Animate Your Imagination: Create an Animated Storyboard From Scratch | Toniko Pantoja | Skillshare

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Animate Your Imagination: Create an Animated Storyboard From Scratch

teacher avatar Toniko Pantoja, 2D Animator, Character Designer

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:14

    • 2.

      Getting Started

      3:37

    • 3.

      Developing a Concept

      4:43

    • 4.

      Outlining and Scripting Your Idea

      7:27

    • 5.

      Drafting Your Storyboard

      9:15

    • 6.

      Finalizing Your Storyboard

      8:21

    • 7.

      Creating an Animatic

      8:01

    • 8.

      Final Thoughts

      1:41

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About This Class

Take your animation skills to the next level by learning how to direct and storyboard your own animated short.

Stepping into a world of dragons, trolls, and talking dogs is just an average day for animator and story artist, Toniko Pantoja. Over the past decade, Toniko has spent countless hours developing captivating characters, directing animated shorts, and collaborating on blockbusters like How to Train your Dragon 3, Trolls, and Croods 2. Toniko’s technical precision and unique animation style has captivated millions of viewers helping him build  a community of over 335K on YouTube and Instagram. 

In this class, Toniko draws from both his personal and professional experience to help animation amateurs develop an animated short through storyboarding and creating an animatic. With Toniko by your side, you’ll tap into your inner filmmaker, director and voice actor as you create characters, dialogue, and a compelling story for your animated piece.

Together with Toniko, you’ll:

  • Brainstorm the type of story you want to share through animation
  • Write an intriguing log line that summarizes your characters, setting and conflict
  • Create a rough outline of your story and dialogue 
  • Use storyboarding to map out your animated short shot by shot
  • Add timing and sound to your animated short through an animatic 

Plus, get a behind-the-scenes glimpse at Toniko’s creative process as he creates an original short using his own characters. 

Whether you’re looking to develop your storytelling skills through animation or share your ideas with a potential collaborator or producer, this class will not only help you come up with log lines for your stories, but also communicate your exact vision through a well-produced animatic.  

Basic animation knowledge and illustration skills will help streamline your learning process in this class. To follow along with Toniko, you’ll need a computer, Adobe Animate, paper and pencil, and a drawing or graphics tablet. If you don’t have a tablet, you can also draw within Adobe Animate using a mouse. To continue your animation journey, explore Toniko’s full Animation Learning Path.

Meet Your Teacher

Teacher Profile Image

Toniko Pantoja

2D Animator, Character Designer

Teacher

Toniko Pantoja is a 2D animator, character designer and storyboard artist. His clients include Dreamworks Animation, Netflix Animation, Skybound, Amazon Studios, Cartoon Network, TONKO House, Studio La cachette amongst many others. He has worked on notable productions such as Invincible, How to Train your Dragon 30 Wish Dragon, The Croods 2, KIPO: Age of the wonderbeasts, PIG: The Dam keeper Poems, The Adventures of Puss in Boots, Trolls, Clarence, and other projects that are not yet disclosed. Although someone in the industry, Toniko views himself more as an independent animator and develops original projects of his own. Toniko has an online presence and youtube channel where he talks about his journey.

