Transcripts
1. Introduction: Hand-drawn animation
looks amazing, but it takes a very long time. So sometimes we need to take some shortcuts to
speed things up. Hello, I'm Russ encourage. And today we're gonna be doing
some hand-drawn animation, but without drawing
a single line. And for this, we're gonna
be using After Effects. I'm a freelance animator and director based in
Brighton in the UK. I've worked
professionally for over ten years in animation, producing visual
effects, motion design, 2D and 3D character animation. I get asked quite often
to animate something in After Effects and
then make it look drawn. Whether that's because
it needs to sit alongside something that's
already been drawn, or whether there's no
time to do it properly. Either way is super useful to learn how
to do this effect. This class will
be great for both hand-drawn animators who are looking to add a little bit of after effects to
their main work. Or after effects animators
who are looking to work alongside their
hand-drawn colleagues. I'll be taking you
through step-by-step. So this class will
be suitable for beginners or people who aren't very familiar with
After Effects. To give you a quick idea
of what we'll be covering. First, we'll be looking at
different illustration styles that will work in After Effects. So whether it's coming
from Photoshop, Illustrator, or maybe
even a real life drawing. We'll be looking at prepping and importing those illustrations
into After Effects. We'll then be looking at
rebuilding those illustrations inside After Effects so that
they're easier to animate. I'll then take you through
the main methods that I use to recreate a wide
variety of drawn effects. And finally, a few animation techniques that will help
tie it all together, plus tons of extra tips
and tricks along the way. I hope that once you've
completed this course, you'll not only have
the knowledge to create a nice drone effect
in After Effects, but you'll also
know which affects you use in which situations. So let's get drawing or fake.
2. Class Overview: So welcome to my
class in creating a hand-drawn style
in After Effects. To some of the main objective of this class is we basically want to keep all the benefits
of animating digitally. So that's like the speed
and the convenience. And we're going to
use some effects and techniques in After
Effects to bring back some of that charm that you get from something
that's more handmade. In this class, you're
going to need access to a couple of Adobe
programs we're mainly going to be
working in After Effects to create the final animation, but we're gonna be using
a lot of Photoshop. So I would recommend having
access to Photoshop as well. And we're going to touch on illustrated two
is not essential, but if you work in Illustrator, then I'll be talking
about that as well. It's quite tricky
because there's such a range of illustration
styles out there. So I'm going to try my
best to cover what I think would be the most
common ways of working. But if I'm missing anything, then please don't hesitate
to give me a shout. You might be working from
flattened artwork or from a scan on paper or
something like that. If that's the case,
then it's possible to go straight into
After Effects, but it's still useful to have access to Photoshop
to be able to recreate textures and maybe edit your artwork before bringing
it into After Effects, I'd still recommend access
to Photoshop in that case, like I said in the
intro, this class will be useful for a whole
range of reasons. But primarily it's
for if you don't have time to animate
something by hand. But it's also useful
if you need to match something in After Effects
to an illustration style. So if that's the case, then
this class is for you. I'd highly recommend you making your own illustrations and I'm gonna be taking you
through different ways of prepping it later
on in the class. If you're not much
of a designer, then collaboration
is always an option, but please get permission before you use someone else's artwork. Artists are quite
often up for animators animating the artwork because it's quite a fun thing to do. And then if you're
both going to share it on your social media platforms, then it's a win-win
situation anyway, later on in the class,
I'm gonna be prepping an animating my own image. And I'm gonna be
collaborating with the amazing illustrator
Dorothy Siemens for this one. This
is her image here. If you don't know her
work, she goes by at Dorothy.com or on Instagram. She also has an Etsy shop. So go and buy all her
beautiful things there. I won't be supplying
Dorothy's original files. I'd highly recommend
you sourcing your own, but I have got a test illustration
that I made that comes in a couple of different
formats and that's available in the
class materials. As with anything in animation, things can get quite
complicated very quickly. We're not going to be covering
any character animation or reading techniques
in this class. We're gonna be mainly focusing
on the drawn effects. There is a character in the illustration
that I've chosen, but I'm gonna be keeping
things quiet ambient. Just very slow movements, a little bit of
hand movement and blinks or something like that. I'd recommend you do
the same if you're not used to animation
in After Effects, I will be doing a
dedicated animation in After Effects class at some
point later down the line. So keep your eyes
peeled for that. So with all that the way, Let's have a quick rundown of what we'll be covering
in the class. First, we're gonna
be talking about some common animation
terminology that you get in
hand-drawn animation. These are the key
principles that we're going to be recreating
in After Effects. Then we'll have a
look at a lot of different examples of
illustration styles. And I'll be taking you
through what will work well enough defects and what will
be a lot more challenging. After that, I wanted to
share with you a couple of real-world examples where I've actually used these joint
effects on a project. Then we'll be looking
at how to prep and import artwork that's
come from Illustrator, Photoshop, and also
flattened artwork. When I say flattened artwork, I mean artwork that doesn't
come with any layers. It's just a flattened
JPEG or PNG. If you work in Procreate, then I believe you can just
save your file as a PSD and then the Photoshop
workflow would apply to you. We'll also set up
our after-effects projects so it's
all ready to go. And then after that,
we're gonna be making an animated boiling texture in Photoshop that we can apply it to the rest of our
animation in After Effects. We'll then look at
how we can apply that animated texture to layers and after effects
so we can start bringing our
illustrations to life. We'll also be looking
at a few other effects in After Effects to give
it that final boost. I also have a lesson filled
with tips and tricks for you to keep in mind when
you're building your image. And finally, there'll
be a lesson on animation techniques
to keep in mind when you're actually
making your images move. But once again,
this is not a full After Effects animation class is more just animation
techniques that are gonna be useful to enhance
the drawn style. Also make sure you
watch to the end of each lesson because I'm
gonna be setting you some assignments
that are going to prepare you for the next lesson. Hopefully the plan is
all nice and clear. In the next lesson we're
gonna be talking about some common animation
terminology that's gonna be useful when we're recreating a handmade
effect in After Effects. So I'll see you there.
3. Useful Class Terminology: I think this is a good point
to bring up some bits of animation terminology
before we get to the practical stuff so that
we're all on the same page. If you're already familiar
with these animation concepts, then feel free to
just skip ahead. But I think it
would be useful to cover it because
we're gonna be trying to recreate handmade
things digitally. So I think it's gonna be really
useful just to nail down those concepts and trying to understand what
they really are. These are essentially the main areas that we're gonna be trying to mimic digitally to give
everything a handmade feel. I'd like to start by what's
commonly referred to as boiling because videos are made up of many frames a second, anything that moves
slightly randomly, every single frame
will jiggle around, kind of like boiling
water, hence the name. For example, if you were to draw the same frame of animation
over and over again. And let's say some
cheese because you're human and imperfect. So let me then, you'll be drawing it slightly
different each time. And these slight variations in the frame will mean that
when you play it back, the line will have a
slight wobbling effect. And in animation this
is called boiling. You can get boiling
effects by animating textures or anything
that changes per frame. Anything that's got a
little bit of randomness. So that has some kind of jiggle. This is a really useful
tool when you're trying to give things
a handmade feel. It's good for making things
feel a little bit more alive. Like they have some kind
of movement to them. When you're working digitally is something that's going to have to be added
in deliberately. So it's something that comes naturally when
you're working with analog formats like
hand-drawn or stop motion. But when you're
working digitally, you will have to deliberately
add that back in because the computer will just redraw the frame perfectly yellow is. The next thing I'd
like to talk about, which I think people
often find confusing, is referring to
animation being on twos, hand-drawn animation, particularly traditional
hand-drawn animation that's drawn on paper. It takes a long time obviously. And video normally runs at
2425 or 30 frames per second. Those are the, kinda the
most common frame rates. So drawing that many frames for however many minutes
of animation is obviously going to
be a lot of frames. So an easy way to save time is obviously to reduce
the frame rate. So quite often let's say you're working at 24 frames a second. You could cut that in half and work at 12 frames a second. So you're only drawing 12 frames for every
second of animation. But obviously when you play 12 frames a second at
24 frames per second, because that's, for example, in cinemas, they want to project the films all
at the same frame rate. So everybody sticks to
24 frames a second. So if you've drawn it
at 12 times a second, when you run that at
24 frames a second, it's gonna be running too fast. So the way people do it is they duplicate every frame
into two frames. So you draw one frame and
then duplicate that frame. And then you draw
the next frame and then you duplicate that frame. So it's two frames
for every frame. And that's called being on twos. This is why hand-drawn animation often has that
stuttering feeling. And we're actually
programmed to see 12 frames per second
is a bit more of a handmade thing as a result, but the same goes
for threes or fours. It's the same term. It means
Friends for every frame, four frames for every
fame and so on. Then the higher the
number, obviously the more stuttering is gonna be. There's an effect, very
simple effect that we'll be using in After Effects
called posterize time, which lets you change the frame rate of a comp or even just have
a single layer. I'd also like to
quickly mention strokes and fills which are a little
bit more self-explanatory, but still worth
mentioning here I think I'm gonna be using
the term strokes to describe any kind of line or pencil line or
something like that. In the illustration. We're going to be recreating
that in After Effects, just using strokes
on Shape layers. So you have a path
in After Effects and then you can apply a
stroke effect to that, which just basically draws
a line along the path. Will that be adding textures and effects in After Effects to try and match the stroke style
and the original artwork. Fills, on the other hand are anything that's
basically not stroke. This could be a shape with
a single block color, or it could be a
surface with a texture, or it could be a gradient, or it could be a bit of shading. Anything that's going to have some kind of
color applied to it and covers more area
than just the line. Basically, any kind of fill
that needs animating in your illustration will be recreating those with
shape layers as well. And After Effects,
it will just be a closed path shape with
a filled color inside it. And then we'll be applying textures and effects
to those as well. Amazing. So now that some of these animation concepts
are a little bit clearer, I think it's a good
time to have a look at some artwork that we
might want to animate. In the next lesson,
I've gathered a bunch of different
illustrations with a range of different art
styles that we can look at. And then we can discuss
what will work and what won't work so well when we're trying to animate
in After Effects. I'll see you there.
4. Should I use AE to Animate My Illustration?: Welcome back. In this lesson, we're gonna be
looking at different types of artwork styles. And then we're gonna
be talking about what works well when you're animating in After Effects and what would be a little
bit more challenging. At this point, I'd
also like to lay down a little bit
of theory, I guess, in terms of when you're mixing handmade animation with
digital animation. Because if it's done badly, it can go pretty wrong. The main question you need
to be asking yourself, really with all of these images, is, would it be
better in artifacts, or should you just
do it by hand? Hand-drawn animation takes
a long time for sure, but there's some things
that are actually just really difficult to
replicate in After Effects. So it comes down to
really what needs to be animating how it's moving
and for how long as well. The main thing that
After Effects allows you to do is set up the thing that you're
going to be animating the character of the bowl
of fruit or whatever. Then once it's set up, you can animate it more easily for a longer
length of time. It might actually take way
longer in After Effects to get to that first
finished frame of animation. Once you've done all your
effects and rigging, it would have been
quicker to have just drawn that single frame. But then animating ten seconds of that thing in
after effects would be lightning fast comparing to draw in every single
frame by hand. On the other hand,
if the shot you need to animate is really short, and let's say it's
25 frames have some really complicated
character animation. It might be way
quicker to us to draw the whole thing by
hand rather than set, set it up in After Effects, you would be finished
already by the time you even get to the first
frame and after effects. So some careful consideration about what you're going to
be animating is required. Okay, So I'm just gonna, to these pictures that I've
just selected from people I follow on Instagram basically
and just talk about how suitable they are for
animating in After Effects. And also which bits
would be difficult, which bits would be easy, and whether it would
be better to do things hand-drawn or an After Effects using
after-effects techniques. So let's quickly go
through these and have a quick chat about it. So yeah, this is from
foreign place studio. These are guys I've
actually worked with their local to where I live
in my part of the UK. And I'm very talented
bunch of animators. It would be perfect for
animating in After Effects. It'd be kind of difficult
to get this pose, this particular pose
of this character, the body is totally fine, but maybe the feet
are difficult. The main thing that's
difficult enough to fix is changing of perspectives. Like if you're
doing some kind of 3D rotation, that kind of thing. Obviously, it's easy
in 3D animation, and it's also easy in drawn animation because you
just draw the rotation. It might not be a 100% perfect
when you're doing a drawn, but this is something that's kind of difficult
enough to fix. So around here by the feet, the character will probably
be standing at some point and then doing this very
dynamic pose into a flip. So you could switch
the feet out on a certain frame to this
particular artwork. But smooth rotations
and rotating these in three-dimensions
would be kind of tricky, but doable. Rest of this character
completely lends itself to vector animation. You'd probably have to recreate the arms and the legs,
somehow upstrokes mainly. And then you'd probably
have to add in these extra lines on top
afterwards as another layer. But you can attach it with
nulls, that kind of thing. You might want to add this
wavy hair in afterwards, drawn on top of your
After Effects animation. The same with these
trouser legs. I mean, there could be
a shape just on top, but if you want them to
actually flop around, then that's another level of difficulty in doing
it in After Effects. It's probably easier
to draw these on top. Basically, what I'm
trying to get at is when you start using
shape layers and After Effects and
you're changing the shape frame-by-frame. You might as well
just be drawing these lines perfectly
easy to do. This character looks
perfect for After Effects. If he's just standing there, feet lock to the ground and you're just bending his legs and leaning back and making
his arms go up in the air. And this is really nice.
