I will also drop the stroke by clicking
on the shape tool, chocolate syrup to zero and have some sort of
scale light color. And basically just move this shape there just to
indicate that it's a hand or arm and the hand. Let's
start off with this. Rick will go into the path, clicking on the path
and points follow null. Now it will give us three nodes. Each node is controlling
one point of this path. Great. We're going to
rename them. Hello. And shoulder. Okay. Now the next step
will be to link logically how the arm is
linked IRL in real life. So we have the hand,
this one is the hand, so this one link it to the head. Lincoln, the hand to the elbow and then the
elbow to the shoulder. Then obviously there's
funneling the name. It will only doing it
because it's already linked. If we have the body e.g. in this case, let's
say we're going to add another circle like
that. This is the body. Alright? We're going to link
the shoulder to it. We're going to keep it
there as an example. Alright. So let's see now what will happen if
we move the shoulder. As you see, everything moves. If you move the elbow,
everything moves. If we move the hand
also everything moves the hand and the hand. But it's still
linked to the album. That's great. However,
that is like you can say, Okay, we can animate
it this way. But then there is one
main problem with this. The problem is if you start, if you start animating
with position, it will look ugly
and it will look, it will look too
cartoony sort of, and it will not hold
the same shape. So the trick is to
use only rotation. Like our hand actually
function, it only rotates. So we're going to use
on your rotation, e.g. if I'm going to
animate this and from this position to
arrest in position, I'm just going to
add a keyframe. Let's say maybe ten frames. And then rotate this. The rotate this as well. Hit F9 and basically separate this a couple
of frames like that. Then I'm going to end it here. Let's see. You see,
that's an example. Now you might say, Okay,
That's very simple, but that's the point. It's very simple, but
it's linked to a stroke. So what do we can do
now with this stroke is basically had an effect
we want, Let's say e.g. we want to add around on those. We can decide how round
we want the hand to look. We can also remove this, duplicate this, and go
through and add a trim path. Let's say go into
the earliest shape. We have changed the color
into the same hand color. And then go to the one that
we just added with a stroke by with a trim path and
push it back like that. We can add the stroke of
it like this a little bit. And then we have sort of
a hand with the shirts. If we are rotating, it will follow the
same movement. And obviously you can
do everything you can do to a shape stroke. E.g. we can work
with the tape here. Let's say we work on the
table on the other side. Sorry, likeness. And then just give
it some like that. I don't know. This is just
an example obviously. But as you can tell,
it still will be even better if we make the body the
same color as the AG body, the same color as me. So obviously, now this
may not be impressive, but what is actually impressive because that's exactly what
you can achieve with other, other with other
like rigging tools. However, this one may take a little bit more
work since with e.g. rubber hose, you're animating
the hand with this one. You're not animating the
hand on limiting the arm. With this. You can actually, if we have this, let's just do
something different. Let me show you how you can
probably manage to create something complicated
yet still useful. We're going to delete the
entire rig that we had before. Let's move the hand
here or the arm, sorry, the hand here. Good. Now, let's open up
the first part, which is the hand or the other path with
the color of the skin. And then open the path,
the other one, we both, when they're moved
by clicking Alt, remove the thing,
remove the expression. I'm going to link
the first part, the second, or the newer
path to the second. Now, any movement
that will happen to the second part will be
followed by the first one. Okay? So that's why we link them. And now we can just
basically take one path and then duplicate
this path, this path, however we want this,
we'll just follow the first button
so we don't have to ring every path or have multiple paths
regularly to nulls. So let's start up
also with, okay. So what I'm going to do
is actually add the neck, then have an entire
setup be like that. Like we have shoulders
and not just 1 h. You will see what
I'm, what I'm doing. So let's go ahead into this bulb and
then go to trim path. And we're just going to
rotate this to be homeless, maybe give it just
a little bit more of a path or a
shape or a stroke. And then. We can even do this same
taper in each site. So 2,672.46 and we have
the same shirt texture. We can even add some
stroke to it like this. So I'm going to
the body quickly. I'm going to open
this content ellipse. We're going to
click, right-click and then converted by the eight. But just so we can show you how, what the neck is there, that's way too much
of the neck pairs, so definitely drop it
down like this right? Now, what's so impressive about this is that you can actually animate the shoulders. Shoulders give expressions. Let me show you how you
can have the prereqs. And from there we're going
to animate a small piece just to show the benefit of
adding this are useless. So let's try to figure out how long it will take us
to make this rig. We have hands and then you
open a barrel, we open up. Obviously, we're going to add this second path to the point. Now, it seems like we
have too much Knowles. We don't we actually have that. Let's name this one e.g. left. And we can just put L for left elbow and L4 older, older. Older. And then we
have neck obviously when we will start right there. And the left sorry, right elbow and
finally right hand. So we're going to link
like we did before. We're going to link can do
and maybe even name it. So we're going to
make a mistake. So this is the right. Obviously, if you're
looking at the character is like in reality,
it would be flipped. So that's not the
right, that's the left, but we're typing it
from our perspective. So left hand. Alright, we're gonna link
left hand to the left hand. And then we're going
to link the left, the right hand to the
actual right hand as well. Then we move from this and
link upward to the shoulder. From this link downward,
sorry, the opposite. And elbow, shoulder
and elbow, shoulder. Then we'll have all
shoulder and neck. We're going to link
these to the bottom. Alright. So now we have the
option to animate this character only meeting
only the rotation off. Set offset. Null, as I said. So let's say we want to
animate this like this, and it's doing that. Let's give it a quick try
to see how it will work. So if we are going
to add our clinic are to bring out the
reason we can go e.g. here and then just plus, Shift plus and then
maybe go to the elbow. Like this one. Also, this one a little bit. Then two goes back
into this, into this. Or maybe you can
do like one more. Then finally, let me just do this so we can see more of the timeline here as well. Then finally, we will
have the first frame. Just go back to
resting pulse e.g. have F9. And just as
a simple animation, scroll it like this. And let's shift the
elbow to be rotated slightly delayed than the
hand. And look at that. Now that's great.