See full profile

Level: Beginner

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Transcripts

1. Introduction: Animating is fun, but knowing what to do before you animate is even more important. My name is Toniko Pantoja, and I am an artist within the animation industry. I worked as a story artist, but I've also done work as an animator and a character designer. In this class, we're going to plan out what kind of story or skit you want to do. We're going to explore different ideas and we're going to brainstorm. Then after that, we're going to select one or two ideas and start flushing them out very clearly. We're going to start putting it into visual imagery shot by shot with storyboards. At the end, we're going to put our storyboards into an animatic, which is a timed version of our storyboards, edited with sound and timing, and probably some voice acting. [NOISE] By the end of this class, we'll be able to tell a coherent story with just images. Story is universal. It's found in many different mediums such as books, comics, even film, and I hope we'll be able to tell great stories together. 2. Getting Started: Welcome to my class, in this class, we're going to talk about coming up with a story idea, and trying to turn that into visual imagery through storyboard panels. Story boarding is something that I do for work primarily, I've worked in both feature, and Television Animation. My job as a story artist in the industry is that we translate the script into visual imagery. We can pass that along to other departments such as design, animation, color, and even background design. With storyboards, we already have a foundation for that. Maybe you're not someone in the industry, but I still think it's quite an essential skill because again, story is a very universal language. We can make people cry, we can make people laugh, and if that's something you want to do with animation, I think being able to tell clear stories just by its rough foundation, just by its rough base is quite important. For this class, I'm going to be using a computer or even just paper and pencil. The computer is really just for me typing things like outlines, scripts, and all that. But I like to do things on paper a lot, especially even when I'm just flashing out ideas or just even writing bits and pieces of ideas that I have. But then when I storyboard, I'm going to be using Adobe Animate, but you can even use other programs like Photoshop just to draw those panels. Then I'm going to edit that into an animatic or an edit real. Adobe Animate is an animation program, it has a timeline, and that's why I can still time my storyboards into the timeline, so I'm just going to be using that. I'm also going to be using some sound recorder file just to record my own voices, if I need the characters talking. I'm even going to be doing a bit of voice acting for some of these characters just so the timing is clear and attitudes are clear. We're going to brainstorm different ideas, come up with, let's say, 10 of those walk away for a bit and come back, select a logline that feels really clear to us or feels right. A logline is just a simple sentence that summarizes the story, the characters, and the hook, or maybe the conflict of what will happen. It could start with something like character a, and character b, discover something wrong with character c. It's just there to hook the audience in to anticipate what will happen. Then we're actually going to write that story bit by bit. I'm going to write it as a paragraph, you can write it as bullet points, or you can even write it as a movie script, you following the script format. Then we're going to thumbnail that idea or that outline on paper as rough storyboards. Just very rough drawings, very crude drawings just to get an idea of what that might look visually, I'm also going to talk about how I plan the staging for that. Then finally, I'm going to go into digital, I'm going to draw my storyboards digitally using Adobe Animate. Then after that's done, I'm going to put it in an animatic or an edit real. I'm probably going to do some voice acting, record my own voices, and put it with the edit. By the end of this class, not only will you be able to come up with different log lines and ideas for stories and short stories, but you're also going to be able to have a finished animatic or edit real. For the next lesson grab something to write with, I'm going to be sticking with a traditional paper and pencil, and we're going to write log lines. Come up with different ideas for a little short skit, a little fun idea. 3. Developing a Concept: The way I would describe the log line is that it summarizes the characters that we're going to follow, maybe the setting and the problem. Character A gives a package to character B and that character has to deliver that package to character C but there are obstacles. Like maybe, six people are trapped in a house, and one of them is a murderer. That's already a nice hook. There's going to be a problem, a conflict and it's really going to establish a lot of different routes of how the story could play out. So this is really just an idea, you don't really need to have it fully fleshed out. You don't really need to figure out the beginning, the middle, and it's more of a setup. That stuff will come down later. Right now it was just coming up with something that might sound interesting or might sound fun to do. In this lesson, we're