The difficult thing is actually these lines on top, these extra detail lines, these ones are quite tricky
because they wouldn't really be part of the
character rig there. But again, this is still quite a complicated
one because you'd have to break the character. You'd really need to do some artifacts,
character rigging, but the actual effect of making your aftereffect stuff
match this drawn style. Super easy. You just need to
do a little bit of distortion on the strokes, a little bit of distortion on the edge of your shape layers. No problem with this one. This one is by test
Smith's robots. Really amazing illustrator
that I follow. This is another perfect example of animating in After
Effects would be perfect because you kind of have to imagine what animation
you'd be doing on this one. I guess it's a bunch of
strawberry sort of jumping around or maybe even
looking around, looking at each other,
that kind of thing. Definitely blinking and
moving their faces around. That kind of stuff
is super easy. You just use some shape layers, some strokes for the faces, shape players for the
outside of the head. Ideally, if this was
made using Illustrator, then you can just import your Illustrator file
into After Effects. You might, if these
were outlined shapes, you'd have to redo them as strokes so that they're
easier to animate. A really lovely piece
by Nando von ARB. This one would be great
for artifacts as well. The only tricky bits would
be getting these shading, which you could easily
do with some kind of dancing dissolve or maybe
some noise and gradients. This looks like it's
all drawn on one layer. I don't know how it's
actually been made. It could even be on paper. I'm guessing this is Photoshop. You'd have to just redraw the
obviously just comes in as shape layers that you
could probably just make one raindrop and
then animate that, and maybe a few small ones, big ones here the
math could be shaped. Players just make
different layers. So this one would be really
easy to do in After Effects. Anything that looks, anything
that looks vector at all, that any kind of vector style, anything that's solid color with strokes, very easy to do. The only thing that would
be difficult here is maybe like rotation on the head, because this has quite
a detailed face. Making a turn wouldn't be
so difficult, but making It turned all the way around, would be very difficult
to show what's happening. Maybe it's just running into his head and out of his nose. I mean, this one is
just straight up Illustrator and it's crazy neon radioactive drawing by inky Wang looks super digitals, super vectoring, bringing these into After Effects is
absolutely no problem. I mean, you could just import
your Illustrator file. You'd have to prep
your Illustrator file probably because
you need to split the Illustrator file up into layers depending on what you're actually
going to animate. But you could definitely
do strokes for legs. If they're all walking, they're all kinda
look like they're more or less static
looking at the camera, the arms aren't even
attached to their bodies, which makes things really easy. You can just put a
rotation on these, Yeah, obviously, this one is very, very easy to animate
in After Effects. So this is an unknown artist. I got this virus,
instagram repost. The siphon that this looks
like is from Star Wars. That's not inspiration for
C3PO. I don't know what it is. Okay, so now we're getting into territory which is gonna
be much more difficult. So I wanted to throw
in some examples of where it's going to
be nearly impossible. I mean, you can animate
in After Effects. You can animate
this enough for x, but isn't gonna be good. Is it going to look good? Is your animation style going to match the illustration style? Because to me, this looks like it needs to be either done very, very carefully, very
minimal animation, either step frame, slowly. I've chosen this one because you could
potentially animate it, because what's happening in
the scene isn't very dynamic. They're just standing there,
this guy sitting here. You could do a very
subtle move on his tie. You can have in maybe blinking, moving his hand, very
subtle, that kind of thing. You wouldn't want to do
anything more than that. You could definitely
do some animation on the background and these
science equipment, these beakers and stuff, these test tubes and beakers. That might be quite nice. A little bit of glow
coming through the window. Obviously, you could
animate this grain. You can make it look like it was maybe a film
stock or something. You wouldn't want to
go too crazy on that. Otherwise, the whole
thing would just be like it would just be
fizzing with noise. So you want to keep that
subtler would say, but yeah, I don't know in terms
of animating this, you could animate his
arm a little bit. But if you start
making puppets out of these kind of very
highly detailed arms, they just look like puppets
that she could outline all these lines and then
keep the texture underneath. It would be tons of work. It would be an
absolute ton of work. You could do a very subtle move and very low frame rate and have all the lights beeping
and have tons of movement going on in this robot part,
that would be pretty fun. But in terms of doing any
actual character animation, character movements,
you're going to keep it really minimal. Otherwise it's going to start
looking really not good. Basically. I think someone could probably animate this
in a very nice way, but yeah, you'd have
to be quite limited. You'd have to be careful
how you animate it. Basically. Here's another painting that I thought would be
good to share because this one is looking
a bit more Vector3. So there's definitely some
movement you could do on this. I mean, there's no characters
in it for a start, so that makes things
a bit easier. I don't know exactly what animation you'd
like to be doing. Maybe a camera move,
you could be panning across all the perspective
and this has really forced. So you could get away
with some pretty Slidy things moving around
with a bit of parallax, you'd have to just keep these
textures inside shapes. So if you are
distorting the shapes, you'd have to keep these
textures in there because there was no real way to recreate this
using After Effects. You'd have to maybe
extend them with Photoshop a bit, which
is totally possible. And then you can use
masks in After Effects to reveal your textures,
Photoshop textures. You could potentially
have the oranges dropping down into the
bowl, that kind of thing. And the bowl rocking
back and forth as they land in with a nice movement. You might be a bit hard push to find things to
animate in there, but it's definitely possible. This is a B by Ben Marriott. Here's one that I thought it's quite good to share because
it's another one that looks kinda directory with
very painterly shading. So you could definitely do some really nice boiling effects on these parts of the
painting to bring it to life. You could definitely
animate this flame, probably hand-drawn
flames and much easier than doing it in vectors. You want that wobbly jamminess, that hand-drawn fire gives you. Especially on a
drawing like this, where everything is quite
loose and wobbly anyway, these wings you could
definitely do doing shape layers with a bit of
boiling texture in the middle, you can have those wings
flapping and buzzing away. Painted Pont part boiling noise that you could do
in After Effects. You could definitely
animate this pretty nicely using layers of effects
and boiling textures. I think this drawing by
Julie, It's really nice. It's such a lovely, that naive, childlike sketch, but
it's just so pleasing. The colors are so nice. The amount of movement in that scribbling drawing style
that she's got it. So nice. You could do this very
easily hand-drawn because you can just
do it super loose. So you could be doing all these scribbles by hand in Photoshop and just do
it all frame-by-frame. That would work perfectly nice. I'm trying to think
of the benefit of doing it in After Effects. You could do it
in After Effects. You'd need to do a
lot of work to get these strokes looking like pencil strokes
like they do here. If you just needed to
do one shot like this, in Photoshop would be
the way to go, I think. But you could do this
in After Effects to, if it, for example, if it needed to be
really long shot, if you needed this character, be walking through this
forest for awhile to step over rocks and to do
loads of different acting. And you didn't have
the time or budget to do hand-drawn
animation on this one, then I think after effects would be the way to
go this character, the style of this
character you can rig in After Effects
pretty easily. You could do things like
animating the hair. And then all you have to do is animate a boiling version of all these textures
and just kinda track them into your
after-effects rig. You could have all
these trees running on five frame boils that
you can just draw in Photoshop and then
you can use them dotted around randomly
in the scene. And you could make a bunch of different scribbly boiling
textures in Photoshop. The men and the
same with the sun. And then you can composite the whole thing in
after effects and it would be it would
definitely be faster. I don't know if it would be so fast that it would be worth completely doing an after
effects depending on the length of the shot, you
could definitely save time. If it was a long shot, it would be much quicker
in After Effects. A quick note when
deciding how to animate something is that the animation style tends to need to match the
illustration style. So if your illustration is
made out of paper cutouts, then the animation needs to be animated in a way that paper cutouts would
be able to animate. So paper doesn't tend to
bend in a certain way. So if you start bending it, which you can do digitally, then it's not really
going to look like a paper cut out anymore. Maybe it sounds obvious,
but there are lots of animation examples out
there where someone's put quite digital effects
on something that's been handmade like
particle effects, flames or motion blur
is a really common one. If you're adding that on top of something that's
supposed to feel handmade, then the two styles don't
normally gel very well. I'm not saying that it can't
work, but quite often, adding those effects
takes away from the original illustration
style on the same point, talking about characters
more specifically, if characters have
realistic proportions. So if the characters have
been designed in a way that looks more like a human rather
than a cartoon character. Then those characters need to be animated in a bit more of
a realistic way as well. Otherwise, it will
look a bit weird. If you think about
Japanese animation. Quite often the characters are designed in a very
realistic way. So the animation kind of matches that respect in terms of they move in a bit more
of a realistic way. I'm not saying that it's
a rule that can't be broken because obviously
rules are there to be broken and especially
in terms of art. But generally, it
looks a little bit, it makes it a little bit
more sense when things move the way they look
like they should move. Obviously with
stylized characters and cartoony characters that can move in a bit more of a
unrealistic or exaggerated way. So it's a good idea to
keep all these points in mind when you're
approaching your animation. Great. So hopefully we
have a little bit of a better idea of
how After Effects and help get something moving compared to doing it by hand. Let's quickly recap the main
points that we covered. So artifacts may be slower at setting up that
first frame of animation of especially after you've done all your
reading and effects. But once you've set it up, then it will be much faster to actually animate that thing. You should generally makes
sure that your animation style is going to match your
illustration style. So if you have realistic
characterization, move in a realistic way. And the opposite is true
for stylized characters. It's a good idea to consider what's going to
boil in the scene. What lines you're going
to have to be remaking. Other line is going
to be boiling or the texture is gonna be
boiling, that kind of thing. So it's a good idea
to have a think about what's gonna be moving
and how much of the image you're going
to have to remake to make those things move. Have a think about the parts of the image that are
gonna be left handmade. So if you're working with
something that's painted, then that's gonna be
a bit more difficult to recreate an after effects. Lots of gradients, lots of
detail, that kind of thing. If you're gonna be working with that and then you're gonna be putting animated
shape layers on top, how those things mixed together, and what kind of effects
are you going to have to do digitally to get it
to look like that, that it lives in the world
of the illustration. So it's a good idea to start gathering the textures and the things that
you're gonna be using to make your vectors
that you're gonna be animating in After Effects look like the original illustrations. Great, so let's have
a little break there. Eventually I'm gonna get you to go and find
your illustration. That's gonna be one of the
assignments and these lessons. But before you start doing that, I think it would be
a good idea to watch the next lesson where I just
wanted to share a couple of animation projects that I've
worked on where we had to match a drawn illustration style and we animated the whole
thing in after effects. I'll be talking a little
bit about our process on those projects and how we
achieved the drone effect. So I'll see you in
the next lesson.
5. Examples Of Drawn Style Animation: Okay, one more short
theory type class. Before we actually get
to the practical stuff. I wanted to quickly
share a couple of real-world examples where I
use the techniques that I'm teaching in this
class to achieve a handmade look on digital
artifacts animation. Let's just have a
quick look at these two jobs that I worked on. These were two really
good examples of taking hand-drawn artwork and animating entirely and after effects. So the first one is chronemics, which I did in 2015. I think while I
worked at animated, which is a London-based
animation studio. So it was all designed by the creative director
there, Ed Barrett. This section of
the film was given to a different animator in the studio and they get to direct their own little section, really fun project to work on. Probably one of my most
cherished animation memories. The thing with this is
that Ed designed it with After Effects
animation in mind. So he made it very simple and we had to
make a lot of animation. So he kept it super simple to help us so that we
have that going for us. Basically, I was
tasked with rigging the after-effects characters and making it so that the
drawn affect worked. But yeah, maybe you can
see, but all the characters are just made out
of shape layers. They're just strokes. Animating paths, and strokes in After
Effects is pretty easy. We wanted to make it look
like this was drawn on paper. We could have gotten really, you can go really,
really overboard. So you've got to kind
of draw a line at some point between how long
you want to be rendering and aftereffects and
how simple the rigs are and how heavy it is to work when you're animating
and so on and so on. So it's a bit like
striking a balance. We came up with a few
quite effective ways of making this film
more handmade than, than just regular After
Effects shaped layers. And one of the key
things was keeping in mind that if you're
animating on paper, when you're scanning those
frames in, for example, the background texture
is only going to be changing when characters moving. If there's nothing moving on the screen than the texture of the paper texture
that's running through the background isn't
going to be changing. You're going to be
holding that texture. So I had to, I made a little After Effects expression that randomized the paper texture every time it detected something
was moving in the scene. The other thing
obviously was making the strokes non-uniform. So getting this
random thickness in the strokes was the other
key thing that we did. There was quite a
few things going on to achieve this effect. The fact that I know that
it's done in After Effects, it looks like After
Effects to me because the lines are
still pretty clean. And if you look really close, if you go up to 100%, you can see that it's
not actually paper. You can see that as a patient. And also there are few
things that give it away, sometimes with the masking
and that kind of thing. But generally, I think we got
away with it pretty well. And this other one
I worked on more recently with my friends
over at o studio. And the animation was headed
up by Joe Bichon over there. It was a book trailer
for Chris Horton, who is an amazing
children's illustrator. And for his new
book called maybe, I think he works in Photoshop, either that or he
makes things on paper and then cut some out and then bring them
into Photoshop. Either way, we had Photoshop, layered Photoshop
documents to work with. And he's got these
really lovely, kind of chaotic, very loose
cutout illustration style. So the animation
was always going to be quite step framed. So obviously we
just did a bit of parallax animation on all
the different layers. And it's on 12 frames
a second, I think. And then the characters were
purely Reagan After Effects. I think I used cutouts of
the heads for the monkeys, but I'm not sure
I have a feeling. I just traced it
in shape layers so that I could just change them
a little bit per monkey. Also, you need to animate the eyes because there's
only a few shapes. Sometimes it's just
easier to trace it. So you've got it as a
shape layer rather than a Photoshop document
that you having to mask. And then the bodies,
they're just strokes. I think it's six strokes and I think they're
all on one layer. So the body that the two arms, two legs, the body and the tail. I think they're all in one
shape layer or potentially if I think maybe another shape
layer for the front arm. If the arm has to go
in front of the head. And then it's just
literally six strokes and it's got a massive
roughen edges on it. One layer of roughen edges, roughen edges is just
a distortion effect and we'll be using a
lot is something that you basically have to use all
the time if you're going to be making things look like they're hand-drawn
and After Effects, There's other ways of
achieving this effect, but roughen edges is
such a simple one because it's just one effect. And you can put it on any
shape player or anything. And it will just
give that sort of rough and handmade field to any vector shape, and that's it. So just a few
simple shape layers for the character rig and nice step frame animation with a low frame rate and everything feels
really handmade. Great. So I hope you found
that informative and useful to see how these two, a different illustration
styles were made. This using a lot of
the same techniques on both of them to achieve
different results. See the links in the
description below for the full version
of both projects. Okay, Your assignment
for this lesson is to go and find your artwork
that you want to animate. So that could be
made by yourself or with a collaborator
painted in Photoshop, drawn in Illustrator
or pencils and paper, watercolor painting,
whatever you do. And I'd like you to keep in
mind all the points that we've talked about over the
last couple of lessons. Also, it's worth mentioning
again that if you're working with an illustration
that's not your own, then make sure you
get permission first. It's better that way because
the artist's original artist is normally totally fine for you to be able to animate it. And then you can both share it on your social media platforms. A couple of tips
if you're working in Photoshop or Illustrator, or some kind of
layered software that you separate things into
as many layers as you can, because it gives you much
more flexibility later on. Also, I would say worry
more about making a nice picture than making
it easy to animate. Because quite often
your, as an animator, you're asked to
make something on some illustration that
you have no control over, they'll just say, can
you animate this? So then there's not gonna be much consideration for you as an animator when you
get those drawings. But that said, for this lesson, maybe try and keep
things fairly simple. It's gonna be a bit of a waste of time if
you're trying to follow the lesson and you're really struggling with a very
complicated illustration. So because you have
control this time, I think it's probably a
good idea that once you, once you've understood
the fundamentals, then you can go and make a
more complicated illustration. But for this one, probably
keep it simple if you can. Good luck, and I'll see you in the next lesson
where we're gonna be starting to import artwork
into After Effects. I'll see you there.