But what you can actually do further than that, we would choose
animations and shoulder. So if we hit position it, do you need to be
careful that you're meeting the shoulder is you
don't want it too distorted, too much because it will ruin
the shape of this shirt. So just keep it small motion
like what will happen with normal shoulder? Let's see this. Well, that doesn't look so good. So it's because of
the emission should happen here and the like. And then from here,
down, from here. Then from here, as
I said, go down. So let's see, quickly. As you can tell, this is
basically how it will work. And obviously if
we move the body, everything will
move with the body. Now this is as basic
as it could get. But as you can see, you can even let say
e.g. let's go here. We can even do. The pose to pose. Let's just stop this, but key Premiere and do
hold frame, hold frame. We're going also to
be able to this. We're going to work with
the shoulder position and rotation and then only
rotation of the elbow right here, also the title. Then only the position
for the neck, of course, if we need it. But let's say you wanted e.g. to achieve this this kind of
movement where the character is lifting their shoulders as if like they don't know
the answer to something. I have to drop the body. This thing on the
boundary like this. So it's sort of
like this character is doing it and go
from there too. We're going to have
this doubled as well. Double hold, okay,
Just to give you the example of like, alright, so we're doing this
through the shoulder and let's say the rotation as
well of these go like that. This one as well. So from here into, that's why I'm using
emotion terms as well as I can just click loan, which is basically copying
and pasting keyframes. So this is just as
opposed to pose. And then from there, let's
say we're going to hit F9, maybe even give it
much is the ease. And you will have like
obviously, as I said, always separated by
a couple of frames, the elbow from the shoulder. So it looks more interesting
and we will have this, well, that's way too past. Let's do this. You see is like this
character having more expression or not even
a character is just a line. I've been more expression and it's taken
literally no process. And it's fairly, let's say
fairly quickly to animate. It's not as smart as easy to animate as animating like with the rig or rubber hose
tricks, certainly a browser. But it's still very, fairly easily and quick. Especially, especially
if you have a complicated movement and
you want to do it quickly. And not basic movement. Obviously, you have the
full control of even the rotating the hand that
to the other side. You have minimum. This will not look weird. So yeah, this is the
basic of how this works. And obviously you
can apply this to the leg without having
to link the leg. You can even link the
leg if you wanted to do something to the body. Now, this is, this is the main concept of this accumulation of this
animation technique. Sorry. However, I'm going to basically go through one of
my projects to oral couple of my projects to
show you how I use this technique to rig a full
character and animated. Therefore, you can
understand and see how powerful it is in
animating characters. Alright, let's get started with this first project right here. So as you can tell,
looking at this, it looks like it's very complicated to
read, but it's not red. I'm using here rubber
hose but for the neck, but you can definitely use the same technique we
used is just that. I had it already so I kept it. So let's start off. As you can tell, there is
a rotation of the body. So this guy is walking and then rotate and then
licked his shoulder. That's just some details that you will definitely have some trouble making
with the other. So how is this done? Now we have the obvious
first art which is just the name them. I didn't even name them. Sorry about that. But as you can tell, that is
obvious part that we just talked about in the first
part of this video, which is a Reagan, the shoulders with the
hand and everything. Then we have the arm, one arm. The arm. If we just
have to show the arrow, this is how we test two
shapes around corners. Rounded corners,
not activate it, but obviously depends on
the look you're going for. I always like to keep it and see how it looks in
the final scene. So we have just
one white path and then just the skin color
there that we added this one. But it's also not linked to the, it's linked to the hand. Let me show you the body so you can understand what's that is. So that's the stomach, then that's the body than that
is the past. And the legs. Alright? So this is just a shadow
linked to the hand. It will appear whenever
there is a hand under or over the body. So let's not focus
on that for now. Let's focus just on the hat. The movement that are
used in this hand obviously is just as
before, position rotation. And that rotational
neck has some position. Along. The neck has some position because the character is moving. Alright? Okay. So it has no rotation. Animation is just the keyframe
that as you can tell, it, did not add any animation. I did not add any limitation. And if we go into the hand, this hand is just lead
to the hand as well. Now, there is some movement. And that movement can be done in a precomposition
like I'm doing here, which I don't know. You can add the other knee
movement here as you can tell. Yeah. So that is this
kind of movement is happening right here where he is kind of like just terrain of the problem that he had
and he opens his hand. This is done inside on pre-comp, so you can work comfortably
on that animation. This is just a path animation, but then this part is
linked to the hand null, which will make it animate
and move like the other hand. Then from there, I will show
you how did they achieve. That is some lines that I
added is just for style. And then that is the neck. As I said, the neck
is Is a rubber hose. So just look at this part, e.g. look at the neck. All of this just to link one. We take it as an example
along all of this. Just to link two
points with a path, you could have
easily done there. I could have, sorry. I could have easily done that using the same technique here. Just do this, open up
the stroke, trim path, sorry, taper and then just taper off the bottom
of it and then taper the top and then
give it like this. Also like this here. We rotate this and
we rotate this. Now obviously we can
do we can do like more depending on how you
want the neck to look. And same thing goes for this. And they can just reduce, sorry, can just reduce
also the stroke a bit. So it looks like this. And just like click on
Path and create null. And now we have it. We just have this
two in the neck. Which is sort of what's
happening right here, except that we have like this to control
their natural one. So we have this two
contracts, alright? Now obviously you can
spend more time to fix this and make it
look exactly like this. That's not a big deal. But let's continue with the explanation. We have the arm,
we have the neck. The neck is a rubber hose. But as I said, we can use the same technique and
then we have the base, which is a pre-composition. Let's just the same
technique as the hand. I like to animate the face alone and then just
basically placed it in pre-comp and then link it to
the neck and then we have it following the neck like this. Above that we have this is the shirts of this
guy and the shirt. Alright, so to solve that
issue, I added this. Let's remove the
effect of this shape, which is a circle. And just like a white rectangle
or white or white shape. And then they added Set Matte. We do not need to add Set Matte. Now in After Effects 2023, since we can just link
any of the alpha matte. And that's a way much better. So let's try it and
see how it looks. If we remove the Alabama
freedom of the set mud, link, this layer to the arm. Obviously we have
to show the arm. Yeah, that's how it looks. It works much better now with the new version
of ability to predict. So that's basically
all there is to it. All there is to this animation. Obviously that is the legs. And it is the same principle. I used, exactly
the same principle and here's the
animation of the leg. We hit U. So we have position
and rotation. So let's jump in.
Let me show you. Alright. So you have one of the legs Passing the
other one and then rotating backbone worry if you are not exactly
understanding this, this is just giving you the possibilities
for what we can do. And then next episode
we'll do this. I'm scratch and we'll
animate the full character. But it's good to see what is, what are you capable
of making with this? I think it's entire animation to around 3 h to animate or something similar
to that or like that. Definitely didn't take
more than a day of work to make the whole thing. And I think it's,
as you can tell, it looks very interesting. It has some interesting movement that is like the
stomach are added here and the rotation
of the body. And all of this is only used in this effect or
this technique. I think in the same
project that you have here is how it is. And the projects I was walking. Then talking about how his
sink is broken or wherever. Okay, we have another character
which is the the plumber. So here's the plumber and
here's the scene of the block. Now, as you can tell, again, with the shoulders, It's way more interesting to see the
shoulder being animated. And taking the parts of this animation is
like a lot of people, at least a lot of people gave me good feedback about this,
about the shoulder. So it was like
There's definitely, there is something
interesting but add in Charlotte on
emission two characters. Because usually with
motion graphics, the recent modern loving soup
just see like animation of the shoulders not
really being animated. So it's just static and they
make it look like a weird, weird stick figure or something. So again, the same thing. Let me explain to you how
did they add the buddies? So we have pants, I mean, with the line. But if we add the leg, this leg, live body and the body is
just solid with a mask. That is the mask. I'm just going to activate
this so you can see it. And then they added the
belt and the things. Hold on. Let me go to the arms. So as you can tell,
this same technique, the arms are only
this time orange. All the controls
that are available. And then we have the
hand and the hand. And then we start
adding details. The neck, almost the same break. Now, in terms of the t-shirts, I use also the same technique
that I used before. I think I only animated it, No, I did not even animate it. It's just linked to the body. So it will move with the body. When the body goes
up, it will go up. So the shoulder is linked to the Alpha martyr of
it is with the shoulder. So whenever the
shoulder raise up, it will also show goes
more of this shape. And finally, we have just two
dots linked to the shirt. This. So it will look like
this one. It's moving. And that's just great, right? It's very simple
yet very effective. The same technique,
I'm going to even show you some more complicated
movement than these, so we can understand how, how awesome it can be. So let me show you this
one that can I just change color so it appears better to something even darker right? Now look how this character has a walk cycle
included in oxygen. Again, I'm using the
animation a lot, but as an example
of what you can do, including action on the
shoulder and the hand while doing the walk cycle.
That's done by that. Now if you're seeing this guy is we're
in like this artery close because I work with a lot of motion graphic projects. So we need to animate this job or this type of
traditional clothing. It's usually
difficult to animate. But with this technique, all I had to do was basically enabled the
frequent two legs. Basically content and this
path then they will the fill. I only needed to
enable the fill. And now I have this bar, this particular post, and I don't have to animate anything else because it's already
linked to the nodes. So again, this is a
character walk in and in the same time we have the
hand move in and everything. And it's all within,
done within. The same technique. Here is the the, the body is moving. So our usually animate
this stuff over the body like this. So just show what are
the budget should be and then add the arms. So we know e.g. in this case, since that is
in front and I'm in the back, I only made a mask, I duplicated the same layer, had a mosque and basically made one arm up front and
one arm in the back. So with this arm can
go under the body. On this arm can go on top of the body, means
will look like this. Again, will explain
how did we make this in detail and make an animation
in the next two courses? Again, the leg, the neck. And if we add the face, the face is just a picture. I did not animate this for project I only want
to read it doesn't exercise some tools for the neck using the same
technique before us before. And you get this animation. What did we animate
if we go here, shoulder or the median again, position rotation
only simple keyframe, couple of keyframes, and
we got this animation. So here's another Arab character again because they are
quite difficult to animate. So I wanted to
include this example. This is sort of a
guy trying to swim or underwater going up. And we're using, as you can
tell from these null objects, just the same technique
and the same motion. Legs. And then arm. This case as well. I did the arm two parts,
front and back. I do think different
style this way. I didn't make a mask, but I just made a trim path. And then you have the body,
then we have the parts. Let's get to the front
arm and the neck. And you have this
ready to be animated. Here is another character is female character them in
the same exact movement. And we made this as well
using the same technique. We're going through layer by layer to show you
how did I make this. So we have the backtrack
it and then the onClick. This, and then this one would be linked to
the Lego brick. Then the leg. So it is the entire leg. But we were using
trim path here. So because one of the legs will go in there and we want to change the color of
that leg and add this, which is, as you can see here, an alpha matte or SAT math. So basically when
the leg is crossing, it will have this shadow effect. Alright. Let me have the second leg
again that is explaining to the leg the leg is crossing
will have this shadow effect. We're adding the same thing
on the lower leg or foot. Let's see the body. Then we have the
hand in hand arms. If we see that arm is the
same technique, obviously. We needed to make sure
that the body will FPU. So we added a jacket. The shadows are reversed. And we didn't need that
actually because we had a scarf or a job. So the face and everything
is ready to be animated. Forget about the
best, the other side. So with that, you have this complicated
character animated with a very simple moles for that. Here we're just using a
rotation, some position, in some cases we're really needed this can
tell left shoulder, right shoulder because we want that arm to go way
up and then down. So I'm in the shoulders to go up and then kind of pushed down. But for the legs were
only rotation those legs. And then any additional
animation is just added as a rotation with
some time delayed. So it looks more interested
in and we get this result. Again. I hope that this will
get you excited to watch the next episode
and actually learn how to make a full animation. What are we going
to be working on is basically is this
next animation here. So we're going to be working
on this character animation. This is a very lovely
illustration made by the following
artists and Instagram. And I really loved it.