going to come up with about 10 different log lines, 10 different ideas. A cashier guy is getting robbed at gunpoint. That's a setup. Let's come up with a hook. But the cashier guy knows Kung Fu. And if you want to be more specific, you can, so I'm going to write, and can stop bullets with his teeth. It's really all up to you and how you can play out that story. Let's think of another one. Film crew keeps getting distracted by noise and a garbage truck. Director turns into the Hulk because of sound or because of interruption. So how will that story play out? That's something that we can figure out much later down the line. Let's think of another one. Tough guy asks random people to slap him really hard because he's so confident. Little did he know, there's the smallest guy who has atom bomb hands. So again, these are all really random log lines. They're just ideas that I'm whipping out from the top of my head, but I invite you to just come up with 10 for now. The beautiful thing about animation is that there's really no limit to what you can do. You can tell a story that's out of reality with different types of characters, with different scenarios, or even out-of-this-world experiences. You see, I write a lot of log lines on my spare time. I have one where it's like a boy and his sister go to find mermaids to try and hunt them down. But the little sister is infected, so she's going to be a mermaid soon. So all of these ideas that I have for maybe a film or a series idea. It's all down there too. See, I just have a random one called Tom Cruise Run. I always wanted to do something based on Tom Cruise sprinting at people for some reason. Some of them, they is so weird, I don't want to read them out. But you know what, just get super weird with it. Because sometimes weird is good. You don't have to have the most perfect idea, so I encourage you to come up with 10 or even more log lines. Just keep writing, keep flushing out ideas, and step away from it for a while, maybe at least an hour because sometimes you just need a break from everything. Just write it down and we'll come back to it. I'm going to take a break from the log lines that I've written down, and I'm going to choose the idea that is clearest to me and that I can visualize and I feel like I'm going to have a lot of fun with it. Join me in the next lesson and we'll choose one log line and we're going to flash out that log line with a more established outline. We're going to write it bit by bit, sentence to sentence, or even bullet points to bullet points. Come join me, in the next lesson. 4. Outlining and Scripting Your Idea: I've taken my break, I've taken a good two-hour break after writing these loglines out, I'm all refreshed. So now I can go back and start looking at my loglines again and I'll select what feels and what resonates me the most. When I look at my loglines, the thing that feels the most clear to me right now is the tough guy that asks random people to slap him really hard because he's so tough, he's so confident. But little does he know, the smallest guy in the room has Adam bombs for hands. I chose this logline because for me, I can visually picture it. I can imagine and see what the gags are. I can see the setup for it. It's the clearest to me and it's also the most simplest. You can choose to write this on your computer or on paper. I'm going to write it as bullet points. I can think of each bullet point representing each storyboard. So it's easy for me to look at my bullet points and say, this bullet point is going to be storyboard number eight or storyboard number nine. So it's easier for me to track. I can even describe what the shot looks like. So I'm going to establish a random character, or this is not our main character, the guy getting slapped. This is just a random character on the screen. Random guy minds his own business. Main guy shows up, taunts random guy to slap him. I can already picture a voice for this main guy. Hey bro, slap me hard. I'm probably going to record myself doing that on the computer for the animatics. Bullet point number three, I'm going to actually number these so it's easier to track. Bullet point number three, maybe that shot number three. We want to show a bit of clarity with that performance. Random guy shrugs and then throws a slap. Bullet point number four, main guy gets slapped. But says, nice try. That was nothing. Bullet point number five. Maybe another random character shows up. Let's call them random guy two shows up. Main guy taunts him. I like to write a bit of dialogue just to sort an idea. Hey, you, yeah you. You try slapping me. Bullet point number six, random guy two slaps main guy. Main guy goes or says, bro, that was so much weaker than the other guy. So basically he's making fun of that other guy, the random guy that just slapped him, cries. He's ashamed of his pity slap random guy two cries in shame in the next board. Then panel 8. I think it's good that I have established it twice where this guy is getting slapped and no one can slap him to the point of him getting knocked out or dead. I think it's important to establish that twice where it's like first guy slaps him, nothing happened. Second guy shows up, slaps him. Nothing really happened. I'm establishing this guy has a pretty dense cheekbone or jaw. Main guy screams to the heavens. Is there anyone worthy of giving the most epic slap with his arms reaching to the skies, just for performance