6. Prepping and Importing An Illustrator File: Okay, So we've gone
through our fundamentals and looked at different
types of illustrations. And we have a bit
of a better idea of how we would approach
the animation. Over the next few
lessons, we'll be looking at how to prep your artwork. So whether it's a digital
file that you've got access to the layers like a Photoshop and
Illustrator file or a flattened artwork will
be looking at how to prep those and how artifacts and puts them in different ways. So I hope you've all done
the assignment and you have some artwork that you
now want to animate. Whether you've made
it yourself or you found a collaborator
to work with. For my finished animation, I'm going to work
with an Illustrator named Dorothy Seaman. She's great. I would highly recommend
going checking out her work. You can see it displayed
in background here, and I'll put it on
screen for you now. So the next few lessons
have been split up into importing from illustrator, then Photoshop, then
flattened artwork. And then after that,
I'll move on to how I'm prepping Dorothy's
picture for animation. I've split it up like this
just for easy access. And I know that everybody's
at different levels. If you're just a
Photoshop artists, or you normally work
in Illustrator, or if you just do paintings, but you want to
learn after effects, then I'm hoping that each one of these steps is going
to help you understand how After Effects takes
in different types of artwork because they're
all slightly different. For the next three lessons,
I'm gonna be using this illustration that I
made quickly for myself. I made an illustrator version of Photoshop version and
a flattened version. And I've included them
in the class materials if you'd like to follow along. Okay, so in this lesson
we're going to be looking at how to import
from Illustrator. So let's get to it. I think illustrates this is quite
a good place to start. I've made this
really simple file, which is an example of what
you might be working with. One thing to keep in
mind is it's probably a lot simpler than something a client or an illustrator who doesn't animate
might give you. I've had some real shock
has in the past where you just get these huge
documents every time there's a million
layers and everything's unlabeled and grouped
in weird ways. Or there's like tons of hidden
stuff that you've done and what you can keep and
what you can delete, that kind of thing. Obviously, this doesn't
have a hand-drawn style, this is just a vector style, but we'll get to the
hand-drawn stuff in a bit. You can do hand-drawn
stuff in illustrator, which obviously not going
to cover this time. This is a whole
different process. So this is just a really
simple documents to give you an idea of how to prep
stuff for After Effects. So I kind of like an
overview of the main steps. The first thing we gotta do is just have a quick
look at your layers. So let's have a look
at the structure here. If you can't see your layer box, make sure you have it there. Let me just put it over
here. It might look like this on the side of
your side panel here. You can just click that and that will pop out your layers. And I like to drag it off into a separate box so I can
make it as big as I want. If you can't see that
if you go to click, if you click on
this button up here and go to Essentials Classic, that should make your
layout match my layout. Or you can go to Window
and click on layers here. And F7 is the shortcut
and PC anyway, I'm not sure what
it would be on Mac. That's how you get
your Layers window. We've got background,
then we've got the plant on one layer
or the background. And then we've got the
shadow for the character and the character
on the top layer. So these are the main five
layers in this document, and it's obviously
been tidied up a bit. These things are
layered quite nicely in a useful way, which is good. As just as an example, let's just see what
happens if we import this Illustrator file
straight into After Effects. They'll switch over
to After Effects. And I'm going to go
to my project window, and I'm gonna go to File Import, find my Illustrator
document, click Import. And then the first thing
you're presented with is this input dialog box. And it's asking you
how you want to import it and make sure you select composition,
select voltage. It will just bring in
your Illustrator file as flat as a flattened image, which is not very useful for us. The other options here is
you've got the layer size. So I would always
go with layer size, but in some cases you
might want document size. Basically it's the bounding
box for the layer. So sometimes it will make
the bounding box really big. That's if you're working
with Illustrator layers, but we're going to be mainly changing them into shape layers. So it doesn't really
matter for our case, but keep Layer Sizes most
useful I think in my situation. So click Okay, and then in here you now have a composition. So let's open that. And it's
also made a folder with all the layers of your Illustrator file as
separate Illustrator images. So it's flattened the
character into one layer, the character's shadow
into one layer and so on. You can see the same in
your composition down here. So we've got the character, and then here's the shadow and the plants there and the
two backgrounds as well. Okay, So this is kinda useful. We can, we can work with this. But the next thing to do, especially for this character, obviously you want
all the arms and limbs and different
shapes separate. So if you right-click on
this and go to Create, create Shapes from Vector Layer, basically what that
does is it creates a shape layer are the
illustrator layer. And if you open this
up, go to Contents is made every shape into a separate group inside this very complicated
shape layer. So that's quite useful. I mean, you could
just go in there and fish out
everything you need. If I were to rig this character, I would remake the arms
and legs single strokes anyway with a path for
the leg like this, I wouldn't have it
as an outline shape that way you can animate
it in a bit better way. I'm not going to
talk about rigging and stuff too much
in this class, but that's how I
would approach it. So there's certain
things that you're going to want to keep
directly from Illustrator, like maybe the head and the
hand, that kind of thing. But some things you'll
have to remake. That's just the nature
of when you working with premade illustrations
in After Effects. So I think a little bit
of prep in Illustrator before importing to After
Effects, it's a good idea. So let's just get
rid of this for the moment and do it again. I'm going to select these
and just delete them. But let's go back
into Illustrator. So basically, as we can, as
we saw in After Effects, after Effects sees each layer, root layer in Illustrator
as a separate layer. So. What would be really
useful is if we had all these character pause, if they were separated
into separate layers. But at the moment, you
can't you can't bring a path outside its layer has to be contained
within a layer. So we need to make a layer out of every single
one of these paths. So I'm doing that
is really easy. So just make sure
everything is de-selected. You don't have
anything selected in your Layers or on the scene. So you can just click
anywhere to de-select, then click the
layer and make sure nothing is locked inside. Make sure all the
padlocks or Off. And then click on the
menu and go to release, release layers to sequence. What that does is it
puts every single path inside that layer
into its own layer. Then all you have to
do is hold down shift and click on to select
all these layers. Just drag it outside
the original layer, and then this one will be empty so we can
just delete that. So now we've got
all of those there. So I'll just go through
and do that for every layer that we
want broken apart. So let's just take the
shadow for the moment. At least layers Release to Layers and then I just
move my plant up here, click on the plant and
release to layers. Okay, So now, now I've got all my shapes as
separate layers. None of them are labeled,
but it's the same amount of work to relabel them
in after effects. So we might as well do
it and after effects unless you're going to share
this with other people. And so I'm just saving a new version so that we
have the old version. If in case we need
to go back to it, Let's go back to After Effects. This time I'm going to
do Control I for import. So I'm going to select the Filter Illustrator
that I'm working in, Control or Command I on a Mac and import that
as a composition. Again, double-click this. And now we've got all of our
shapes as separate layers. Now, if we do our
trick of doing Create, create Shapes from Vector Layer, we have all of our
outlines here for us. We can just delete these ones. A quick tip. If you press the Tilda
button on the keyboard, it makes whatever window you're hovering over with
the mouse full screen. So your composition
or your layers, seeing the layers full screen is really useful if you don't
know which one, the button, button that till there
is, just type in T, L, D, E button,
keyboard into Google. And it will show you which
one I'm talking about. So the other one I
wanted to show you is a plugin called overlord, which is made by a
company called battle ax. So I'm just gonna, what I'm gonna do is I'm
just going to delete all these illustrator layers
that is brought in here. So I'm just going
to delete that. And then I'm going to delete all of us shape layers in here. So we're just left with
an empty composition. And I'm gonna go
back to Illustrator. And I'm gonna go back
to our original one with just the layers. Let's say we didn't explode two layers, all of the shapes, and they were just in this
original layer layout is a paid plug-in. So if you've got the
budget to buy this plugin, then it's really
useful if you're doing a lot of freelance work with Illustrator files is
basically an essential tool. I mean, it's not
essential, but it does. In certain situations, it speeds up your
workflow massively. I go to Window,
go to Extensions, and open up overlord. And there's a bunch
of different options here which I'm not
gonna go into, but they can be super useful in different anchor
point things you can do. But the main thing
we're gonna look at is I'm pushing to After Effects. You can also pull from aftereffects, which
is really cool. You can bring shape
layers in from After Effects back into
Illustrator. Very handy. So it makes sure you've
got your destination selected in After Effects. I'm got this composition open. And I'm just literally
going to select everything. So I'm going to select
the entire thing. Nothing's locked. And
I'm just going to hit Push selection
to After Effects. And it switches
to After Effects. And then it just rebuild the entire Illustrator
document inside After Effects as shape layers and even keeps some
of the layer name. So this is much
easier to work with. So it's taken a
couple of steps out of the input process,
which is really useful. I'll go into prepping some of this stuff for
animation later on. Amazing. So let's take a
little break there and recap the main steps when
you're importing artwork from Illustrator. So when importing any
layered file really that you're going to be
animating in After Effects. It's a good idea to
import as composition. So if you import as footage, which is the other option, then it will just come in as a flattened single
layer artwork. Be conscious when importing from Illustrator that
After Effects will only really see the main
layers as separate objects. You can separate them
more in After Effects, after you've imported them, but it's a bit of a
messy way of doing it. So it's better To do the
prep upfront in Illustrator, split those single shapes off into their own separate layers, which I showed you how to do. Then everything will
come in a bit more of an easy manageable
way in After Effects. Or like I mentioned earlier, you could use this
plug-in called overlord, which is by a company
named battle ax. That makes some of the
steps a lot easier. It's not actually
a one button magic plug-in that can go
wrong sometimes, so be aware of that. But in certain situations, it's really easy to just click overlord and it will just push everything over
to After Effects. In the next lesson, we're
gonna be looking at importing artwork from
Photoshop into After Effects. So I'll see you there.