They wanted to include how I would animate this. And yes, I did use
only that technique. Any additional
animation obviously is just added after that. So how did they make the legs? Let me show you how interesting
the leg are on this. Reagan. Then hopefully from the next episode we'll
start animating this guy. If we highlight the leg, lets me make black round
so we can see them. If we open up this. So we have three paths,
are three shapes. I'm going to move them. We have the first one is
an upside down taper, the second one is
a regular taper. Then they meet in the middle
to make this kind of look of the specific art
style that was done. So obviously the only tricky
part here is that we need to make this character using or any character using the stroke. But then again, we'll have
a lot more flexibility. Flexibility. And
this final one is just some shadow effect to be added on top
of the first one. As I said, this is what
you will be learning. I hope you guys are excited. I hope you get at least from
this episode some ideas, some of the, this concept
and how it works. And I will definitely get you
guys on the next episode. They have a good one. And
thank you for watching.
4. Ep 03 : Action Scene: Hey, what's up motion
artist and welcome to the third episode of the character animation
course. Buckle up. This will be a long episode. Hopefully I tried
to make it and they will try to make it
as short as possible. But I'm going, I'm gonna go through and make this animation completely tried to explain the animation completely
from start to finish. I gave you this project
is to download. Once you don't
know this project, you will have one which
has the main scene. I'll explain it later on.
So we do the animation. This Gmail character
is the main character, and then we have a German
character reference is also the main
character but animated. So you can basically, this is what we're
going to create today. This scene right here. And you will be able to see this movement and pick up all the keys that you
need in case you, in case you have any issue
or problem with animation. And while you're doing
this as an exercise, since we will make
this animation. But also, I want
you to try to do it without looking at the
course later on, later on. And this reference
will help you. So to begin with, I'm going to explain the character and
what am I doing here. So the first part is the legs. The legs are exactly
what would you expect except for the last part because there is only
the knee and the hips. So like we explained
in the last episode, then the bands for pants, I like to add this line and then link
it to the lower body, since that is me, then hyp, null the lower body. And then hip and then
knee, the left side, the lower body and both hips
will be linked to the body. By the way, I might say any terminology wrong,
sorry about that. My English is not perfect, but I'm trying my best here. So as I said, this here is the body. The body is simply a solid
layer with a mask on it. And this must
shaped like a body. Then I added the belly. This belly supposed to just
give us a little bit of extra movement in his belly
button on his stomach. We look fat like that, but it has that extra
bones in his belly. Alright, then we
have this layer and this is basically if
we go to the arm, here is the arm and I'm
going to show the body. I think I explained it
in the last episode. But this is the shadow, but I keep linked to this, but only alpha
matte to the body. So by the way, we can do it this way now, I'm probably going to upload the project with this effect. So link the helper method body. Now That's a new
trick we can do. So if we go into the left
elbow from plus minus, you see that whether
that is the body, this shadow sort of thing will appear because it's basically just a Alpha Matte mask with the link to the null
object of the elbow. Again, alpha matte to the body. But this entire shape or mask is linked to the elbow or the
left elbow of this hand. So basically whatever the
elbow will rotate and move, it will follow it, but
only appear on the body. Next, the hand is linked
to the hand at normal. From there we have some
shapes that will give us these sorts of
design elements, and they are also linked
to every null object. From there we added the neck. This time the neck is also
added through null object, the same using the
same normal Follow. Points Follow null. So wherever the body will move, the neck will follow,
but not just that, that is the pace. And the next shadow, and then this one is another. So whatever also
the base will move. It will also be
linked to the neck. The neck will be
linked to the place. You see this. We can just basically do that. So it does not have
to cut at some point. Once we move the base. Yeah, that's basically good. Alright. Then that is a shirt. A shirt is linked alpha
matte to the body, so it will appear
only on the body. So this will help us hide
or create this next scene. However, the arms you need to keep in mind
that the elbows, if we turn them up or way up, they will have to pass
through the head. So we need to be clever
about automating that. Alright. The line, the final line is just the shirt line is
linked to the shoulder. So whenever we
move the shoulder, left shoulder, that line
will move in a little bit. That I added that to just show
where the hand is moving. The arm is moving because otherwise it will just
be white on white. So that's the entire setup. In terms of the
adjustment layer. I'm just adding Posterize
Time for 12 brain per second. So whenever we activate it, the animation will render
only in brain per second. That will help us reduce the errors and drop the
frame rate a little bit. So it looks, it also will look like traditional animated
character, right? But that's not for now. We're going to begin this scene here to try to
create this again, but create this only mentioned. So what are you not
going to animate? Is the base, the hand. These two are already
animated for you. So you just have to
focus on the body. So as I said, let me give you
a tip on how to do or how to work on projects that
have this much shapes and they are look
complicated to animate. You basically have to use the same techniques
that have been used before in
traditional animation. If you go and read any of the additional animation books or watch courses on
traditional animation, you see that they use like circles first and
then they will. The volume around the circle
is like step-by-step, are the elements into that first animation
that they have. Which is basically
the same thing that we're going to do here, except we're going
to use directly the elements that we
have on the assets. In this case, the body e.g. will be animated first. And then, so
basically we're going to animate this movement. Then we're going to add
to it the animation of the legs like this. So there, because
everything is linked, arms will also be moving
alongside the body. They just need to be adjusted a little bit so
they look more realistic. So then we're going to
add the arms from there. We're just going to
link other traits. So that's all we have to do. Alright? So let's get
started with the body. Alright? As I said, we will only show the parts that
we're going to work on. So to begin with, let's
just select everything and remove this thought and
show only the body. With a buddy. We need
position, shift M, one of the mosque,
but we need to animate all of these. Alright? So what do I have here? As you can tell that is the y, x and y position I've separated. This is what I usually
do when I tried to animate the character
moving from place to place. Since that gives me two options. One is to animate where they should be and then
animate the ups and downs that need to happen as you step,
as you take a step, usually you have like your body go little bit up and
then down depending on whether your legs or depending on how
spread your legs are. Therefore, you need to have them separated to be able to just move the character directly from side-to-side like
you want to animate it. And then step in and add
the steps that you need. Again, everything should happen step-by-step and not like, don't over-complicate things by trying to animate
everything at once. So let's start off
with the body. As I said, we're going to
need the body to end up here. So what I'm going to
do is just make it hold frame so we can work on it comfortably
without having to basically
readjust every time. Okay? So from there, we need
the body, let's say B. So it's up there. Let's start moving the body
to the left like this. It's going to be taking step, so it goes up a little bit. So let's say that's the first, that's the first place
the body is going to be. However, we need the body
to be somewhere right here. Alright. Again, let's do toggle. You don't have to do
the toggling back. But it's good if you're
trying to pose the character first to see if what you're
doing is correct or not. This one will be the same. Height, weight. We do nothing with it to be, let's say we just need the
height to be the same. Then the final one, the final output also managed to be the same
height, we guess. What is going on
with Q crimes, okay? So the Panama called also managed to be the same
height on this case. Alright, since that, since we're not working
on the height yet, it just seemed to
be to me at first that the body was
a little bit down. Alright. We can adjust that by just adding the base to
see what are the places. Okay, So the base is way too
high so we can lower this. Let say this looks good. Copy it. Control C, Control C, Control V. And we got the buddy. Alright, so let's
hide the base again. Now we have this animation here. Do you think the
timing is correct? I don't think so. I think
that that means way up. So we should do about the time and basically
the timing is how much time or how he has
duration of the action. Basically, we're going
to take this one, let's say 20 frame shipped
down page on page again, that gives us that gives us 20 brain will
place it right here. So let's see now, that's
much more realistic, or at least that's much
better to look at. I think the final one
can be a little bit slower since we're
not necessarily try. Okay, yeah, I think
that's, that looks good. So good. Now we need to start
on with the mask. The mask should be
animated from this, not from the beginning, since the body would be
already rotated. Okay. So to help us with a mask, we need to work on
the legs as well. Alright, so let's start off
with the object of the legs. We can now just click here
for rotation and hit R. So what are we going to do
now is try to place again the legs in a situation where they look or where
they should be. The last scene. And in this case,
we want the leg to be crossed because the guy is walking towards the
middle of the screen. So therefore, we
need to also animate the position of those two hips. So this will be in this