and funny, a really small dude shows up, he disappears. Then in the same beat, our main guy walks towards him. Maybe in the next beat, he says, hey, you get to slap me. I'm improvising the dialogue, just letting you guys know, I'm just improvising. I don't have anything planned. Will you end my torment, again, very nonsensical. The small guy, I'm thinking here, should he just turn his hand and tin atom bomb or should it start with a small hand and then it just burst into really buff arm. I think the arm turning into really, really buff arm from a small guy is a funnier visual. I think when I think about it that way, it'll read funnier than just a random atom bomb for hand. I'm changing down the spot. The small guy waves this little arm and actually just letting you know, these characters are actually based off, it's going to be based on these cute little dog characters. I think it's going to be funny or that way. The small one waves his arm and then it suddenly becomes super buff. Okay, I'm going to come up with three more bullet points. Close up on our main guy who notices the arm. He says, well, Abril, I'm just joking. B 13, little guy, it's too late. The little guy launches himself to the main guy with his super ripped buff arm about to just slap him. Then the final bullet point. This is going to represent the final image, shot of the entire earth we see it split apart. So hinting that that slap was more than just a slap, maybe we see an explosion. It sounds super weird when I write it down, but I'm pretty sure when I start drawing it in storyboards are when they start to rough it out, it'll be so much more clear. I think the jokes will land better once I fully put it into visuals. I encourage you to come up with a story without thinking too hard or without being super precious about what the story or the skit is about because you can always revise it later. But I will tell you this. When I was at school, we had this little film festival called the 48 hour Film Fest. During that weekend we had to make a film. There's no time to second guess. There's no time to really think. The great thing about this festival is it allows everyone to be an idiot, to have fun without thinking too hard about being too precious or without trying to impress people. So I'm letting you know that you should always embrace the weird part of you, the zany wild side of you and just go with the flow and see how that goes. Join me in the next lesson and we'll start translating these bullet points into visual imagery. 5. Drafting Your Storyboard: Now I'm going to turn these outlines and these bullet points into actual drawings, into a very rough version of storyboards. The reason why I want to do it rough is so that I can experiment with different shots or different styles of storytelling visually so we're going to do that using our bullet points as a guide for each shot. I want to show you examples of my own thumbnails when I do my own storyboards. I brought with me some very rough drawings of what my rough storyboards look like. They're very crude, they're very loose. But you know what, that's okay because this is just me trying to think about the shot, the staging, and just like all the ideas that I have visually. For this assignment, I already have characters that I'm going to use as these characters, and on my computer, I have these designs of these little dog characters that I'm trying to sort. But now I'm going to put them in a little role of the storyboards. This dog with a hat is going to be the guy that asks people to slap him and all these other dogs are just the random guys. The first guy that slaps in, the second guy that slaps him, and the smallest one, the pug, is going to be the one that starts with like little arms and then suddenly he becomes Popeye, or his arms just bulge out into this disgusting, super grotesque ripped arm. We're going to start boarding with those characters in mind. If you don t have character designs in mind, that's totally fine because in most cases, especially in animation, the character designs are not yet final, there are just really rough templates. You can even just tell the story in stick figures. I'm going to start thumbnailing, meaning that I'm going to draw a small, very rough version of what the storyboard can look like. Let's begin. The first one, random guy minds his own business. We have our ground and then we have random guy one so I've established as one of the dogs, he's probably playing his little Gameboy or Switch, but I'm a '90s kids. There we go. He's playing his Gameboy, minding his own business. It's like a random Dana Street. The reason why I'm putting him stage left or over this side is because I want our guy who likes getting slapped for some reason to show up on the next shot. Number 2 is the same shot as Number 1, but now we have the guy who wants to get slapped walk in so now we have a bit of clarity in terms of establishing who the characters are and I'm keeping things simple, nothing too complicated. This guy walks in and he looks like trouble so I'm giving him a face, I guess. In this shot, I'm probably going to indicate an arrow. I like to write little notes like this, especially when I like pitch to my director or my bosses, like anything that reads with arrows and indications and with new strongest, they'll still be able to understand what I'm trying to communicate. I'm doing that here too. This dog is going to look over while