7. Prepping and Importing A Photoshop File: Welcome back. We're going to continue
our importation journey. And this time we're gonna
be looking at how to import a layered Photoshop
file into After Effects. Switch to Photoshop. I've got the same image as
hand-drawn Photoshop file. So this is a bit, now we're getting into
a bit more of that, how to deal with
hand-drawn elements. So you've been given this by an illustrator and you've
been told to animate it, or maybe you've
done it yourself. That's cool to go in here. You've got strokes
on that layer, I've got the skin on that layer. That's nice. And all these have the
textures embedded in the layer. That's fine. The shadows on a separate layer. So this is really useful. We can definitely work
with some of this. Just a quick note
is that when you've been given a Photoshop file or if you're working in
Photoshop quite a lot, you have a group for
a bunch of layers. Maybe this is the
character group. If you bring that
into After Effects, I won't show you like I did
with the illustrate one. But if you bring this
into After Effects, it will bring in all the
separate layers. So that's fine. But it will bring each
folder in as a preComp, will have a Photoshop
Composite main composition. And then inside that will be all the loose layers that
you have in the root. Then when it sees
a folder that will come in to our
flex as a precomp. And then you open
the pre-comp and inside there will
be your layers. So if you don't want to have your document pre-comp in exactly the same way as
your Photoshop document, which is probably the case when you're doing
illustration is in here. It's very different to working in animation and after effects. Sometimes it works,
sometimes it doesn't. Like in this
particular situation, you probably will have a
precomp called character, but I like to make that
decision for myself. So I normally just
group all the stuff from layers in Photoshop
so that they're all just like loose in
the flagship document. Because then you can
decide for yourself when you're in After
Effects, how to organize it. So I hit Save on that. Let's go to over to After
Effects and import it. So I'm going to go to
my Photoshop folder, hit Control I and import
the Photoshop file. And again, we just
want composition. Now we have all of our
layers in here in Photoshop. This probably applies to all of the different things
that you're important. You need to check
your image size. So actually, I kinda
made it easy for myself that I've
done this in HD. So these are all 1920 by 1080. The illustrator one,
the Photoshop one, and the flattened one,
which we'll be doing next. Once you've created
your composition, go to Composition,
composition Settings. And that brings up this window. And then you can change
the size of this. So if your image sizes too big, like if it's something large, which illustrations
tend to be because then normally made
for printing out big. Obviously we want to work at something that's more
reasonable in After Effects. If you're working, you can
be working really big, obviously like for k as
totally normal format now, but it's still not
really used that much. Hd is still the most
common format that you'll find. Common size. So if your image sizes
way bigger than, I would recommend setting your, either your width to 1920 or your height to 1920 because
you could be working in portrait or landscape After
Effects goes really slow when you're working with huge
image sizes just quickly. I probably, I think I
mentioned it before, but if you work in Procreate, procreate can save
files as a PSD, which is a Photoshop format. And you can also open
those in Photoshop. So if you're working
in Procreate, which a lot of
people do nowadays than people who don't
know what it is. It's a really common
drawing app on the iPad. So if you are working
in Procreate, then you can just follow
the Photoshop workflow if you want to import stuff
into After Effects. So just a quick, quickly talk about how we would approach the
animation on this. The character. I'm afraid you're pretty
much going to have to remake this blaze completely and it means tracing over it. There's no real way to
automatically do this unless you, unless this was originally
done in Illustrator, you just can't make
shapes out of this. You might want to go through the whole process
of outlining this using the automated
illustrated stuff but using trace or
whatever live trace. But personally, this
shape is quite simple. Even then with the
Illustrator outlined. If you manage that,
automatically outline this in Illustrator, you'd still have to redo some of it using different techniques in After Effects to be able to animate it so I wouldn't bother, or it just rebuild it. Read the character how you want to break and just use this as a guide for the plan. You can probably
reuse these leaves, so you can just do masks around
each one of these leaves. And then those leaves
would be good to animate. But anything that needs
to change shape or form, you're going to have to remake. Or you can use Puppet tools. But puppet tools doesn't
always work nicely. So if you don't know
what public tools is, I'll show it to you
really quickly if you just press this button up here. So I'm just going to
solo this body layer because it only
works on one layer. Um, well you can pre-cum
stuff obviously, but if you press this
pin button up here, you can start drawing pins
and it recognizes where the alpha channel is and
makes it a bendable shape. It just, it just doesn't
bend things properly. It makes a really
weird distortions. So if you're going
to use Puppet tells, you still have to break
everything apart. It's super useful
and I use it all the time and I would definitely
use it on projects like this. But you can't just use one layer and stick
puppets tools on it. It's just not in the work. If I keep talking about making these characters about
strokes, this is what I mean. So I would be tracing
this character like this. So let's say I want this leg. I would use the pen tool. And then we'll be creating
shape layers like this. And then you can make
the stroke bigger. Something like that. And then that would
be an animatable leg. Now, once you've added
your effects on, but don't worry
about this too much. But right now, that's
just to show you the example of this
because I'm gonna be working on a different
picture later. But this character should be made out of
strokes like that. You can make all the limbs
like that just because they are the perfect
shape for strokes, these are kind of uniform
width all the way down, so it makes it nice and
easy to work with strokes. But yeah, we'll be
making shape layers and doing all the effects
later in the class. So before we get onto
looking at how to recreate these textures and
strokes in After Effects. We're going to be just quickly talking about working
with land art work. Great. So it's worth quickly mentioning
that these are actually pretty simple
examples of artwork that you might be importing
into After Effects. Quite often you might get Photoshop file with
hundreds of layers, or it's got lots of different
types of layer styles and masks and shape layers
within the Photoshop document. But this gives you an idea of the main
part of the process. So let's quickly recap the
main points in this lesson. So in Photoshop, you can group layers together into
little folders. And when you import that
into After Effects, it comes in as a pre-comp. And then inside
those precomps will be the different layers
that are inside that group. So it's kind of easier than Illustrator when
you're importing. But it's worth keeping in mind
that that structure might not be the best way to
animate it in After Effects. So make sure that
you're prepping your Photoshop file for the structure that you
want in after effects. Obviously, once you're
in After Effects, you can rearrange it, but it's quite good to make sure your Photoshop file layer structure is all nice and clean. So it's not really a
big confusing mess when you bring it
into after effects. Depending on what
you're animating, a lot of Photoshop layers can just be animated
as they are. For example, the
plant, in my example, the plants all on one layer, but you can really easily cut that out with masks
in After Effects. And then you can animate the leaves swaying,
something like that. However, you won't get shaped
players coming in from Photoshop like you do
with illustrators. So anything that needs to
change shape, for example, the stem on the leaf or
the character's body. You might have to
then remake those. So you'll be having to use
the Photoshop illustration or the first shape
layer as a reference for remaking something
in After Effects. And then we'll be looking
at creating textures and effects to mimic the
Photoshop style. So we'll be looking
at that later. So I'm not going to
be going too much into character rigging
in this class, but with characters, it's very
tempting to, for example, this character here to just cut the different parts of
the arms and legs out with masks in After Effects and then just parent
them together like that. But with this one
I would say it's a good idea to just
make strokes and then have quite thick strokes for like shutting
the shape layers. I mean, shape layer strokes
for the arms and legs. That way you can just
have a few points and a thick stroke to
create the arm and leg. And that way it's, they're
really nice and easy to animate and then also
perfect for rigging as well. So keep that in mind when you're doing characters, like I said, we're not gonna go into it
too much in this class, are going to be saving all my characters specific
stuff for a later class. But it's just a
quick tip to keep in mind if you are
going to go into character animation with your
illustrations. Okay, great. In the next lesson
we're gonna be covering importing flattened artwork
into After Effects. I'll see you there.
8. Prepping and Importing Flattened Artwork: Okay, so the last type of artwork that I
want to talk about importing into After Effects is just plain old flattened images. So that might be
a JPEG or a PNG. It might be a scan of a painting or a line
drawing in pencil. Or it could just be a
picture that you don't have the original layered
digital file for. We're gonna be talking about
how affects brings that in, how we'd work with it, and how to maybe prep it before,
bring it into After Effects. To. The last thing you might
be working with is a totally flattened
piece of work. So let's just open that.
So unclick important, I've got this JPEG. So I'm just going
to drag this JPEG on to this icon down here, which will make a new composition
based on the JPEG size. And in this case it's just HD, so that's ready to go straight
away. And then that's it. I mean, you're kind of
stuck with a flat layer. We went through how much
work it was gonna be to rebuild layered Photoshop file. You'd have to draw over
this stuff quite a lot. You basically using
this as a reference. It depends what animation
you're doing really. If you just need it to boil, you can run textures
through it and use the transparency that you've got in the
Photoshop document. But when you when
it comes to the flattened one, you
can't do that. You pretty much going to have
to draw over everything. You're going to have
to recreate all of this stuff using shape layers. And then you're going to have to make textures in Photoshop. But to be honest, it's not that much more work because
you're going to have to, if you're working with
a Photoshop document, you're going to have to be
remaking stuff a lot anyway. You can probably
keep the background layers and not touch them if there's just a big
painting that doesn't need to be animated
in the background. Obviously, you can
keep all of that stuff with a flattened document. You're gonna have to
remake everything, or you're going to have to remake the stuff that animates
and then paint it out, make it clean version of that. So you'd probably go
back into Photoshop. For example, I've just drawn a really quick leaf
background for this one, and it's still layered. But if I flatten
this, so now this is essentially just
flattened out work. The way I would go
about separating this is I'd probably go in and cut out the character
like this onto another layer. So I'll just draw around it. I'm not gonna go
too deep into this because we're gonna be focusing on After
Effects menu for this. But I would separate this out. You can do control
J or Command J to duplicate what you've selected onto
another layer using. So I just use the
Lasso selection and then I'd hide that layer. For now I've got the
characters separated. Obviously there's a bit
more clean up to do. Just go in and erase everything around the character
up until the line, up until the counter is black
line around this character. And then in the background, you'd need to either just use the Brush Tools
and paint this out. Probably get rid of the mixture
to get rid of the shadow as well because the character's shadow would be moving to. So you can just go in
and erase this stuff and then you can paint
in background. So when the character moves out the way you're gonna
be able to see the background or something
more complicated. You could use a stamp tool, maybe take this leaf
and paste it here. You could do it neater job if you're doing it more carefully, but that's essentially
the process. So you'd go through and erase the character
from the scene. And then when you bring
back this character, you now have a
character that can move out of the way when
it's animating in front. Just keep all that stuff in
mind that there might be a lot more prep in your Photoshop document
when bring it in. So yeah, so that's the process of working with
Illustrator, Photoshop, and flattened
artwork when you're importing into After Effects. Great. So I hope the process
of prepping and importing artwork into After Effects is a little bit clearer for you. Let's quickly recap the main
steps that we covered in this class about importing
flattened artwork. You're probably going
to be mainly using the original artwork as a
reference for recreating stuff in After Effects That's
going to be animated if there's certain elements
in the picture that maybe on animating so much or difficult to recreate
an After Effects, then you can always
put it into Photoshop. And you can rebuild that thing
on its own separate layer, either by painting out what's
in the foreground and then rebuilding what's behind that
thing in the background. So like, for example,
if you had a character standing in front
of a cityscape, you might want to paint
out the character by filling in the cityscape
where the character won't be. So if the character is
gonna move out the way, obviously you're
going to need to see that part that the character is obscuring in the original illustration most of the time, like what I'm gonna be doing
for most of my illustration, even though I do have a layered Photoshop document for it, I'm probably going
to be remaking, using that as a reference for remaking stuff
in After Effects. Anyway, this is mainly
because I'm planning to animate pretty much
everything in the image. So if everything's moving and most things are going to be easier to animate
as shape layers. I'm gonna be using the original Photoshop
document as reference anyway. So it depends on what you need to do and
how detailed your images. I guess it's also a good idea
to keep in mind that you can always prep more stuff to
import into After Effects. So if don't worry about
getting your prep perfect before you
hit Import and After Effects or even if
you've started animating, if you've started work
on an image and you realize that you need
an extra element, then you can always go
back into Photoshop, make that element
and import it again. Okay, so a little assignment for this lesson is to just
prep your artwork, whatever it is, and import
it into After Effects. I'm hoping it's gonna be
pretty straightforward for those of you that have
made your own artwork. If it's a layered Photoshop
document, for example. But if it's flattened
out work and it's really complicated than maybe some of you have your work
cut out for you. So good luck. In the next lesson,
we're just going to be quickly looking at
some After Effects project settings to
make sure you're all ready to start animating.