position right here. However there it should not be, should it be more like this? And this one more like this. Okay? And also we can add
the position of the lower body and
move this up like PAP. So it covers like his stomach. And then we can just oh, sorry, we did one mistake which is instead of moving this here
and then animating like this. Because we need the
orange and the original, the original place of
the each null obviously. Okay, so now let's
see what we got. We are going to rotate a little bit and then
the other hips as well. The laptop like that, since it's going to take a step, is going to take step like this. Okay? So if we go
to the rotation, we have key here and here. So we're just going
to click you to have all the key
frames that we got. The knee doesn't have to
be animated by the way, so we can just hide it
in the model as well. So what is this? This is the rotation
of the lower body. We don't need to animate
the rotation for that. Now we're going to select all of these frames and also the halt, so they don't move in-between. Now, we go right here
into this and switch. Basically, what
are we switching? Or shorten this to be like that. The right hip to be in the back. So we're basically having
him step like that. Okay. And then finally it goes back
into the original position. Okay, you've got the idea. Alright. Now we might need to
adjust the position of this one just a tiny
bit so it looks like. Alright, let's see how it looks. This has to be on
the same frame. Alright, now we can move back
into adjusting the body. So I'm going to
move this to this, and then there's
like that and we will have that
bodies, body form. But we need to make some
adjustment to this side. So it looks like it is actually looking to this side and
not just sits in that way. Don't forget that
we have the belly. We're going to animate it as a weapon to make this toggle. So let's see, it's so far
how it looks. Alright. As you can tell, when we're
working on the position, we're working on the
body like the buddy. Yes, The body
positions that we have imposes and then we're
going to animate them. Okay? So in this one like that, I'm going to toggle as well. Okay, so now we should be able to start actually
animating line. You see, it looks, it's starting to look like
the animation that we have. However, there is one more
thing that needs to happen, of course, which is here. We need the up position. Why do we have the up position? The legs are crossing. So what happened is,
as you can tell, what happened is
the liquid go up, the body will go
up and then down. Because you're stepping
on this leg specifically. So if we just if we just do
not have this key frame, it will look weird that
the leg is rotating, but the body is not
actually going up. But like this, it makes perfect sense and
it looks realistic. And then here we will actually have
something different happen, which is it goes down. And that because he's going
to pose for that situation. Well, maybe not that much down, or even we can have this
step and then the width. Let's, let's try this one. So on this one we're going
to have him like that up. Let's see what is the exact
position like this that pop. And then here, step down a little bit and goes
back to his position. So let's see, it
looks somewhat good, but we need to adjust it more
so it happens like that. Okay. That's good. Now we need to activate
obviously the pants to see how, what's going on,
what's happening. Let's see it. So if you'll go back into the
reference with the bands, what we did or what I did here, I had a path animation to show case where it's actually
moving his belly button. So it goes like this and then it goes into the past the pen. Sorry. I'm going to try to do the same. Basically, if we highlight, if we go back into the pants, open it and look for a path. Hey, P prime, this one
again for the last frame. And then we come
here. We need this to be more of like this right here. Those as well. Also showcasing his
belly is like this. So it shows that this character, it owns the side and then turns. We can add a keyframe
at line here. So it looks on the same
scale, same speed. I don't like how it looks here. So therefore, we're
going to make it exactly where in
the other position. So e.g. going to have
it like this and like this instead of having
it change positions. So let's see this. Let's see. Okay, so the second one
is also not looking good. And it's showing the
belly of our foreign. They're okay then, but then
as the rotation happened, it should also happen
in the correct timing. So we're going to duplicate
this frame and this keyframe. Or at least let's just add the correct place
for it like this. And then it will
rotate from there. Sorry, they need don't need to cheap brands and
you'd only one. Alright? That's not so important, but it can be once you're trying to make the animation look
as good as it could get. So as you can tell, we just did this first part. Obviously, we need to make
it look more interesting. If you want, you can even go further with editing the speed, the care-of the speed
graph of this motion. So e.g. we can go here and
just make each up and down. So this one is going up. Going up will mean that
we can have this like this where we're
making this out. And this one is n. So let's see it. But again, since we're working
with separated dimensions, therefore, it would be better
if we keep it this way. Okay. Now we're going
to add the belly. The belly will have position. Here. This is the exact
position of the belly. And then here, basically, here. All right, so this is what
the transition happen and this is where it should
be getting in the middle. So here we want it to be just a tiny bit of
paint on the side, just like this,
tiny bit like that. Just going up here
like this a bit. However, with each up and down, we want it to move it up on its own, creating
secondary animation. That secondary
animation gives us the effect that his belly
moves while he's walking. So there's just one extra step. Or what? Extra element to show
more of the character, to give more expression
to the character. Alright, so as you can
tell, if you separate, everything starts working
on each element alone. It makes more sense since sorry, even make everything easier. I wanted to try. If we make Let's keep this here. Let's start off with the arms. Now we're moving into the Arabs. Let's see how the arms
are looking right now. You see it looking, they are looking weird, but they are following the
motion of this character. Therefore, all we
have to do is elbow, shoulder, neck, elbow, shoulder. Let's start off with this. Let's hit R and then have these two have are the
neck only position? Shoulders we need
physician as well. As I said, we have position for the shoulders and rotation. Why? Because we will need to
adjust the distance of the shoulders once
to adjust that for the perspective like one, the character is turning
like here, right here. We need this shoulders
to be like that, okay? The shoulders to be
more of like this. Alright, however, we
are going to work on it to look better,
to look even better. So we have to open
up the arm content. And then the second
shape is the shirt. Like what I explained in
the previous episode. What we need to do is
animate also the start and end to keep the shirt
in the same distance. So we're going to move this as well until the last key frame. Let's go into where
the body is rotated. So here. And then move the position
of this shoulder like this. Move the position of
the second shoulder also inside like this and drag a little
bit shirt or sorry, the trim path up so the shirt will stay
on the same position. Alright? And then what are we
going to do now is only lets see it
how it is so far. Yeah, that's looking okay. So now we're going to start off by animating the rotation, the rotation of the shoulders. In character animation. Your arms should be the
opposite of the legs. So in this case, the back leg is
stepping forward. So therefore, the front arms
should be stepping forward. So this one will be going
backward like this. And this one as well. We will fix the
situation the moment. We don't have to push it that
far to then have to fix it. But I'll show you how
you can fix the thing. Then we go with this one which should be moving
forward like that, and the elbow like this. Okay. So that's the first step. First step looks,
Let's try to, okay, so like if we go to
the reference arms, okay, so what we should
do, as you can see, this leg is backwards, so this would be in the front. And then once we reach the
second frames of this, but this leg animation. So this shoulder right here will be moved
backwards like this, and this one elbow as well. So I'm going to have
to move it like this. Alright? So what's going to happen is this is what's
going to happen. They will be in the opposite direction
and they look realistic. Now let's go back
into the other hand. Are the other shoulder. I know this might
look confusing, but just give me a moment
and just follow through. What I'm doing is only
position and rotation. And I'm using only
three keyframes. So there isn't, not really that much complicated
stuff going on. All I'm trying to do
is try to figure out when this thing is
happening on the legs. Try to just make the
opposite on the arms. So it's very simple,
not that complicated. As I said, you just use logic to try to figure out
what should move next. Okay? So in this case here is the hand is
moving backward. So as I said, the opposite should happen with
the other hand. So in this case, let's do it. Let's do it this way. Then once this arm
will go backward here, this one moves in the front and the elbow
moves up as well. Now, remember what I said
in the last episode. We need to separate always the elbow a little bit
from the shoulder. When it comes to animation
that make it look more interesting and follow
through the animation. Let's see it again. So we're going to try to push it even further and
see what happened. Let's see. Maybe we still did
not animate this one. That's why with backward. Okay. Hi, there It is. But since we animated it now we can just turn
his back and said, maybe give it a
couple more frames. So may reach here, we needed to be more exaggerated like this are
going to flip backwards. Now we go to the neck. The neck is what's going
to add the sort of like the animation of this character here,
as you can tell. He did this weird thing where is disappointed to see
these water problem. So he moved his neck down
and in shoulders up. That's where we're
going to do now. We go back. We're going to
have these two shoulders. We're going to have
the position as well. Go back here. Position
of the shoulders, go up like this. And then we have this copy
paste here, drag it here. Basically to have the both of the keyframes of the
neck and then drop the neck down one extra brain.