holding his Gameboy or Switch. This guy walks over and when I thumbnail, I like to write the dialogue right below, just so that I know that in this panel, this is where this line of dialogue goes. Our main guy wants to get side goes, hey bro, I want you to slap me. You tough enough? This is just a note for myself. Like that's where that dialogue lands. Bullet point 3, this is where maybe I'll punch in with our character on the left of him looking confused. It's also important to think about character expressions and acting. That also sells really good storytelling because storytelling is, being able to read emotions and all that. This dog is like, really confused, like why does this guy want me to slap him? He's absurd so he's like, you're weird but I'll slap you. That's the acting that I want so he shrugs, so he's shrugging like that. Let's say if the same shot requires another drawing just for storytelling purposes so he shrugs but then I want him to reach back for the slap so it's just a bit more clear. In this shot, he transitions to the slapping motion so he's reaching behind so I'm just going to draw a very rough version of that. The fourth shot is, I punch in closer to the other guy getting slapped. [NOISE] He gets slapped. Its like, that's expression I'm going for. I'm just going to just draw one more drawing for this acting choice. It's still the same shot where he says, nice try, but that was nothing. I'm going to keep making more rough thumbnails on the outlines that I've already written down and I'm just going to keep going. I encourage you to do the same thing. I've already numbered them in order just so that it's clear and readable. We start with our dog character minding his own business, playing Gameboy, another dog character shows up and says, hey bro I want you to slap me. You tough enough? The dog looks back, he shrugs, he's like this guy is weird but okay. Winds up for a slap, hits the guy. [NOISE] Guy turns back, nice try bro, but that was nothing. Another guy shows up and now he asks that other guy, hey you, why don't you try slapping me? The other dog, try stopping him. [NOISE] Then the guy is like, wow, that was much weaker than the other guy, you're no man, you're a weakling. We cut to the guy that just slapped him and now he's crying in shame, he's ashamed of slapping the other dog because he's so weak. Now we cut to I made this a dramatic like high angle where we're looking down on it and he's like reaching to the heavens. Is there anyone who can slap me hard, who can knock my shoes off? Then we get this little pug that walks into the scene in the next shot and now we get a close-up of those two of the guy that wants to get slapped, go closer to the pug. You think you got this bro? You think can slap me hard? Part 11. We have our little pug character, wave his little arm and suddenly it just grows. It just burst into this super buff arm. We cut to the close-up of our character once he gets slapped, I was just joking. The pug starts launching himself forward to our main character and before he punched him or slaps him, we cut to the shot of an Earth, and then suddenly the Earth exploding and splitting apart in two just to show yeah that's what happens when he gets slapped by that dog. Now that we've done our super rough thumbnails, our planning. This is what I would consider our rough planning. Then we can move on to actual board work or storyboards and this is where we'll start having cleaner drawing, drawings that will appear in the final storyboards, time with the animatic. Take your time without rough thumbnails, keep exploring and when you feel really confident with it, then join me in the next class where I'm going to actually turn my rough thumbnails into storyboards. 6. Finalizing Your Storyboard: Before I start, I want to show you an example of what I'm trying to achieve for today. These characters playing ball here and this is how loose I'm going to go. I'm going to go really simple with these boards. Enough to tell a story, but enough to show a bit of acting and performance and some storytelling. I'm going to do something like this in Adobe Animate. What I'm going to do one at a time is I'm going to translate my storyboards here or my rough thumbnails into digital storyboards. I'm just going to go through them panel by panel. I can choose to do everything in a single layer or separate layers. Let's try that out. Let's do separate layers, just one layer for any background and another layer for all the characters. I'm just going to quickly rename those layers. The first layer being background and the second layer being characters. I'm going to do the first panel. It's really just a flat ground and I'm just going to draw really crudely here. Just a bit of a grid, just to show a bit of depth. Now, I don't know if I'm going to do a really complicated backgrounds, but let's add something. Let's just add a tree and a wastebasket or trash can. That's just going to be a rough background for now. I'm going to lock that layer so I don't mess around with it. Now, I'm going to draw my first character, which is the dogs playing his little Gameboy. That's our first panel. Then now we're going to introduce our next panel. I'm just going to hit blank key. Insert blank keyframe, that's going to create a new keyframe. It's not going to affect the layer below it because I locked it and I'm working with the main layer. Now we have our other character walk