9. Setting Up Your After Effects Project: Okay, so to just round off
the artwork prep section, I wanted to have a quick look at aftereffects project settings just to make sure everybody is nicely set up to
start animating. So like I said, I'm
going to be using this artwork by Dorothy
Siemens for my animation. So your project settings
might differ slightly. In particular, the size because the dimensions are
probably different. But as long as you are
kind of around HD, which is 1920 by 1080, then everything else
should be fine. That's if you're working
kind of landscape. If you work in portrait,
then the opposite, if you're working around
1080 across by 1920 down, then we're going to be all good. So just in case I lost anybody during the artwork prep section, I'm gonna be starting enough
for x project from scratch. I'm going to be
importing my artwork and showing you
how to set it up. Let's go and start a new project and import these things again, the button to make a new
folder is down here. It's this little folder icon. Next to it is the create
new composition icon. Just click on the folder
been to make new folders, I like to just make a little
bit of organization here, so its assets. So assets, I'm going to
import my Photoshop file of the original artwork or like I've saved a new
version of the artwork. So I'm going to import that. And just like before, hit Import and
then make sure you select the composition
in this little window. Pops up. Then we've got our main
artwork here is quite big. Got my temporary note to
myself about the brush there. I can just hide that. And then I'm going to make, I'm gonna, what I'm gonna do is I'm
going to drag that main comp into a new comp like this. And this, this is going
to be our main comp. So I'm going to call this
animation that into comps. So this is gonna be
our main comes from this is I like art asset comes. And then I'm going to, like I said before, this is, this is a much bigger size and I want to export the export. This is gonna be the
export size now. So I'm going to set
this maybe 248. And then it's much smaller than the actual
original artwork. And I want to work at a frame
rate of 24 frames a second, because 24 frames a second is just kinda
the best frame rate. I think it looks
really good and it's also easy to work with. It divides into lots
of different things. Like if you want
to work on twos, which is what I'm going to be
talking about when it comes to how the movement should look with hand-drawn animation. Then you can work on
to our femtosecond. You click on six
frames a second. You didn't have to be doing 12.5 to 6.25 or this kind of stuff. So I like to work at
24, so let's do that. Oh yeah, one more thing
in here is the duration. So it's good idea to work to a longer duration
than, than you need. So hopefully your animations, I'm going to be too long
that you're planning. But I would definitely
recommend setting the duration of your comp
to something longer. This so the default,
why they don't, maybe the defaults and frames or seconds or whatever,
wherever you are in. If you hit Cancel on this, you can go to the
timeline down here and hover over where the
frame number is here. And if you do Control
click or Command click, it will switch between
frames and seconds. So this is now on minutes,
seconds and frames. And then if we go back
to composition settings, you can do Command
key or Control key. And now it will be in
minutes and seconds. So at the moment, mine is only two seconds and two frames. It's not very useful, but
I'm going to set mine to one minute to seconds and two frames because
there's no way I'm going to make a
one-minute animation. It's gonna be shorter than that. Just gonna make
some kind of loop, maybe 510 seconds, something like that. And it's
made it longer. The problem is so mine is
actually longer anyway, because mine was longer
than on imports. So if I click on
my comp up here, it's already at one-minute O6. So that's fine. If yours is really sure, I would definitely recommend
maybe importing it again. The thing with After
Effects is when you import a Photoshop file
or something that doesn't really have a length. It will just make it the length of the last
comp that was made. So if your comp is
coming out really sure. And you've got
kind of pre-comps. You maybe you've got some
Photoshop groups in here. All these precomps will
be the same length as the main composition that it makes when you
import Photoshop files. So what you can do
to lengthen that is you can just delete
these or maybe important. Again, I'm not going to
delete mine right now. But you can make a
composition and set it to, let's say you want it
to be two minutes long. We can set this to two minutes. So again, that's minutes,
seconds and then frames. So two minutes and
then that's fine. And then when you import
your Photoshop file again, this will now have a
two-minute length. So if you click on
this, you can see it goes all the way up
to two minutes here, or one fifty nine fifty three. Later on when you do
your final export, you can work on a longer comp. That's fine, but having to lengthen everything
is really difficult. And After Effects,
It's not difficult, it's just really long. So if you've got
lots of pre-comps, if you change the length of
this main comp to be longer, all of your pre comps
inside will be too short. So let's say I wanted this
one to now be three minutes. If I went in and change
this to three minutes. This new group here, this group, which is a pre-comp, is too short so you can grab all of these other layers
and that's fine. But the pre-comps or too short still the precomps are
still two minutes, so you'd have to go
inside that pre-comp. Go Command K, this
to three minutes, then go back and
then lengthen it. And in fact, you have
to do more than that. You'd have to, you
have to lengthen all the layers in
here as well because it will lay as a short so you have to stretch out
all these layers. So it's a good idea to
import something that's too long and then shorten it later. And if you're
struggling with getting your comps to be
longer than you need, you can always just
make a new comp, set it to the length
that you want, and then input again and it will match the length from
that computers made. And frame rate as well as
same goes for frame rate. If you want your, all your comps to be 24 frames a second and all the
Photoshop pre-comps, then you need to set
that new comp that you make to 24 and then
it will input the 24. Yeah, I'm just gonna click
on our work and I'm gonna do Control F or Command F on a Mac. And what that does is it just fits the artwork to your comp. That automatically
scales it down. So I don't have to fiddle around with the scale
to get it exact, or you can just
right-click on the layer. So select the layer you want to be to the right
size of the comp. And then you can
right-click and go to Transform Fit to Comp. I will do it. And if your image is not the same aspect ratio as the
comp, it will stretch it. So you can do Fit to Comp
Width or Fit to Comp Height. And then you'll either, it will either scale
to the height or scatter the width depending
on what you want. And then I'm also going
to right-click on this. And I'm going to turn this into a guide layer when you come
to do your final render, a guide layer or anything
with a guide layer, it won't appear, but you can see it in your comp
while you're working on it. So those are really
handy. Great. So now we should all have
our artwork prep and our aftereffects projects
or set up nicely. Let's quickly recap what we
went through in this lesson. Make sure you use folders inside the After Effects project window to keep things nicely organized. It's not just all
in one big list. I'd like to separate my
assets from my comps. That's like the most basic
level of organization. So drag your imported
artwork onto the new comp button
and that will create a new composition
with the artwork inside with the
correct dimensions. Then make sure you're
working at a sensible size. So then you can re-size
that comp that's been made to something
more like HD. So I would go for
a maximum width of 1920 or maximum height of 1920s, depending if you're working
horizontally or portrait. I went for something
slightly bigger than HD, which was two or four. I think that was my height. I wanted it slightly
bigger because I'm going to scale
it down afterwards. Plus I'm going to be exporting it for lots
of different things. So I knew that I was going
to need it slightly bigger unless there's a
particular reason you want to work at a
different frame rate, I would recommend
going with 24 frames a second just because
it's a really nice frame rate to work in. That's the frame rate I'm
going to be working with. So if you want to be
following my numbers, like working on twos will be 12 frames per
second and so on. Then it will all line up if you work at 24 frames
a second as well. And finally, set your complex to something longer than
you're going to need. Because in After
Effects it's quite difficult to go
through and length and afterwards because you
have to go through every single pre-comp and
lengthen it one-by-one. It's much easier to have all the comps longer
than you need. And then at the end,
just make a shorter comp for export Assignment time. I just want you
to make sure that your artwork is all prepped and imported into After Effects and all the settings
are looking correct. So make sure that you've kept everything in mind
that we've been through so far and that your
after-effects comp is a good size and it's a good length so that we can start working
in the next lesson. I'm hoping this will be pretty straightforward for most of you unless you've got really
complicated illustrations. And if you're working
with flattened artwork, try to keep your animation
ideas simple so that you don't have to go in and separate
every tiny little thing. Because if you've got something
too complicated in mind, then you're going to have
your work cut out for you. Amazing. So in the next lesson, we're gonna be making
an animated texture for use in our animation.
So I'll see you there.
10. Creating an Animated Boiling Texture: Hello. For this lesson, we're gonna be using
mainly Photoshop. So make sure you have a copy if you're going to be following this
part of the class. So this might not necessarily be relevant to all
illustration styles. There might be some
handmade stuff out there that doesn't
really have any texture, but I think most of it probably will because it's gonna
be made out of paper, probably if it's handmade
and if you're making 2D animation of an illustration, then it might be paper,
probably will be. So that could be the subtle paper texture
in the background, or it could mean if it's a pencil drawing
than the texture that's inside the stroke or the
pencil when is drawn on paper. Or maybe even an airbrush. Sometimes when you spray
air brush on paper, then it will have a
very fine dot pattern. And in this lesson
we're going to look at how to make that stuff move. The artwork I'm
going to be using, which I've mentioned
before is this one by Dorothy siemens. I'm not going to be sharing her original source files for this. So I'm hoping that you're gonna be using your own illustrations. But I think generally
the process will be roughly the
same for most people. If you don't have Photoshop, then you can follow
this process. You can skip over the
Photoshop bit and go straight to the
after fix bit where I'm gonna be talking about
how to take a static texture. Well, in my case it will
be an animated texture. But you can do the same
thing to a static texture. For example, just an image of paper texture that you've maybe taken on your phone
or something. And you move that around
to give it a random field. But I'm gonna be starting
off by painting a boil in Photoshop and then adding a bit more movement
using the offspring's process. So either way it will be useful. I'd also recommend for
the Photoshop bit to the use of a Wacom tablet because I'm gonna be drawing in, it's mainly the pressure sensitivity that
I'm gonna be using. When you use a Wacom tablet. If you, if you're coloring in like you would do
on a piece of paper, they're gonna be
natural variations in how hard you're pressing. And when you use
that in Photoshop, you will get some areas
that are more dense, densely colored in, and more sparsely covered in so that
you get this variation. And that's what I'm gonna be
looking for in Photoshop. Don't worry if you don't have
access to a webcam tablet, you can use a mouse
or a trackpad. It just might take a little
bit more manual persuasion to get that sort of
natural feeling. You're going to have to
be manually changing the pressure of the
flow rate on the brush, which you can adjust at the top, either that or you can just
use a static texture if you want to skip over that bit. So this is the end result
will be looking for, It's quite chaotic texture, but it's gonna be really useful to cut out small
pieces of it and use all over the places like on strokes and fills
and stuff like that. This is how it will look
straight out of Photoshop. Photoshop has this weird
thing with textures. It doesn't really
randomized the texture. It kinda keeps texture fixed. So if you're using
multiple frames and it might look a
little bit weird. That's why we're going to add a little bit more motion
in artifacts afterwards. For the rest of the class,
I'm gonna be setting up this picture by Dorothy
Siemens for animation. I'm going to start
just in Photoshop, having a look really
and making a plan in my head of how I'm going
to remake each shape. I've chose this one
because I think it will translate quite easily
to after effects. And also it's got a lot of
clear strokes and clear fills. And there wasn't a
lot of shading or gradients which are gonna
be difficult to recreate. So I thought this one would be pretty straightforward and got really lovely textured
quality to it as well. Final animation is actually
gonna be portrait. So that's okay. Illustrations tend to be really big because normally for print, this height is 3,500 pixels
high and keep it all. Everything is big
and high-quality as possible before bringing
into after effects, unless it's going really slow. If you're bringing in
stuff that ginormous, then you might end up working really slowly
and after effects. So it's a bit of a balance. You want to keep the quality, but you also want to be able to work on it otherwise
it gets really painful. So I'd recommend if your
source image is huge, to reduce it down to just a little bit bigger than
the after-effects. The final export
from After Effects. If you're working in HD
and your images eight k, you might as well reduced the
image down to about two k, and then it will scale it
down just a little bit in After Effects so that it's
HD, if that makes sense. So I don't actually know. I think this was
painted in Photoshop, but I don't actually know
which brush was used. I've already had a quick look through my brushes that I've got already haven't
found the exact one, but I found one
that's close enough. And I think there's gonna be a lot of
compromise with this. I mean, you could
make it, you can really spend a lot of
time to make it exact. It doesn't in my
particular case, it doesn't have to be exact, exact because we're
gonna be animating. There's gonna be stuff
moving and changing anyway, so you can always get more
accurate as what I'm saying, but then it's at the
expense of time. So you've got to decide how accurate you're going to be matching your original artwork. Testing I like to do is actually go and see if I
can recreate this. So I know that I'm gonna be
having to recreate textures. So maybe that's probably the
place where we should start, is actually remaking some of these textures and seeing
how close we can get. I've looked through all the
brushes that I've got in Photoshop and I found one
which is pretty close. It's called new pastel, which is one of
the Kyle brushes. I'm not mistaken. Kyle brushes now come with Photoshop there at
least available too. Um, everybody has gotten
Adobe CC license. I think if you go to, if you click on your
brush and you click on the drop down here to see
all your different brushes. If you click on the cog here
and go to get more brushes, you'll eventually end up
at this website where you can download some
new brush packs. I think it's this mega pack. I think this is the
car one, the Mega Pak. So if you're looking for
some really good brushes, I'd highly recommend this. I'm sure there's plenty of other really good ones in here, but that is the current brushes if you can get the compresses
than they are really good. So yeah, I found this brush and I've tweak the
settings a little bit. I don't think they
really changed much, but if I put this
onto 20 pixels, so up here, I like
to press the up and down square brackets to
change the size of the brush. If I go to 20 and then
they draw a stroke, yeah, it's kinda getting there. So I think that's close enough. I'm not actually going
to be drawing strokes. This is actually more
because I've seen here, if you look at the
texture in here, but it looks like she's done
is she's drawn the shape of whatever it is like this leg and then colored it in by hand. Let's scribbling. So to recreate that, I'm using After Effects, all these lines here, I'm going to recreate using shape layers so that we can animate them nice and
easily in After Effects. And then we're going
to apply effects to it to make it look like it
was drawn in this style. So that's the whole
aim of this class. But it's been building
up to quite a lot. But we've been
building up to that. But that's essentially
what we're trying to do in this class. I'm going to recreate
all of this stuff using various techniques
and aftereffects. Your strokes will
look different. Your picture that you've got could be completely
different to my one. But essentially I think the
workflow is roughly the same. What you need to be doing is matching the texture
and matching the strokes and
obviously the colors and all that kinda stuff
will come as well. But let's focus on re-creating. I think the first thing
we're going to recreate, once I've created
this whole shape, this red shape for the
leg and this hand, which means just
making some strokes and one felt textured feel, then everything else
would pretty much use the same effect,
just different colors. And actually started
this already. And new Photoshop image. I've made it two or
48 by two or 48. So we definitely