Let's see how it looks. Okay, It's not
looking that good. I feel like the position is
way too exaggerated here. Should definitely move it backwards a little bit like this and move this one forward
a little bit like that. So we showed the
body, Let's see. If we add the neck and see how it looks with
the face and neck, we might need to add some anticipation to
make it look better. The shirt, of course, we need to animate
the shirt by the way. We have to move this position
back one couple of frames. Then have this one be
exactly at the end. This one as well. These positions would
matter much better. Now we go to the shirt,
since we opened it. Only the circle on
the ellipse open the uterus path keyframe here. Drag this key frame to
the last part here, hold Shift so it snaps
into the other keyframes. And then we're going to
basically select this, move it like that, and select this move it like
this, like this. We'll get a bit up like that
and let's see how it looks. Okay. Give it up. Nine. Let's look at it. I realized that one of
the shoulders is way to position this position
and that's the neck. The left shoulder is
way to see this way. Hold on. The left
shoulder in here is way too way too
close to the neck. I kept saying way too. I
did not say, Wait, what? Let's see how it looks now.
Let's just check quickly. What do we have keyframes? Here are rotations, position, or the rotation three keyframes for the position.
Also tricky preps. So here it is. Now this is animation,
a full render. Okay. Then I'm going to
show you why do we add Posterize Time effects like this on our own
animations like bits. So looking at this, it looks much better when we
dropped the prime rate. Alright, so let's now go ahead and remove all of the dots and look at our
animation completely like that. And see basically
what could be going wrong and what should we fix
everything else in-between? Let's just remove the moles. We need one more thing, which is animating the
position of the baseless. Open up a buddy or neck. Your neck. So the base will kind of
dropped down as well. The y drop-down with the
animation of the neck. So it goes little bit down
and then back up here. Copy paste and F9. Let's see if we
can do this more. If we go, if we keep
also these ones, if you do what position only? Position only. So what
I wanna do is hit F9. But I wanna give it like a
quicker snappier animation. So we're going to drag
this sort of more like that and drag this end
one and see how it looks. Yeah, exactly. So when
we give it that snap, it looks like he's raising up his shoulder quickly
as an expression. And not just once history. Then we can with
again as position and adjust the timing
of it however we want until it fits
exactly what we have. Let's do this. We're going to keep rendering
the exhaust thymine and see, okay, the rotations. This one is not happening
at the same time. So as you can tell, there is a, there is a phase rotation, okay? We want it to happen exactly when the pace rotation
is happening. So sweet. Perfect. Also, since we modified that, we need to basically multiply the rest of
the animation as well. Just drag them back like this. Drag this like that hold Alt. So times it graphically,
let's see it. The, these animations as well. All right, let's see how it
looks from the beginning. Something is not correct. This one. So we can just
make this like that, then have this here, because that's the
main animation. All right. I think so
far it's looking good. Let's try to see it on
the main composition. We hit up, we go
into the main comp. We ended on the first scene
like this. And let's see. So here we've achieved this animation in less
than our important minute. Now, obviously 40 min
is a lot for just 1 s. But usually with
explainers like these, you are working
on this one scene that has one
animation like that, then it goes on for 5 s. So depending on the
type of explainer, if you're working on an
animation like this, it will definitely showcase the scale and the details of
animation and each scene. So we need that. I'm looking at the
neck and the neck seems to be a little
bit taller here. Before we go there to fix it, I'm going to show you
why this character looks a bit different here. We're going to this
composition that is Layer Style in the shadow
overlay with some blue color. So to give it this
highlight, it looks nice. So if we go back here, neck and face here are just the pace is way too
high on the first frame, we need to drop just a
little bit like that. Let's see it much better. Now, with the original, the neck was not shaped this way because of
the rubber rubber hose. You can edit the
neck however you want by opening the taper. And then basically having
that taper adjusted in this having this one adjusted
to have the taper either strong or thin. However you want if we keep
it this way, Let's see, It depends on what style
you want to go for. Alright, you can always
adjust also the top, the neck, top null, up and down. So after doing this, as I said, I'm going to explain
how you can fix the issue where one
of the arms are back, arms still looking on
top of the other arm. So to do that, what we should do is duplicate
the arm layer and name this one back. And then open it. Go here to contents. Let's highlight it only, and then just trim path. Then open up the trim path. And you can basically check which arm you want
to keep obviously. So let's say I want to keep
only this arm like this. Then I'm going to move
this into the back. Or under the body. You can even do something which is adjusting the color
slightly to be darker. So it looks like it's
actually on the back. And then we'll go back
into the first arm. And we add only, we add only trim
path to this part. This shape or this shape,
meaning the hands, arms reduced, one of
the sides like this. And you end up with you end up with the hand
that is under the body. Even if you want it
to be under the legs, will look like this. Obviously, the hand is still
did not we did not adjust. The color of it is because
it's in the pre-comp. But as you can tell, you can actually separate
the arm completely to be on the back of this character
and not on the front. And then at any given time you can switch back to
the original arm, operate any other senior want. So I hope you enjoyed
this episode of character animation and
I hope you at least saw the process of how
I animated this scene. And by that you should have
a good idea how to use this technique in your
next explainer video and make the best of it. I hope you enjoyed this, I said, and I catch you in the next one. Have a good one.
5. Ep 04 : Run Cycle: Hey, what's up,
everybody, this is Ali. And today we are in
the fourth episode of character animation course. Today we're going to
try to animate this. From the beginning, I
give you another project and we're going to animate this character here are running. Okay? So I gave you this project. It has the character rig and
that it has the reference of the animation and the main
scene where you can place your automation to compare
it to the reference and see how your
organization is doing. Alright? Now, we don't have to stick to the reference
specifically because with the reference
really did like aided this animation
looking for specific style, we can modify it a bit here to do it even faster or slower, depending on whatever
you want it to animate. So feel free to be creative with this project files and
enjoy your time animated. So let's, let me explain to
you this character creation, all of these characters so
we can actually get started. Again. We're using the
same Rick obviously. Hopefully within this
tutorial you will see how simple it is to animate. We go to the reference here, okay, Let's start
from the first frame. So we have the leg, if we highlight it or the
arm, sorry. Three pieces. The first let me show showcase only the lower part if we
get a black background. So we can show you in
detail how it looks, right? So this is sort of
the arm shape one. This is the main shape that is linked to the null objects. Then we added this shape, which is just removing the end. Then the final one
has a gradient to give shadow to
this, to this arm. So that's for the arm. Let's turn every shape back on. Let's go to the leg. The leg has the same style except for that's the shadow
that I was talking about. And then we have the tapered up shape and
that's the main shape. And then taper down shape mixed together gave us this style. This is more of like a
ninja clothing style. And then finally, we
added again the shadow. And then we did
the same thing for the front leg and
for the front arm. So we both with both
parts looking like that. Looking at the body
after that is the shape. Just to draw enough
shape or illustration, we're not going to deform
it on this animation. Is just a triangle
with a circle. Same here. The first is just
the shape back foot, front foot, and then the neck. The same technique with two
dots and linked to the notes. Eyes and eyebrows.