in. What I can do to save time is I can copy this drawing and then just paste it again, and he's going to react to the character walking in. I'm going to erase his head and just have a turn here just to showcase a bit of storytelling in terms of the changes. Then we have our other character walk in. The background is too distracting, I right-click on the background layer and I turn it down. I go to visibility and turn it down to 50%, that's fine and I'll just draw the characters accordingly. Now again, you can work on a single layer, you don't have to do what I'm doing. I like to keep things separately just because if I erase something, I don't have to redraw it or re-fix it. This character walks in, he's looking pretty smug. Even in this stage, I can just indicate an arrow like that just to show he's entering the scene. If I flip between these two drawings, he's coming in. With storyboarding, you can add more poses, so I can actually insert a keyframe duplicating that drawing and then just changing him. I'm just going to hit the Backspace or Delete, and now I'm going to draw him going, hey bro, I want you to slap me. He's going to probably lean in. I'm going to move on to my next shot actually. This is Number 3 now. I'm going to insert a new key, I'm also going to do the same thing for the layer below me. Now it's a new shot. The background is not there, it's more of a close-up on the first dog's face. I can have him shrug like I have it. He's looking really confused. I think that's a very clear silhouette of a shrug. He goes, mmh, and then I'm going to insert another blank key. I should number them just so it's easier to track. This is Pen one and this is part of 2. I'm just following my rough thumbnails. Well, I just finished storyboarding my scene. I'll go through that, I'll pitch what I have. This is what I'm going to be using for my edit, for my animatic. We have our first dog just playing with his Gameboy. Our main guy walks in, and he's like, hey bro, I want you to slap me really hard. Dog just shrugs, mmh, and throws a slap. [NOISE] Nice try, but it's not good enough. Another dog walks in, he's like, hey you, you think you can do better? You think you can slap me harder? Slap. That was more awesome than the other bro. The other dog starts to cry [NOISE] kneels down. Dog who's getting slapped goes, is there no one who can slap me hard? Then this pug just walks in awkwardly into the scene, just stands there and he's like, huh, you think you could slap me hard, you a little puny man? The pug just lifts it's arm [NOISE] becomes like the super buff arm. Well, I'm just joking bro, I'm sorry. He throws himself to the guy. [NOISE] Earth explodes after that slap. In total there's almost 30. Let me see. There's about 34 panels. Usually I go more than that to flesh out the acting but I wanted to see if I can go for less. The reason why there's a lot of panels is because I really wanted to pose things out. This could have been done in just two panels, but I really wanted to show the pug walking in awkwardly, where he walks in and all that, and I tried to save my own energy by not redoing every single drawing. Notice how I would only change this character's head every time I introduced the new panel. Keep working your storyboard, get it close to where you want it to be. Get it to a place where you're quite satisfied with and in the next lesson, I'm going to start putting this in a timeline. I'm going to start adding timing to these panels, but at the same time, I'm also going to record my own voices. 7. Creating an Animatic: In this next lesson, we're going to take our storyboard, and we're going to put it in an animatic with timing and with sound. With sound, I'm just going to record my own voices. I'm going to use a free program called Audacity. You can just download it off online and it's easy to use. I just hit "Record" on up here and it will just record my own voice. What I like to do is I scroll through my panels and see what I wrote. Hey bro, I want you to slap me really hard. Now I'm going to record that. Now I'm going to hit "Record" and do the voice. Hey bro, I want you to slap me really hard. I hit "Spacebar" to stop it. Let's play that. Hey bro, I want you to slap me really hard. I feel it can be more obnoxious, but let's go with that for now. I'm going to export that into a WAV file. Adobe Animate reads WAV files. I'm just going to call this one. There we go. I'm going to save that. Now I'm going to record him saying, nice try but it isn't good enough. Let's try that. I'm going to hit "Record". Nice try but it isn't good enough. Nice try but it isn't good enough. We'll use that for now. The way I'm naming it is I'm naming it in the order of when they will appear. What I'm doing is I'm making scratch voices, and then storyboards you need recorded dialogue to fit with the timing of your storyboards. It helps timeout your storyboards and it helps sell the performance. But for now, I'm just using it to help me timeout my animation. I'm going to start importing them into Adobe Animate slowly. Now I want to space out my frames or my keys. But before I do that, I need to make a new layer in Adobe Animate. This is where our sound is going to go. First, I'm going to spread this out. I'm going to select all the frames after the first frame and just move it up. Then just do the same thing. If I play it right now, there's a bit of timing now. I want to extend the timing of