want the texture to be bigger than the final image, or at least as big,
we're not gonna be seeing this texture
in its entirety. We are going to be just
using little chunks of it, so it doesn't
matter too much. But the way I did
this is I sample the background color and I've made a layer of that background. And then on top of that, I made a video layer. If you've not used video
layers in Photoshop before, that's basically how you do hand-drawn animation
in Photoshop. And to bring that
up, you can either go to Window timeline, and this will bring up
your animation timeline. Or you can go to the layouts over here
and click on motion. Mine's already on motion, and then I've already started here. So I'll get rid of this for the moment just so
it's not confusing. And I would highly recommend
the first time I did this, I just went with the default
frame rate in Photoshop, which was 30 in After Effects. You can interpret any
footage to any frame rate. You just have to
right-click on it, go to interpret footage
and change the frame rate. But with Photoshop documents, I was getting a bug or I don't know if it's a bank
or just an oversight, but basically, my Photoshop document was set to 30 and I want it to work. I wanted it to be at 12
frames a second every time I re-save the Photoshop file or reopen the
Artifacts document, it kept resetting
from 12 back to 30. So I would highly recommend
setting the frame rate in the Photoshop file
to 12 frames per second or whatever frame rate you're going to
use it at the end. So to do that, you go on the timeline panel, go to this menu button
here on the top right, and go to set
timeline frame rate. And set this to 12. We want this to be on twos. So we're working at
24 frames a second, and we want every single
frame to last two frames. So we need it at 12
frames a second. So click Okay. And your timeline
may change a little bit. And then you can make
your video layers. If you make your video layers before changing the frame rate, the frame rate will stay
in the video layer. So even if you're, if you're at 30 and you
make a video layer, and then you change
your frame rate to 12 frames a second. It will still be 30 frames
a second on that layer. It's not a very good system. The timeline in Photoshop, this is why it's not great. As far as I can tell, there's no way to change
the frame rate of a layer. So it will just make 12
frames a second layers. Now that we've made the timeline TO femtosecond, there might
be a way of doing it. I'm not I'm not aware of it. So yeah, now we need to make
a video layer. Go to Layer. Video layers, new
blank video layer. Now we'll have 12 frames per second video layer
that we can work on. Also to know if your Pugh
drag this play head. So this will play
through the animation. If you're not at frame 0. And when you create a new layer, new blank video layer, it will create that
layer at the playhead. So make sure you're keeping an eye on what's
going on down here. Because if you're
trying to draw, if you select Layer three over here and you start
trying to draw here, won't let you because the
layer hasn't started yet. So just keep an eye on it now. It's kind of like
artifacts in that respect. So I've already done it
here, but basically what we wanna do is remake. This texture, but across the whole image so that we've got a lot of texture
to play with. We're creating this
spoiling texture elements. I'm just making this brush
a little bit bigger. I still want to keep the
roughness of strokes, but obviously I
don't want to spend forever scribbling
on the screen. I want it to be smooth, but I don't want it
to be too perfect. I want a little bit of
that sort of imperfect. Notice that your hand
brings when coloring in. And I'm just gonna do this quickly because I've
actually already done it. So just coloring the entire
frame and then you can just use it play bar at the
bottom to scrub to the next frame and color
in another entire frame. And then do that for five to six times something else that I've done four frames. The way Photoshop
brushes work is they use a texture for the
opacity of that brush. And the problem is that texture doesn't move across frames, or at least the brush that
I'm using, it doesn't move. There might be a way
of making it move, but I'm not sure what
it is, but we can work around that and after
effects, so it's okay. Well, I mainly wanted to, it's just a bit of
movement in here. So go through and create a few frames or five frames when you hit play,
It's really boiling. We can use that movement to
bring the texture to life. Obviously, you can adjust
this quite a lot as well. You can make your
frames more different from each other than the
boil will be more intense. Got a little bit of
movement in there, but we're going to have
to do a little bit more in After Effects to break up this texture which
has not moving per frame. That's where I like to start. So once you've
made that texture, then we can go over
to After Effects. Oh yeah, I'm one thing to
remember as well is this much more useful to have this texture with transparent
in the background. So that background layer that I've made to start
with to draw on. I'm going to turn that
off so that we have just the brush and
no background. So it's just the brush and
transparent in the background. So now I can delete that extra tough
play that I just made. Now you should have
this layer with four or five frames of
animating brush texture. Then just when you're done, just save the
Photoshop file because afterwards can just
import it as it is. We don't need to do
any other extra prep or exporting from here. You can just literally import directly in Photoshop
file to artifacts. So let's switch over
to After Effects. So here you can see I've already
started during a stroke. We're gonna be covering
that in the next lesson, but it's just here in my
After Effects project already so you can ignore
it for the moment. The next thing I need to do is bring in my
texture that we made. So let's, I'm gonna go to my
assets folder here and then do Control I for import
or Command on the Mac. And I'm going to click
on my texture boil. And I'm going to import that. This time. I don't want
it as a composition. I want it just as footage and I'll show you why
that is footage. Okay. So hopefully, just to remind you about the about
how this was set up, if I go back to Photoshop, you see how I can see my
stroke through there. It's because we want
the alpha channel on. So in Photoshop,
make sure you have, if you've made a background
color or anything like that, that you just have your
paint layer visible. You want to see these gray classic Photoshop
transparency squares through to the background. That way, when you're
using the texture, you're not using it as a solid, using it as a semi-transparent, hopefully break
broken up texture. So yeah, you should have
transparency in your layer. He's not have to. If you did this black and white, then you could do
the same thing. But the power of using Photoshop and After
Effects combination, that means that you
can use a brush and get transparency from that
brush, which is really nice. If you're using a texture
which is black and white, it means you can
actually use that as a, you can still use that
texture as a track matte, but you'd have to set
your track matte to luma matte rather than what I'm going to use,
which is alpha matte. So if you don't have
transparency in your texture, you could try using
it as a luma matte. I'm going to be using
the transparency that's in the layer for
the rest of the class. So I'm hoping that you've
got something similar. Your frame rate in Photoshop should be the
correct frame rate. If you're following me with working in 24 frames a second, then you should have changed
the timeline frame rate in Photoshop to be
12 femtosecond, so that when you
bring it into After Effects, it's on twos. But if you haven't done that, then here's how you change it. I think the default frame
rate in Photoshop is 30 and we are working in
24 frames a second. I'm actually going to half that so that it's on 12 femtoseconds, it's on twos because that makes it feel a lot more hand-drawn. So right-click on your texture. Go down to Interpret Footage, and then click Main, and it should bring
up this panel. I'm going to change
this from 30 to 12. And that's totally fine to do. All that's doing is just
taking those frames and retiring it to
12 femtoseconds. So it's no longer running
at 30, it's running at 12. That way we don't have
to do any stretching or poster rising on
this texture is just. Interprets it as raw frames. Basically, if you're using Interpret Footage to
change your frame rate, then please be aware
that there's a bug. I don't know if it's a bug,
it might be some kind of oversight and after
effects where if every time you either reopen the After Effects file or
resave the Photoshop file, or every time after effects basically has to reload
the Photoshop file. It resets your interpreted
frame rate back to the default frame rate or whatever frame rate is
in the Photoshop file. So if you're working out the default Photoshop
frame rate, which is 30 and
you've changed it to 12 using Interpret Footage, it will keep popping back
to 30 frames per seconds. So if you are wondering why your animation,
It's all broken, then it's probably that
if it looks all broken after you've saved close off, flex reopened it and
it's looking weird, then check that first because that was
happening to me a lot. Now I'm going to drag this
onto a new composition. And if you check the composition settings here, I'm sorry, I'm pressing Control K
or Command K on a Mac. That will bring up your
composition settings. Alternatively, you can
go to Composition, composition Settings up here. You can see that it's
created the composition at the same settings as
the Photoshop file, which is now 12 frames a second, and exactly the right size. So that's perfect. Okay, So only actually need
the first four frames. So 1234, then it goes black. I'm gonna go to the
last frame, frame four, which is three
because it starts at 0 and I'm going to press N. And what that does is it reduces my preview range to
where the playhead is. The other one just
so you know, is B, that sets your Start frame. So I want to start at the
beginning and then on the end frame for fourth frame. And then I'm gonna
do composition, Composition, trim
comp to work area. And now we have a comp which
is just four frames long. Okay, nice. The other thing we
need to do in here is break up this
texture a little bit. So at the moment,
the press space bar, and it will play through and press space bar and
it will play through. And you can see that
the text is not moving, but my strokes are moving. So what I wanna do is
I just want to add a little bit more
randomness to this and I'm just gonna
do it really simply. But what I'm gonna do
is I'm going to press P and I'm going to set a
keyframe for position. So p, if you select
the layer and press P, it will bring up your
position animation control. I'm going to press the
stopwatch on there. And it's created a keyframe. I'm just going to make
this a stepped key frame for now because I might be
doing some retiring with this, I'm not planning to
do any retiring, but if you don't have a stepped key frame on here and then you sort of
re-time this footage. It will try and interpellate
between these things. If you press Control and
click on the keyframe, it will cycle through a linear keyframe and
an auto key-frame. And what I wanna do is I can
hold down Control and Alt. And that'll cycle between the linear keyframe and
a stepped key frame. So I want to stepped
one which has got this square on the side.
Okay, and that's fine. Now every single keyframe
after this that we set will also be a
stepped key frame. And all I'm gonna do is I'm going to move it a little bit, move it to the top-left. And then I'm going to move it again over to the top
right on the next frame. And then on the next frame, I'm just going to move
it to the bottom right. And then if we hit play
again on space-bar, okay, so I'm gonna do that. I'm position. I'm going
to add scale as well. So I'm going to
animate the scale. And again, I'm going to
hold Control and Alt on that first keyframe and
make it a step to keyframe. And then on the second frame, that needs to be 100
minus 100 on both scales. That way it's
completely flipped. And then on the next frame, we're going to put
it back to a 100. And then on the fourth frame, I'm going to do
minus a 100 again. Now when we press Play
is really random. So now we've got a
nice for frame boil. So it looks quite chaotic. This is a very intense Boyle
going on in this texture. But I think I'm going to start
with this for the moment. I think it'll be
quite good because it's not like filling
the background. If you were filling
the entire background and you're going to
see a lot of this, then you might want
it to be more subtle. But because I'm gonna be
using it in small chunks on strokes and on shapes,
that kind of thing. I want it to be quite intense. So if you wanted it to
be less intense than you could probably try not
flipping the scale. Or you can have your textured,
generally less textured. Or even you can just
start with this and you can actually just reduce
the amount of opacity. So there's a lot
you can do in terms of color correction on the actual texture itself
to reduce its intensity or to ramp it up a
bit, or to reduce it. Another way is to just
layer on top of each other so you lock the gaps that you see there,
there'll be reduced. You learned, you'll
only see gaps when two different textures
line up with each other, two different gaps in
the texture lineup. So it would be
much less intense. This is a good one.
It's good to start with something more
intense because it's easy to reduce it then signed
with something less intense and trying to increase
the intensity of it. So yeah, I think this is
looking pretty good, great. So now we have a nice boiling
texture that we can use in different ways
all over animation. So let's quickly
recap the main steps. If you're working with
something that's drawn, then have a look
through your brushes in Photoshop and see
if you can match. That drawn style with
a Photoshop brush. If you're working in
Photoshop already, if your illustration was
drawn in Photoshop and you know the brush already,
then you are ready to go. That's perfect. In my case, I didn't I knew
it was drawn in Photoshop. I didn't know that brush, so I just found one that was close. There's lots of brushes that are that come with your
Adobe subscription. So you just have to
click through to the Adobe website
and download those. And then you can install
this separately, which I showed you how
to do it previously in the video, the kyle mega pack. If you can find that as a
really good collection, I haven't really explored much
further than that because I don't do tons of
illustration in Photoshop. But I know that the car
Mega Pak serves me. In most cases. Photoshop brushes come with all different kinds of textures, but this technique
will work just as well with any kind of
texture I really like. It could be paper
textures or concrete, or little tiny dots that
come with airbrushing. Just as long as there's a fairly uniform
texture and it doesn't have lots of crazy
variations across the image. This technique will work fine. Make sure that the
texture that you're using is big enough to cover the biggest the biggest area that you're
going to use it for. I made mine to 048 by two or 48, which I think is a
good size because my final export is going to be having a maximum
size of two over 48. So kind of a square at the maximum size of
your final exports. So if you're working in HD, then 1920 by 1920 would be a good square
size to work out. Use the Photoshop video
layer feature to animate the boil between 46 frames is probably quite a good length. The Photoshop brush texture, annoyingly doesn't change if you're animating it per frame. But then you can go into After Effects and
add more randomness. They're animating the
position and scale, etc. And this technique
will work just the same on a static texture. Keep in mind that the
default frame rate in a Photoshop document
is 30 frames a second. And you're probably
gonna be wanting to use it on twos in After Effects. So you can change that
frame rate in After Effects by right-clicking on the footage and going to Interpret Footage. In my case, it was 12 frames a second because my mainframe, it was 24 frames a second. But for example,
if you are working at 30 frames a second, you'd need to
interpret the footage at 15 frames a second. Another quick note
is that there's a really annoying bug in After Effects at the moment
that I've noticed, every time you reopen
the project file, it will reset the frame rate of the Photoshop document
back to the default, so it keeps switching
back to 30 for me. So to avoid this, you could go into Photoshop before
you start animating your texture and set
it to 12 frames per second or whatever you
want the end result to be. So after you've changed
the frame rate of the animating texts or file, you've got the frame rate
that you want for me, it was tall frames a second. Then you can drag that Photoshop file onto
new composition. And then it will just
make a composition with the correct dimensions
and frame rate for you. Shorten the length to
match your texture file. So for me it was four frames, so my composition was
four frames long. Then you can go in and
add some more randomness by animating the
position scale and rotation or whatever
else you want to do to make it move the
fill a bit more moving, the more you move it per frame, the bigger the boil
effect will be. Personally, I think
it's a good idea to start with a more intense boil. Then, then it's more visible. You can see what
it's really doing in your main comp when
you're using it, you can always go back into that after you
started using it, if it's not working for you particularly well and reduce it. So I think it's easier
to start with more intense and then reduce
it if you need to. But it's up to you. Okay, so your
assignment this time is basically just to do what
we did in this lesson, just make sure that your
texture is boiling. And I want you to bring
that into After Effects, make a comp That's the correct
length for your Boyle. And then we should be
ready for the next lesson. Because in the next lesson
we're gonna be applying that texture to strokes to make them look
like they're drawn. So I'll see you there.