Eyebrows and eyes. I gave it to you,
animate it so you don't have to just animate that. And then you have to focus
only on the actual automation. So as always to begin with, we are going to start
off with a buddy. If we look at the reference, the body has to do animations
happening Too movement. Let's say. The first
one is positioned up and down, right? This second one is the
rotation of the body. When he's going up, it
rotates to the right a little bit and then when it goes down
and your taste back down, so that's the sort of movement
that we're going to pour. Alright, let's go try to replicate that here
in our body movement. So as always, we highlight the elements that we're
going to start with. Let's do an actual background is black hair so we
can see it better. So let's start off with clicking P for position
and then R for rotation. Now you can work with the separated dimension
and work only with a y. That's up to you. In fact, we can
even do that now. So if we wanted to have some motion left and
right, you can add it. So we're going to only
work with the y position. So let's click on position here. Go to the middle,
add one keyframe, go to the final frame, and also add one keyframe. So now we're working with
16 frames so we can divide them to eight parts. Here. We're going to add our
frames right here as well. Just copy it and paste it, click everything,
and then the key F9. So it's easy, eased, and we got this now, for me, it looks
like a bit too fast, although it did the
same thing here. As you can tell, 16 frame. Let's look at it. But it
looks somewhat difference. Different. Why? That's
because the easy ease on this one is giving the
movement the entire time. It's just easy out these in slightly in the
last couple of frames. What do I mean by that? As you can tell, it's
all the easing out. Two frames and then
pick up speed. So let's do it even differently. Usually with the character
movement or with any movement. If you're trying to
make it realistic, you look at the
direction of movement. In this case, e.g. the
buddy is going up. Okay? So since the body is going up, its speed will be
at the top here, and then slows down before
it reached the top. Hold for one frame and
then start picking up speed until it reaches max
speed. What is going down? Right? How can we achieve
that? We simply here, drag this one to the back. We don't want, we
don't want it to be as extreme as possible. But just give it a little bit
of the tastes of ease out. And do the same thing
here since we needed to hold a bit here and then
start to pick up the speed. Let's do the same
thing here. Tried to make it equal to the other ones. So it doesn't look weird once we're looping
this automation. And let's look at it now. I think the why On this has to be not this way and this has to be a little
bit more up by guess. P. This though, here
they start to see. Okay, it looks like
depths are happening. Now we go into the rotation. Let's click on the rotation. So this is on the
first position. We want it to be rotated
a bit downward like this. So as if the body is trying
to pull up itself and then at the top it will
rotate back like that. And then just copy
both keyframe, paste them here again, here, and then F9
everything, and drag it. One frame maybe. Let's see. Yeah, Let's see it now.
Okay, frame is enough. Alright, now we're done with the body animation,
as simple as that. Now we move into the
front leg animation. Let's go into, we are only going to animate the knee and hip, hit R and only go into
animate the rotation. You remember the
last time when I said that when a leg pass by, when the foot is passing by, it usually has
enabled the leg here. Nevertheless, it's
usually means that this, the time it passes, this should go up, which
means they have to be sync. So the exact moment when
this leg goes far back, the body would be already on the downside and the
down pose like this. Alright, so we try to
time that correctly. Let's hit the body movement
and see it go into the frame or the body is in the lowest point and
then rotate the leg, hip back into here. Give this one just
a bit of kickback. So it should look like this. Alright, now what we notice
is the leg is going away, the body is going to
weigh up from the Alexa. We should enable the
front foot so we know where to place the body
that's dropped the body down. So at the beginning
it was on this. So we needed to be
exactly at that spot. So here is, let's remove this. So if we drop it down, it should be like that. Alright, so it goes live. Alright? Then by this time it should go back into the
original place it was. Then we have the loop. However, that's not how
we run as human beings. Our knee here has to turn up like this because we lift our legs when we wrote it,
wasn't me to turn it. So it goes like this. And then like that. Alright, you got it. So let's add an easy
ease to this one, F9. Let's see if we got
it's already all right. I see something will
happen in Which is like this has to be here. Or maybe one frame later. So it goes like that and then slowly turns
back. Let's see it now. Alright, maybe we're just
turning it way too much so we need to give
it a bit more. Alright, I like how it is, how it's looking right now. Okay. Now we should be moving
to the second leg. Back leg again, go into
the knee and the hip hit R We're going to animate
the birds later on because we need them
to stick to the ground. So let's add keyframes here. At keyframes or the last
frame of this loop. So we save the body position. And then in the middle, Let's turn the leg forward like this and then turn this
one a bit to the front. So we have basically this. Then the body goes up. Alright? However, we did not fix the body on the second
position should have the same position and not. Okay. So remember that we need to add the rotation of the foot
right here because it's passing by and we usually lift our our knee way too
high if we're running. If you're walking or
animating a walk cycle, it could be just like this. But since we're running,
we should hire, even if you are on, your
character is going even faster. They can be jumping
with both legs. And let's just do the outline. As simple as that. We're animating this run cycle. We've already, we're already bought to
finish the leg movement, we just need to
animate the foot. So let's hide the back leg. Let's animate the front foot, open the front foot, open
the path of the front foot. Hit keyframe. Let's say at
the start we have a keyframe. And then once the leg
reach this position, we want to basically, if we show the path, we want to have this stuck right there to the
line and this one as well. Then let's move a
couple of frames here. And let's add these to basically keep each one of them
stuck to the lane. Even give it one more here. And then here it
goes back like that. And then here we can give
it like a bit of a stretch. And then it goes into the spray. Just copy and paste
the first frame. Alright, Give them all F9. And let's see, it should not
be that much noticeable, but it will give us
like a more, you see, if it's more realistic
movement of the foot will try to do the same thing
with the second foot here. So let's get started by
hiding the front leg and the front foot and just showing the back leg and the back foot. Let's open up the path. Alright. So starting
off with a bad foot, Let's go to the first
frame or the keyframe. Go to the last frame, or the keyframe just to make sure that we started and
ended on the same point. How we should probably
do that as well. Copy and paste this
for the front feet. So let's go here. Brains here we should, as I said, drag this back out. We don't have we
need to add this. You probably will find it in
your project. If you didn't. Also just add, add it
like I'm doing right now. So we're adding
this extra movement of the foot and then we get it back into the regular foot. Alright. I think we should move it a bit higher here because it will take
longer to reach that. Okay, so let's keep it this way. Okay. Let's go back. As we said, that is
key frame here we are going to just drag
this keyframe here. We can maybe delete this and just add this here because the animation will
start from there. So as I said, around this frame, or should be already having the foot stuck to
the groundless. That's stuck to the
ground here as well. This is this is not looking
like how we'd want it to be. I think we should lift up, but a little bit more
because this leg is lower than the other leg. Alright. I think I'm not sure. Okay. Maybe not maybe not that much. Just like this. Okay, Let's see it. So I'm going to make these
keyframes to our ruler. And then just drag these two
here and then this one here. Then the same again, this one here and this one here. That's more like a
frame-by-frame animation, but this will make the
animation looks way much more stylish and advanced than
just not doing that. Alright, so no hair when she
did not, it did anything. So the animation
will loop perfectly. Let's check what we
have created so far. Alright, you see, now
obviously you can reduce how much we are exaggerating
this, this foot movement. But if you'd like
it, you can keep it. I like how it looks on. It adds some more expression
to our animation. Let's now see how it's
looking without the arms, just with the body and
legs? Yes. On the head. Some of the answers was
still did not activate them. Front hand. As well. What is the font hand here? Let's see. Sorry about that. Let's see it. Alright, you
see, we're doing a good job. Youtube. I think you're
doing a good job. I think you are following along. You're doing
everything. It's not really that complicated. If we look at the animation
that we're doing right now, you will literally have 123 keyframes to animate
this entire body run cycle. It's usually really, really
scary to animate run cycles. But as you can tell, it's way much easier when
you're doing it this way and step-by-step and just
automating each part alone, let alone animating a
walk cycle would be much, much easier than this. Alright, so let's continue. Now. We need to animate the arms and then we're
going to animate the head. So let's just hide. Again. What? Let's not hide, but
let's show the arms, one arm and front-end going
to start off with that. Now, remember the rule
that I was talking about, which is that the
front arm should be animated with the back leg. So in the same direction. I mean, let's just do that. Let's go into the front
shoulder in our arm. Our hit keyframe. Let's go back into
the last frame, have one key frame, and then into the middle frame, we want it to be
rotated to the front, like how this will look. Now you can exaggerate hour, you can just keep it like this. So it looks like more stylish. I'm going to move the arm
into the front like that. Let's now have F9 on this