this current image. What I do is I select everything after that and I just drag it out. Now this will have the length of this match. Next, I'm going to create a new layer. This is where our sound is going to go. Because Adobe Animate works better if you keep the sound and the image is separate in terms of layers. I'm going to hit "Insert Keyframe", so I know the sound is going to start around here, then I'm going to import my sound to my library. I just imported a file, but where do I find it? The way to input sound in Adobe Animate is just select the layer, you go to Properties and you hit under the sound, that's when you insert the sound. Now you're going to see this little wave, but you can't hear it. Usually when you drive the cursor around, you want to be able to scrub through the sound. To be able to do that, you have to select the frame with the sound, turn this into stream. [NOISE] Now you can hear that when I scrub it. I'm going to lock the sound for now because I don't want to affect the changes I'll make with that. [NOISE] Then I'm going to keep extending this. [NOISE] This is just another way to extend frames in Adobe Animate. Instead of constantly pressing this button here to insert frames, what you can do is drag out the frames after that. [NOISE] I'm going to turn this off. We have that. I'm going to keep dragging it out, making sure the sound ends. You're going to notice that it will sometimes duplicate, and I always had to turn it off by clicking that frame with a new sound and making sure there's nothing there. Our dogs shrugs, let's just drag it out. I'm not really thinking about how long it is, I'm just dragging it out just so that there's a bit of timing. Now I'm going to drag this one out as the Zagreb pairs to slap, and now this dog gets slapped. I'm going to do the same thing again. I'm going to go to File, Import to library, and then I'm going to hit my slap sound. I'm going to put that here, slap. I'm going to make sure it's on stream too, so I can hear it. The reason why I'm switching from event to stream is event is used in an older version of flash, where it uses a very specific player or it's using functions like video games or applications, but for this case we're just dealing with video format, so that's why I'm selecting stream. I got to put that slap sound here. That's where it starts. [NOISE] I'm going to drag that out, making sure there's no sound here because it'll duplicate that. [NOISE] You can always reuse sounds by hitting your blank key, going to the sound tab and selecting the sound that I have already uploaded. Slap is already uploaded. I just finished timing my enigmatic wall, my storyboards, I added my sound files, I timed each of my drawing, so let's play that to see what that looks like. Hey bro, I want you to slap me really hard. Nice try but it isn't good enough. Hey, you think you could slap me harder? Well, slap me harder. Bro, that was worse than the other, bro, you suck. [NOISE] Is it no one in this planet that can slap me hard? You little shrimp, you think you can slap me hard, you think you can do the job? Wait, I was joking. I'm sorry. That was it. Now we have a fully finished animatic, which is a storyboard edited into video with sound and timing. Now, in the animation process, animation is done before design is done and colors. An animatic is usually shown in a screening for the producers, for the directors, for the higher ups to see if this is a version that they'd like to move forward with. Because animation is a very meticulous and hard process, so they want to make sure everything about the story, the story boarding, and the film itself feels just right even in this very foundational baseline version of the animation. I want to invite you to do the same thing, to make a storyboard like this, to make an animatic. 8. Final Thoughts: Hey, we just finished this class. Now, not only are you an animator by doing something like this, but you are also a filmmaker. You see, you started out with nothing and you made all these decisions about coming up with a story, coming up with a bit of writing, and then you moved on to storyboarding and planning that out. Then after that, you started thinking about audio production. You're actually wearing multiple hats for something like this. I want you to upload your storyboard, AKA, your film, into the gallery and share that with everyone else. By doing something like this, you know that you're not going to make the most perfect thing, but you know what, that is fine. We all start somewhere. I think storyboards are a great way to express an idea, to express a story, and to express your own voice. You just have to keep doing it. You have to keep experimenting with it. Keep making more stories and more storyboards to find your own voice to problem-solve by yourself. That's the only way you can find who you are as an artist and as a filmmaker. You just have to keep making stuff. I would highly encourage you guys to be a complete idiot. Be open to making mistakes, be open to goofing off and have fun because when you have a lot of fun, you have no restrictions and you're going to be able to do a lot more things without any fear. When that happens, you're going to make some really interesting decisions. If you like what I did here, I have other classes on Skillshare, ranging from animation to character design. If you're interested, please check that out and join me on those other classes.