11. Creating Drawn Style Strokes: Welcome back. In this lesson, we're going to actually
start building the effect that's going to match the original stroke
style from the illustration. To do this, we're gonna be using a shape layer in After Effects, and we're gonna be applying
the texture that we made in the last lesson along
with some other effects. So let's jump back into After
Effects and get started. This is what we're
aiming towards. This is the kind of
finished strokes. This is just an
example. Stroke is just a part of the arm
that I've traced over. So you can see that the texture is running through
it and there's a nice roughness to the edge of the stroke
which will be adding. This is not the finished effect. There's gonna be more kind of worldliness on top that we're
gonna be adding at the end. But this is where we're
gonna get to in this lesson. I'm going to make a
stroke now for this arm, and I'm going to click
on the Pen tool up here, make sure you have no layer selected when you're
making a stroke. Otherwise it will
start making a mask on whichever layer
you've got selected. Unless you have a shape
layer already selected, then it will start
making another shape inside that shape layer. So it does a few different
things depending what you've got selected when you
are using the pen tool. So make sure you're aware
of what's selected in your timeline before you start
drawing with the pen tool. And in this case,
we're going to use it with nothing selected
so that it will create a new shape layer
when we start drawing and just start drawing. So it's got some default settings in here,
but that's fine. We can just change
those afterwards. So I'm gonna make a few points. And you generally want to keep
it as simple as possible. But whilst also keeping that sort of natural flow
of a hand-drawn line, though, if you add too
many points in here, it's gonna be really
difficult to work with. And too few, You're not gonna get the shape
that you want. So that's striking
a balance there. You can see a shape
layers appear down here. You'll probably have some
other kind of default, colors and strokes that up here. But we just want the stroke. So I'm going to open this up. I'm gonna go to contents shape and I'm going to
hide the fill layer. I'm not going to delete
it for the moment, just going to hide it. You never know when you
want to fill back in. So we can just hide it. And I'm going to
open up the stroke and see the stroke
settings down here. And I am going to
increase the width until it's roughly the width of the hand-drawn stroke here, just a little bit to
match the stroke of it better doesn't actually matter
the color of the stroke, because we're gonna be adding a texture on top of it anyway. So I'm just going to make it
a little bit more visible. And I don't want to match
the same color as the as the real strokes
because then I can't tell the difference like they're
going to blend in too much. So I'm just gonna make it
something that stands out and it's also not color
of this path line. Gradients. Good. This is just a little test to get style of the stroke, right? And then we can go in and actually make the
hand because obviously this stroke would just be mainly one stroke and in all
in one shape layer. So I'll go through that later. I'll probably set it up and
then show you what I've done rather than show you
every part of the step, this is just to get the
stroke looking right. Okay, so we've got
the stroke, I'm going to hide the guide layer. So now we're working on this. And the first thing I'm gonna do is add the roughen
edges effect. If you run a texture through this and you've just
got a textbook, you're still going to see
these really hard edits. So we need to break up the
edge of this vector line. So I'm going to click on
the Shape Layer and I'm going to go to my
effects controls. If this affects controls
is not visible, you go to Window and click
on Effects Controls. I know that when you open
After Effects for some reason the default layout is not to have the effects controls open. So you click on the layer, go to Window and click
Effects Controls. If it's not open, then right-click in the
effects controls. I'm going to go to Stylize. And I'm going to click
on roughen edges. With roughen edges on a path
layer is added a quiet, nice wavy distortion
to the line, and it's already looking
a lot more natural. So we've got this. The
first thing we're gonna do is actually ten scale down. So what we're aiming for
at the moment is not the big wobbles in stroke. We're going to try and just get the texture feeling like it's a textured stroke that
could have been made with a pencil or a piece of chalk
or something like that. And in my case it's
kinda looks like chalk, so it's gonna be a big thick
line with a rough edge. And then we're going to
add some texture to it. So what I want is, I mean, it's also good to keep bringing your reference
up here as well. So let's have another quick
look at the reference. So what I'm going for at the
moment I'm just focusing on is just the very edge. So the very edge of this line is what I'm trying to recreate. What we can do is ten
scale all the way down. The scale only
goes down to about 10% here, which is fine. And then you get this
really fine looking noise going on in the Edit stroke. If you press Control Shift
H or Command Shift H, it will hide all of your guides and stuff so that you can just focus
on what you're looking at. Then I'm going to turn
the edge sharpness up. So the edge up to
someone at the moment, and I want it to be
much sharper than that. If you turn it all the way up, then you start getting this
really hard broken edge. I think something
like that is good. Around five. And then 4.8 words
matter, and then border. I don't want it really big, otherwise it just starts disappearing, really
breaking up too much. I'm not trying to
do the texture of the middle of the
stroke with this. I'm just looking at the edge. So if we turn this to
something like that, maybe five or so, yeah,
that's looking really good. You could duplicate this. So if we look back
at our stroke, so it's got a really
rough edge and then it's got these kind of
wobbles in it as well. You see how these are cells like the slightly bigger wobbles, not going to create
that at the moment. Because we can add that
right at the end on top of everything because pretty much
everything has that waves. I've worked on a lot of projects where it looks really good. We roughen edges on
every single layer. But then in the next project
becomes unmanageable. Be slow because it's having
to process reference edges on about 2030 layers,
something like that. So it's a bit of a balance. So I'm gonna do this, do
it like this for now. And then if it's
getting too slow, then we can try something else. Alternatively, you could have a temporary one or
even just turn off all the effects and then turn them all back on again
when you need to render. But if you're rendering
really big long sequences and it's taking
forever to render, then you might have to
compromise somewhere. Great, So that's
looking pretty good. The next thing we
need to do is go back and grab the
texture that we made from the last lesson
because we're going to add it to the stroke. If you don't have the texture that you made in the last lesson in the same project file
as this affects project, you can always like if you've got a separate
off the next project, you can just import the
texture affects project. And it will just come into the current After Effects
project as a separate folder. Hopefully you're working
in the same project because this is all one
thing that we're working on. But if you don't have it, then
you can just go and input that other offers project and you should have
everything you need in there. We've got our texture boiling. Let's go back to the composition where we're making our stroke. So I'm going to drag in my composition of
my texture boil. And now we have a four
frame Boyle in here. If you notice, it's actually eight frames in here because
inside this texture, this texture is running
at 12 frames a second. So for every two frames
of 24 frames per second, we get one of our
12 firms second. That makes sense. So it goes 11, 2233, and so on. Obviously we want it to
loop for the entire time. We just want, We
want that texture to just be looping and
looping, looping. So the way we do that, if you right-click on the texture composition
layer and go to time, enable time remapping. There's a few different ways to loop stuff in After Effects. You can actually right-click on footage like
the Photoshop file and say loop inside the
Interpret Footage box, but it's not very
good in your footage is cropped to exactly
the length of the loop. So a more powerful way of looping stuff in
After Effects is with a tiny expression inside whatever property
you're animating. And if you want to loop
and entire preComp than you have to turn
on time remapping. So it's a very roundabout way of looping stuff
in After Effects, but this is the
most powerful way. So we could loop it inside the precomp and then
we'll just have a looping texture
the whole time. But it's the same process, but we're gonna do
it outside pre-comp. So I can just show you how
to do it using a timing map. It sounds complicated and it is more complicated than
it should be for sure. I wish there was an
effect which just says loop or
something like that. But there isn't, so we
have to do it like this. But if you just follow
my steps closely enough, then everything should be fine. So the first thing
I'm gonna do is drag the end of the texture boil
layer all the way to the end. Which time remapping
allows you to do. This still doesn't loop it. So this will just
get black after the end of these keyframes
that you can see here. Essentially what these
keyframes are if you've not used timely mapping before I quickly cover it gives you an animation property for
the time inside this layer, independent of the time in
the parent composition. So if you see here, the
value of this keyframe is 0 and the value of
this keyframe is four, because we've got four
frames and our composition. And we're going to
use a little bit of espresso here to make it loop because this is how you
loop stuff in After Effects. If you hold down Alt and click on the stopwatch
on the timing map, this gives you a little
bit of code here. I know this seems
crazy because you have to do some coding to make something loop
in After Effects. But after effects is
that kind of program. It is a bit old fashioned. It's not particularly
user-friendly. It's very user-friendly
to get started. But then once you need to
do more advanced stuff, that gets very complicated
quite quickly. But don't worry, it's not a
complicated piece of code. You just have to type
in a couple of words, but you do have to
remember these words every time you want to loop something. So it has to be exactly
this lowercase loop. And it gives you a
little hint here. Now it didn't use to do that, but now we've got these hints
here. It's really handy. So once you type in loop, you can actually just press down and the loopOut is what we want. So we want Loop Out, out with a capital O and
open bracket, close bracket. So once you've got that in your expression box,
click somewhere neutral. And now it will loop
these keyframes. Unfortunately, it's including this
black frame in the loop, so we're not completely
finished yet. The next thing we have to do
to make it loop properly. When you do loopOut, it removes this last keyframe apart
from on this first one. So it might look alright for
the rest of the composition, but this first one is
actually not working. So what we need to
do is we need to go to the frame before the end. So my case that's frame seven, set another keyframe here. And then I'm going to
copy the first one, control C, and then
go to last frame. And I'm going to do Control V. So now what that does
is it actually does place the last frame
and then it goes back to the first frame. And then for the rest, I
will be removing this one. You're not gonna get
a double frame here. We'll just loop. You don't have to fully
understand this if this, if this is completely
new to you, this might seem totally insane
just to loop something. But if you follow these steps, exactly, everything
will loop perfectly. And if you're going into more advanced After
Effects stuff, this is gonna be a really useful set up for you
because that means you can loop anything you want. You can select the middle of a video or the middle
of an animation, bring it in as a composition. Hit time remap, set
these keyframes, put the loop out on it and everything will do
perfectly smoothly anyway. So let's just test
that and zoom out a little bit so we can see what
the whole frame is doing. Hit Play. And we've got our looping come out
and it goes on forever. So that's perfect. Then all we have to
do to get a stroke is make sure that the texture Boyle is below the shape layer. And then you go over
here, make sure your track mats turned on. If it's not turned
on, you might need to toggle this button
down here to turn on mode and track matte so that it's
visible on your layers. Click on the layer below
and click Alpha Matte. So click on Track Matte where it says none and go to alpha matte. And what that does
is it turns off the layer above and uses it as an alpha channel
for the layer below. Now we've got our
texture running through our stroke shape layer. And if you press play now, we've got the texture running
through it, okay? But it's still not
looking quite right. And the reason being is that the roughen edges is
not animated yet. So let's go back to our
roughen edges to click on our shape layer again and
go to roughen edges effect. I'm going to increase the
border just a little bit, just to roughen it up
a little bit more. And then we're gonna do
one more expression, another very simple one. So I'm just going to drop
down the effect in here. So if you drop down this layer
and go to effects and open roughen edges in the effects
in the layers down here. That way we have a more easy
access to the expressions. And I'm going to find the one
which is evolution options. And I'm going to
go to random seed. And random seed basically,
if you change this, it will just randomize the
noise on the roughen edges. So this gives you
just a different shape every single time. So I want that to happen
every frame because this is essentially
like a drawn layer. So the random seed and
then go to the stopwatch. And I'm going to
hold down Alt and click on the stopwatch. Now in here, it's got this
effect which is just, that means the same value as what's in there. But
don't worry about that. We're just going to
delete all of that. So I'm going to type in time. And what that does
is it gives you the time in seconds in here. Obviously, I want it
to change every frame, so I just times
that by 24 because our composition is at
24 frames a second. So if you do take the seconds and times it by the frame rate, it will give you one
number every frame. It's tough but 24. Now it should be
going one to two. Basically got your
frame number down here. But it also gives you a random
seed every single frame. So now if we press Play, we get this nice textured
and boiling line. But the thing is
I don't actually want it to change every frame. I want it to change
every other frame. So in After Effects
because we can, because we're animating
at 24 frames a second. I want to add an
adjustment layer up here. So if you right-click
on a neutral space inside your timeline and go to new adjustment layer
that will make a new layer in your timeline
called an adjustment layer. And adjustment
layers are basically a layer where you
can add an effect to it and it will affect
everything below that layer. So it doesn't do anything
by itself and it will be invisible until you
add an effect to it. And it's really handy
because it means you can, rather than adding an effect
to every single layer, you can just have an
adjustment layer at the top. And that will affect
everything below it. I actually want it on twos. So to do 2s and after effects, even when you're
animating on ones, because let's say you're
working at 24 frames a second. You don't want to work at 12 frames a second
because it's not the most powerful thing
and it's a bit of a weird frame rate to set
your composition at this, it's quite often those things
that are running at 24, but you only want to
show every other frame. And there's a very simple
effect in After Effects called posterize time, which
allows you to do that. I'm going to just rename
this adjustment layer two, posterize time. So you can right-click in
the effects control and that will just bring up all
the effects that you need. And if Effects Controls is
not visible, you can go to, you can click on the top of our Effects Window,
Effects Controls. And that'll bring up your
effects controls window. If it's not visible, then
you can just right-click on that and it will show
you the full list of effects that you can add. And then in the effects control, I'm gonna go to Time,
posterize time. The default frame
out here is normally 24 and there's click on that, set it to 12 so that
everything underneath this adjustment
layer now runs at 12 frames per second instead
of 24 frames per second. So now when we hit play, everything is running
at 12 frames a second, including the roughen edges. Because before with this off, the roughen edges
is running out on, running on one's
changing every frame. And the texture is
running at 12 frames a second because that's
what we set it to. If I just stepped
through holding control and the arrow keys
left and right. So I just press right,
it will step through. So go 1212. You can see the
texture is actually changing every other frame. But the roughen edges is
changing every frame. So now that the
Posterize Time on, everything is running on twos. 12. There we go. So now it's working perfectly.
So we would press play. We have a really lovely texture running through our stroke. So yeah, just a quick note. If you re-interpret your
footage from 30 from 30 to 12, like I've done
here to make it on twos in the Interpret
Footage setting. Then you go into Photoshop, make a change to your Photoshop
document and save it. When you come back
to after effects, it will have changed
because After Effects reloads the
Photoshop file. And when it reloads, it puts it back to 30 frames a second. So you have to make sure to
go back and change it again. I don't think it
used to do that, but for some reason this
is what's happening now. So if this was a Thursday,
what's happened? This is a really clear way of
telling if it's gone wrong is it will start
looking wrong in your render moment is
flashes on and off. And it took me a little
while to realize why kept breaking and I realized
it was because I was saving the Photoshop file. It does the same thing when you reload the aftereffects project. So just be aware if you're
working at different frame. I said this a few times because the first time I
made this tutorial, I did just worked at
the default frame rate in Photoshop thinking that we can interpret footage
and artifacts, but I didn't realize
that you had to. It would reset the frame rate every
single time you either save the Photoshop
document or you reopened after effects project. So just keep that in mind. And we went through
setting your frame rate in the Photoshop file before bringing it
into After Effects, make sure you
actually do go back and have the correct
frame rate in Photoshop. Because one export, it will also reload the Photoshop
file and it will look wrong when you
do your final render. So make sure you go
back and actually fix the Photoshop
files frame rate. Amazing. So now we've got a
really solid setup of recreating the strokes from
the original illustration. And this technique with a
few tweaks here and there shouldn't be able to match
most strokes styles. So let's quickly recap
how we achieve this. We use the pen tool to trace
over the original artwork. In my case, it was the arm, making sure to use as few
points as possible to keep it manageable but enough so that you can keep
the original shape. We then went inside
the Shape Layer and hit the fill if
it was visible and adjusted the stroke
style to match the same width as
the original stroke. We then used roughen
edges to give the edge of the path
that sort of broken up, textured look that
you commonly get with things like pencil or chalk. We then brought our
texture boil into the same comp and
we made it loop by switching on time remapping and using the
loopOut expression. We then used our
stroke that we made as a track matte
for the texture. This makes it so
that the texture is only visible where
the stroke is. After that, we made a roughen edges boil
randomly by finding the random seed
property and adding in a simple time expression that makes it change
on every frame. Finally, we added a
posterize time effect on an adjustment layer
so that everything below the adjustment
layer is running on twos, including the
roughen edges boil, and any animation that we're gonna be putting in later on. Amazing. So your assignment
this time is to match the stroke style
in your illustration. This should be totally possible
with this exact method. It's just gonna be a
matter of matching the texture, matching the color, matching the stroke width, and maybe fiddling with
the roughen edges, border width, that
kind of thing. I mean, digital animation is basically about
fiddling with numbers. So good luck. In the next lesson,
we're gonna be taking what we learned in
this lesson and applying it to a larger
filled color area. So I'll see you there.