and it will look like this. However, I like to again, just give it one frame
of that movement. So it goes like that. Just some separation. I'm interested in the movement. Let's go into the other arm, the back arm, show, highlight the back arm,
shoulder, lever arm, just hit R. Let's keep them on the first frame and
then on the last frame. And then go to the
middle and just make the opposite of what's
going on right there. Like this. You can even push
the handle bit further. So it looks more interesting. Now let's select everything. Hit F9. How easy is that? You are just making
around cycle on your own within 20 min
using this ticket. Right? You see how it looks. You can exaggerate
it a bit unwell. So let's say one is going down. You can just give it some
extra movement like this. Let's see how it looks. Yeah. Let's do the same thing here. Why not? This is cartoon and
we can do whatever you want. This lower are like, oh, that's way too ugly. Alright. You say are
the front arm as well? I want to hand I mean, is it front headed on hand here? And what do you think? Like they say voila, there is the run cycle. Now, we definitely need
to animate that the head. So let's go ahead
and with the head, we just need to have one extra animation,
which is the rotation. So here we're going to show the rotation of the body as
well and follow through. So we have it normally and then it rotates back so we
add more rotation back, just like that. Let's go back. Just copy the base. And one more here. Now we have to click F9 on it, but also drag it. Peak couple frame,
maybe two frames. Let's see how maybe won't break. Let's see. Okay. You can exaggerate it even
more to see what is it doing. And I guess by rotating the
head downward and not upward. So let's copy this and place it. Sorry, I pressed be instead of C Control V and added in the
last frame here as well. So let's see how it looks. That is one problem,
which is that how much? 1234. So if we go back 1234, we need to copy this
and paste it there. So the movement will be
exactly how it is right there. Right? The eyes doesn't seem to be animated on
this one for some reason, should have kept
the eyes elevation. Alright, I zone
not animated that. We go back here, we can maybe just copy the eye as elevation. What do we have? Opvs from the fourth
frame is doing to the eyebrow from
the fourth prime. Let's just do that. And then if we go into the eyes, what movement that we have
on the eyes, on this shape. Just copy this path animation. Let's go back into character. I. Shape path. Just paste this. Let's see it. Alright. And
within 21 min or 2 min, Let's say maybe less. If I edit this shorter, we have got this
character animation now you can go
ahead and add hair. You can add swords, you can add the suitcases, whatever you want
to this character. And just keep adding
things like we're doing right now and
make it even better. If you want to add another
animation to this guy, maybe he will stop and jump. Remember that? Remember that once we started this loop and
where we ended it, it was the same frame. So all you got to
do next is animate wherever motion you
need next to happen, starting from this frame. Then just cut a composition
and add it to be other automation so it will move smoothly between
two animations. But keep in mind that if
the character is running, it will not just
stop immediately, but you don't have to
animate him slowly. Stopping and then starting the next action
that's only taking, that will take longer, longer to animate, but it will work. It will work greatly, greatly since you have every
element here ready. So I'm just going
to the main scene. Let's remove the highlights from the let's keep our new animation and see how it looks
on this final top. As you can tell. I think it looks great. I hope you really benefited from this course or this motion
for this character. At this, you've got an
idea and you remove the intimidating
idea of learning cycles and walk cycles
so that they are scare. You just have to
really just stick to automated each part
alone and make sure that they feel right
in terms of the timing, you don't necessarily
need a perfect diamond, but you need to at least
have an equal frame. Frames in between each
of the main keyframes, such as the body, as you saw we did with the body and the front legs
and everything. Alright. Now, you
won't usually be animating walk cycles
that much in motion. We explainers Or motion videos. So that's why I wanted
to be the walks over the run cycle. And I hope you
enjoyed this video. I'll catch you on the next
one. Have a good one.
6. Ep 05 : Mixed Scenes: Hey, what's up, everybody? And welcome to the fifth
episode of this course of how to animate characters. In this course, I gave you another project file that you
can work on and work with. Here, as you can tell, this is the reference composition and
we're going to be creating this animation here
of a character walking and then doing an
expression or the movement. So this is bit more complicated
than the first one, and I will explain
it through This. This, this compare
is the reference. It's a little bit different for, different from this one that
we're going to animate. So let me start off
here by showing you each layer. We have arms. This is the back arm and it's just masked out arm version. In the arm itself we
have a couple of shapes. The first one is the skin, then the shirt is a little bit higher stroke
width and trim path. And then we added just
small trim path as well to this green part. This one is probably
on the other side. So let's now highlight the legs. The legs are you
have the first shape which are this sort of
like skin-like shape. And then they added just fail and with the same
color to this one over the round buttons that then we have the neck
is just one line. Let me just highlight the green. And then that's the body. Now, the tricky
part with the body. So what I did here is make
this body with a path. That path has couple
of points for parts. Then I linked that to point follow null,
which means we have, now, we have these points
that control what the, what the body will look like. And I linked these points to the control of each
recording part. So as you can tell here, the shoulder links are links
to the actual shoulder. So if we highlight the arm, one of the arms, and then
this is the front arm. We go into the front arm, shoulder, left, shoulder, right? This one. And we move it up, the body will move
according to it. Alright, that's great. I think it's clear, right? So it's just the
point file on null. Then these nodes are following, the other nodes are according to the hand or arm movement. So let's get started. What should we do when we're trying to animate to movement? Use or start to automate
the least complicated part. In this case, what's that
lists complicated part? It is the body of course. So let me just make the composition like that
so we can animate it. Now, what are we
trying to do here? We're trying to have position of this body go up and
down to stimulate, to simulate like a walk cycle. However, since this shape
is linked to two nodes, these nodes cannot actually, they're not actually be moved. The body should not move. However, what I
did is since these you have to bear with me on this one because this
is a bit complicated, but then it's going
to understand it. These are the
controls of the body. They are linked to the controls
of the arms and the legs. But then the arms and the legs, lower leg and shoulder, neck and shoulder are
linked to the body. This means whenever I
move the actual body, everything else will
move with it as well. It's like circle cycle. So let's hit P for
position, R for rotation. And let's just work
with a y on this one. Again, we're going to
use the same timeframe that we worked with
before, which is 16. Let's end it. However, in 16, since this is a
walk and not run, we just want to have
one up and down. I guess. Let's see how it looks. Let's say or let's maybe
not have gotten down. Just see how it looks
first and then decide if we wanted to have more
timer for it or not. Let's see. Yeah, that's
that's that's way too much. So let's try to make it
exactly double the time. So 16. Let's go 32 frames. I'm reading here. Alright, so let's
see two frames, and let's just shift it so
it's perfectly aligned. For us. This one is not perfect,
so I should be here. Alright, let's see it now. Because a walk should be slow. Yeah, sort of like this one. Let's end it here. So the Preview, and let's
go to the rotation. So rotation again, here
should be the same. And then just as it goes up
also should be the same. Since this is a walk cycle
and not run slightly, one is going up just slight bend forward, just slight touch. So we'll go with that. Then here another one, just a tiny bit. Now let's select
them all and hit F9. Now let's obviously
select the rotation, maybe not so obvious, but just shifted couple
of frames to give it the illusion of one
frame not coupled. Right? Now we cannot do that. You can just not do it
or do it like I did it. It depends on how
you'd like them. Motion. Now we're going to show the
legs except that this time the legs are a
complete one shape. So oh my God, we have to work on this. How can we make it work? Don't even worry about it. So let's go into the leg. We have to animate upper leg, lower body, upper
leg, and lower leg. The lower leg or more
did I name it that way? But it is just to
complicate things more and make you suffer
more. I'm just kidding. Let's see. So in this case basically, we need the opposite to happen. Obviously. As I said before, as it keeps
saying here, the upper leg, the upper leg right
should be on this side. And then the upper leg left
should be on this side. But we need to
click on position. Let's add a keyframe. Let's drag these
keyframes to the back, these keyframes to the front. And in the middle, we're just going to
move this position, the fit backward in this
position, bit inward. Looking good. Let's see how it looks. Let's select all
of them and hit U. Let's let all of
them and hit F9. Let's see it now. Obviously that is one problem
which we did not add yet. The movement of the lower leg, right on this case. So it goes like
stops right here. No one will get them
to do what do we do with our leg goes
back into this. Let's hit. Okay. And then here, the lower leg. The lower leg, which just
want to make this oh, no. Oh, that's the lower
body. Sorry about that. Let's not get things more
complicated than they are. And here we'll just
rotate this a bit more. It goes forward. And what we have just
created this walk cycle. Oh my God, how did we do that? Now, I understand that this guy, it looks like a piece of
paper on his wall kit, but I think it looks good
for character animation. Ready? Now, let's see it with the, with the neck and face. What is the neck?
It is the neck. And that is also a shirts. What is the short neck body? Let's just leave this shirt. So let's see if the ups and downloading the
same on the correct position. Okay. So as you can tell, that's clearly I don't know if you can tell. I'm
not, but that's okay. We have already won control. That's clearly way too much
of an app for the body. So if we go back into
the body position, and here we have it there, then here we need it to be, we need, we need
this to be more. And then this to be sort of like that just a little bit higher than the
ground, not that much. Then a second as well. Just a tiny bit higher from
the ground, not that much. Alright, That's more like it. Now, let's start
actually by showing the back arm and
also the front arm. Why not see how it looks now? It looks very weird. Let's start off by animating the back arm. We have
the controls here. So the back basically means
the left, so left elbow, left shoulder hit
our IT keyframe here, keep them off the end. And then in the
middle, I had to fix the arm and then we're
back on animating the arm. The elbow here, we're going
to rotate this backward. Not that much. Like this. Right? So we have oh, no, that's wrong. That's
completely wrong. That's the back leg should
follow the front leg. The back arm should
follow the front arm. So let's just copy this, paste, this, copy this, paste this, and let's
delete these two. And delete this to go back here. And basically animate these
on the opposite side. So we'll rotate this backward and rotate this also
backward like that. But then have this one, it is come to the
front like that. And let's go to the final
frame and copy and paste this, copy and paste this. And what we got here
is a walk cycle. Wow. Let's go ahead and
just add F9 to it. Let's go into the other
shoulder and elbow and shoulder highlight also the prompt arm. At don't worry about
that since we can just add the month. Is it a shirt? That is problem. One, is
that showing up on top of that from that front arm. Okay. How did that happen? We just had and just
delete this one. You probably find
it deleted already. The front arm, Let's
animate also the front arm, shoulder, elbow hit
R for rotation. Let's put a keyframe on this. Again, look at the front
arm with the back leg. The back leg is in the front, then the program should be
also in the prompt, right? It's going to the last frame. Add as well, this
one, copy paste. Now, just copy
paste it one alone. Here in the middle. We're
going to do the opposite. Which is titled little bit weird like that we'd thing
on the body, right? The ones normally would see
that it's just a couple of frames of animation that line. And let's see it. Alright, let's add
the face, the neck. I think it's looking okay. Things looking good. Let's
zoom out a little bit. That looks like a walk
cycle, doesn't it? Yes. So let's now add the action. Now, how can we add the action? We need to actually held this character habit
move a couple of frames. Are we going to do
something that is a bit not that great. We just copy pasting
a lot of keyframes. Actually, not that
much keyframe. So you see how the keyframes
that we have right here. We're just going to
repeating everything. That's all we got to do.
That's all you gotta do. How many clock
cycles do we need? Maybe, maybe, maybe
4 s is enough, I guess let's do the same thing
now for this one you can, I'm just going to
do clone. Why not? Since I have the script, just wanted to clone again
and we have done it. So let's see the full
walk cycle happening. I don't know, four times. Alright. Now we just have
to go head to the arm part. Let's just hide the leg so
we don't have to or credit. Zoom in, go to the arm
part, let's say from 2 s, we want the character to
do this thing where if we hide the neck position of the neck, position of
the shoulders as well, Shift P or the keyframe in the
position of the shoulders. And then move here. Or let's say your
status from here. So let's get, let's
get them here. Here. Here we have the same
thing happened again. They go back into
their normal state. In the middle. We move the neck downward
the bit just like that. It will not appear on there, but I will work on it. So then move the shoulders up. Not that much, just this much. Okay. And then guess what? Move the elbow into
the other side. The other elbow into
the other side. Rotate the shoulders and easy ease everything. Let's see it. Now. We can do something which
is an anticipation. So let's go ahead and instead
of doing this directly, we're actually going
to do the opposite. So we're going to do
this one like that. This one goes this and
goes slightly down, just a couple of
pixels to the right. This one goes most
of couple of pixels down and rotates inward. And this one as well, if you're going to have this
like like frame before it, where it's like this is
happening way too slowly. We need this to happen faster. Let's click on this. Go into the graph editor. Oh my God. We're going to
select all of these keyframes and drag it like
this. Let's see it. Alright. I mean, obviously it's not
exactly like the first one. The first one they think
and it also a character movement where the first one I did also shoulder movement, I think position where it
goes to the other side. Yes. So the position on the first
one goes in and out, right? So it goes in and out. But then that is this
dimension happened. It's way too extreme. So let's try to figure
out what's going on. What is wrong here. And I realized that
it's the shirt not being linked to the arms, which it should be. Then it should
highlight the arms. Oh, oh, oh, I got it. Alright, let's fix this
together and tried to explain to you
what was the problem? We should duplicate the arm, open it, open it again, remove the trim path so
we can have full arm, alright, with no trend, but then link this to this so that our
won't be highlighted. And now we can go into the second position.
What did I do? This shirt parts is now only alpha matte to
where the arms appear. And then what we can do is on a exaggerate the
animation of the neck. Make, okay, not that much
saturated like this, but exaggerate more than n-dimensional of
the shoulders up. And this shoulder is up as well. Now with the shirt thing
would just remove the mask. I forgot to remove the mask. Let's hit M. We don't need a
muscle this shirt. Believe the entire mask. And yeah. So what is going up? The neck? What is what's wrong
with the neck? I'm gonna do this fixing right
now in front of you guys. That area. So this is the body
and this is the face. So let's show these are the
two controls of the neck. The body should be done with. Okay. But the next should be
on top of the shirts. That's what's happening. We just did not
correctly placed. So the neck and on top
of this shirt n there, the bar under the neck. But on top of isn't let me
fix this until we did it. I think we did it. We
definitely did it. Alright, let's see. Alright. Now, guess
what We did not do. We did not have
these two animations be separated a little bit from their components.
So it looks like this. Oh wow, it suddenly
looks much, much better. And here, within 22 min, again, we did this second
one dimension of a walk cycle and just
an arm doing its thing. Now, some of the mistakes
that was in the project file, I'll just fix that
up and your projects hopefully will not have
any problems with it. And I hope by this tutorial, you have gained
the experience to start experimenting
with characters and you have now good knowledge and good enough
knowledge to get you started with animating
characters in your explained in videos so
that it looks advanced, it looks more interesting
and add more value to your work and have a great
skill added to your skill set. I hope you really enjoyed. Thank you for
watching this course. I'll add one more episode. Hopefully, you can watch it. It's a short episode that
I give you some resources, some inspirations and other
things that you can follow through to learn more and
develop your skills more. I hope you had a great time with this course and developed. You can see more of my work
on my YouTube channel. You'll find everything
in the description and my Instagram portfolio
as well be Hands. Thank you for watching. I'll see you later.
Have a good one.
7. Outro: Hello again, boys and girls. So finally we get to
the end of our course. I wanted to thank you all
for watching this course. I hope that you learned
what's needed to get started. I also suggest that
you practice on other movements using
the same project. So maybe create
your own projects, your own characters, and try to make them do some actions. So you get used to this
style of animation. Therefore, be able to use it
in your professional work. Feel free to add any other
elements to this rig, mix and match with
plugins and scripts. If you've had any problems or difficulties animating
using this rigs, you can reach out or email me and I will hopefully do
my best to help you out. Again. Thank you for watching. Wish you the best, good
luck, and have a good one.