12. Creating Textured Colour Fills: Hello. In this lesson, we're gonna be applying
our boiling texture to a filled color area. To do this, we're
gonna be using fills rather than strokes
inside shape layers. And we're going to be
looking at various ways we can change our texture or adjusted to match the artwork more closely. So
let's jump back in. So the next thing we're
gonna do is create a filled. I'm just sitting on the
techniques for the moment. Make sure that we've
got it working. And then I'm gonna
go through and apply that technique to
the whole image. So this is just
gonna be on tests. And now I'm going to try and
make him one of these fills. So the thing that's
gonna be really difficult to recreate this flow, you see how when the
lake was colored in, the coloring is sort of going following the leg direction. That thing is going to be
really difficult to recreate. But these are one of the compromises that
we might have to make. So I'm just going to try making this part of the leg
and see how they look. I think you can see, you can kinda see a
stroke here as well. So that's something that
we could try and recreate. The first thing I'm
gonna do is make a fill and just see how close we get and then maybe we can
start adjusting it from there. So I'm just going to
trace over the leg. It's worth pointing out
that if you are going to animate this leg, you might not want to have
an outline like this. You might want to somehow figure out how to make
it out of a stroke, a single stroke,
which is possible, but this leg is quite
a complicated shape, so it would be kinda
fiddly to do that. I'm just going to
turn off the fill for the lumen so I can
see what I'm doing. I'm just going to
adjust it a little bit. Then I'm going to turn off the stroke and I'm going
to turn on the fill. So now we just have a
fill on the Shape Layer. And I'm going to hide
reference again. Basically all I'm gonna do at the moment is just
duplicate what we already have on the stroke
and see how it's looking. So this is going to
be the leg fill. Just going to click
on our arm line test. I'm going to copy
these roughen edges. I'm going to paste it
onto the leg fill. So now we have the exact same
thing going on the edge. And I'm going to duplicate this texture boil layer
by doing control D, apple D on a Mac, it's got the alpha matte
turned on already, but the leg fill layer is still visible, so you
need to turn that off. So if that's happened
to you, you can do that or it will reset it. You can just go click on
the texture boil layer, click No Track Matte and
then it will be reset. And then when you click
on Alpha Matte again, it will automatically turn off this layer and use it
as a, as the alpha matte. So that's basically, I mean, you can see it's very
different texture. So there's a few things
we can do to make it look a little bit more
like the illustration. Let's just hit play on that
and see how it's looking. So it's looking
quite nice already. Especially from this distance to the boil is quite intense. And if we go back to
our reference layer, it's not, the texture is
not as intense as that. I do want to see boiling because I think
it would be nice. This texture movement
all the way through, but I think it's a
little bit too much using this current texture. So from here, I'm
just going to be refining my texture effects. So it might not necessarily be relevant to all illustrations, obviously because
there's going to be such a variety of textures out there if you've got
textures in your image. But I think the process is
kind of useful because this will show you how to
adjust the texture. It's a lot of different
techniques of how to refine it. So I think it's still
useful to watch. Like I said, it might
not necessarily be directly relevant
to every image. So there's a few things that
we can do to remedy that. The first thing I'm going
to try is clicking on the texture and bringing
in levels effect. So I'm going to click
on the texture layer and in the effects controls, I'm going to go to Color
Correction levels. The main use of the levels of
factors as a grading tool. It allows you to
control the high end and low end using the left and right
controls at the top there. And you can do various things like
clipping off the black and clipping
off the white. And there's middle
control there, which allows you to adjust
the levels in-between. But the way I'm going
to use it is for adjusting the alpha
channel and the texture. And I'm going to
change the channel on the levels here to Alpha. And this gives you control
over the alpha channel on the texture because this
is the transparency. So this will be relevant if you have an alpha channel
in your texture, if you're using a texture that's not got an alpha channel, like it's a black
and white image, like I mentioned before, if you're using it
as a luma matte, which you can do as a track matte instead
of what we're using, which is an Alpha matte
or an Alpha Track Matte, then you can use the levels in the default, which is RGB mode, which is just affecting
regular colors, rather than Alpha motors, which is how I'm
going to be using it. And the first thing to
do is just play with this middle control
a little bit. See if I can just reduce the amount of texture
that's going on. Then you can also
bring down the light. There's quite a harsh
texture. So at the moment. So I'm going to reset
this for the moment. And I'm going to add
another effect on top. I'm going to add a Blur
and Sharpen Fast Box Blur. I'm going to put that
above the levels. And I'm going to set
the blur radius to something that's way too much
of something very small. So maybe 0.1 just to give the levels of
something to play with. Because if I turn this off, you can see the texture
is either on or off. The transparency is
either on or off. So I'm going to put the
blur on first, maybe 0.2. That way. It just softens
that texture a little bit. Allow these levels to have
something to play with. And then I'm gonna go back to the levels, select Alpha again. And now I've got a
little bit more control over the brightness
of this texture. So I can try bringing this, see how I've got a bit more. I don't want to get rid of it. I just don't want it
to be quite as strong. Okay, I think that's
looking better. Now, I can maybe try adding a sharpened until
I'm adding the sharp end. If you go to the blur
and sharpen effects, then the sharpened is to try and get rid of the
blurriness. We add blur. Then we use the
levels effects to adjust the density
of the texture. And then we can add a
sharp and effect to then remove the blur again. So now it's just been
reduced quite a lot. So that's looking
closer to the drawing. I would say play on that.
That's looking better. I'm still getting quiet a lot boiling down to maybe
what we can do now is add another layer just to reduce the texture even more. Also, I think I'm going
to add in that stroke. So if you go back
to the reference, you can see that it's kinda
thicker towards the edge. I'd like to keep a
little bit of that to see if we can make it feel a little bit more like it's been outlined and
then colored in. So I'm going to
duplicate the leg fill, pressing Control D or
Command D on a Mac. And then I'm going
to switch back on the stroke to contents shape. And there's tons stroke
on it and turn the fill off and then change it strikes a bit more
visible stroke color and make it yellow. I want it to be the same
as this line texture. So let's go in and see what the size of
that stroke cause. Stroke width 10.5. Okay, so that's kinda the stroke width for
the entire documents. So 10.5 or something to for
me to keep my head now. 10.5, Nice. And then I've already got
the roughen edges on it. Call this leg line. And I'm going to
duplicate my text to boil again and turn off this layer. Now I've got the
leg line as well as if I hide the leg texture, you can see that I've got now got a line for the whole
thing. Didn't text me back on. Sticking closer. It's nice. I'm going to try duplicating the leg
texture for the leg films, going to grab the leg
fill and its texture and do Control D on that.
So I've got another one. See how it's looking
even thicker. This is the same texture on top of each other, on top of itself. I'm just going to offset
it if I just drag the texture layer so that the animation is offset
to the one below. It's getting really thick now. So actually what I'm
gonna do is I'm going to make this one a really light, since we made the other
texture quite heavy by increasing the
levels on this. So you can see it here
like you can control here. So in fact on, so that's the bottom layer that's
on my bass texture layer. And the next extra layer, I'm going to actually decrease it just so that I have just a little bit
more texture on top because I'm going to grab
that middle levels control again and just pump it up so that I've got
a real light texture with lots of transparency. And I'm just going to see if
I can dive in a little bit. I'm also going to rotate this, see what happens. Move it. Okay, let's see what
happens when we play that. That's looking nice. So now it's not too intense, It's not catching
my eye too much, I guess is what
I'm trying to do, but I'm getting a lot of
like completely solid red. So maybe what I
can do now is take the bottom layer and just start reducing the texture
on this one as well. Until I've got the
right level of texture. That's
looking pretty good. I'm gonna go with
that for the moment. One thing I didn't
do is actually put the background color and this
is still completely black. So I'm just going to grab the
background color control Y. And that creates a new solid. Or you can go to
layer new solid, Control Y or Command Y on a Mac and just use this
little picker here, I can sample the
background color and that solid is just correct
background color. I'm going to drag
it to the bottom so it's behind everything. Okay, so that's basically it. Now I just have to
apply this technique to everything to recreate
the whole picture. So that's the technique
I'm going to use. Football could probably get
closer with this texture. I could go back into Photoshop and make it closer texture, but I think I'm just going to go with this one
for the moment. It's quite easy to
swap these out. So if you make a new texture, you can just bring it in as another texture
boil at texture for O2 and then make the same thing. And then you can just look, let's say I had
texture boil O2 here. I could just grab
that and hold down Alt with a layer selected down here and just replace these textures so I can
mix and match them. This is another powerful thing with doing it like
this and after effects is you can
actually fully adjust everything afterwards, especially this is great
for client projects. If a client comes
to you and says this texture is not
close enough, Okay? Try and making it
closer and you've kept all your animation,
everything is finished. But you can then go back
and fix that texture. You can change it for
completely different texture. So far, everything's red at
the moment because that's the color that I
painted in Photoshop, which is sampled from the original image
because there's a lot of red in my image, but I haven't shown
you how to actually change the color of the fill. So I'll take you
through that now. And obviously if I
want a different color and that texture, if I change it inside the
texture boil pre-comp, then it's going to change the color of everything
that we're using on. So we need to change
it in the main comp. So I'm just going
to click on one of my texture boil layers. I'm going to right-click because I'm doing work on the head now, I'm gonna go to Generate Fill. This is a really good effect
for changing the color of anything without affecting the alpha channel
properties of it. So I click on that layer. I'm just going to
reveal this so I can sample my reference, which is this yellow
that I want now. And then I'm going
to hide that again. So now we can see the
yellow coming through. But because like on the leg, we'd used to texture layers. So obviously I need it on
the second layer as well. So I'm just going to copy that fill and I'm going
to add it onto one above. And now I've got the
exact same animation that I had on my leg. Now I've got a yellow head, yellow version of it
because you do not see. So running through.
Great. So now we have our strokes and fills, all looking pretty close
to the illustration style. Let's quickly recap what
we covered in this lesson. We traced that
filled color area. In my case, it was
the characters leg. And we made sure
that the film was on rather than the stroke
inside the shape layer. We then applied the textured
boil to that filled area, just like we did
with a stroke in the last lesson
using a track matte. I then showed you how I took
my quite intense boil and reduced it down a little bit to more closely match the
illustration style. And to make it a
bit more subtle. For this, I used
a combination of the blur effect, a
little bit of blur, and then applying the
levels effect so that you could adjust the
intensity of the texture. And I also used
multiple texture layers so that when they combined, they filled in more areas
and you had less gaps. I also showed you a
quick way of changing your texture colors by using
the color fill effect. Your assignment this
time is to match a filled color area in
your illustration by applying your texture and refining it so that it
matches your illustration. So when you're happy
with the style of both your strokes
and your fills. In the next lesson, we're
gonna be looking at that final sprinkle that will really sell the handmade look. Worldliness.
13. Make Things Wobbly: Okay, So this is the
last main effect will be looking at in creating
our handmade styles. In this lesson, we're going
to be looking at creating a kind of a big but
subtle wobbling effect, which will help recreate those little
inconsistencies that occur when you're
making things by hand. And to do this,
we're gonna be using an effect called
turbulence displace. So let's go back
to our composition and I'll show you
how to set it up. The last thing I'm gonna
do before I go ahead and make the entire image
using these techniques, is I'm going to add one more
adjustment layer at the top. This one is going to be a
sort of overall distortion. I'm going to put it underneath
the Posterize Time. Posterize time should
be right at the top. And I'm going to call
this big distort. And I'm going to click
on that and I'm going to right-click on the
Effects Controls. And I'm gonna go to distort, and I'm going to use a
different one called turbulent displace. That's made everything
really wonky like that. So that's too big at the moment. I just want to add a big wobble, but a small bit wobbly. I want the scale
of it to be large. So when I say scale big, I mean like this, you can see how the wobbles are
getting smaller. I want a fairly big wobble. I want to recreate basically
what I'm trying to recreate the inaccuracy that your hand would have when
drawing the line. I just want something, maybe we can adjust this
afterwards as well. Let's see how it looks
when it's moving. But I want it to
be maybe that big. So I'm gonna go with 64 size. And then I want a small amount. So maybe something like two. When you turn it on and off. Maybe we can make it a bit bigger so we can
see it a bit more. But I think it's gonna
be a receivable. When you just look
at it at a still, you're not even going
to notice that it's on. But when it's moving, it will add an extra
level of handmade. Like it's going to add that
slight wobble that you would get if you were redrawing
every single frame by hand. And then we're going to use
the same expression that we did for the roughen edges. So we're gonna go to
evolution options and we find that
random seed again. I'm going to do it down here
actually good at affects turbulent displace
evolution options. And I'm going to hold
down Alt again on random seed and
click the stopwatch. And that gives us access
to the expression control. And I'm going to
type in again time, times 24, and then
somewhere in neutral. Now, that should be changing
again on every frame, we can double-check
that if you've made an expression on a layer and you want to go
straight back to it. You can press E to bring up all the
expressions on that layer. If you just press E, it
will bring up the effects. If you press E, It brings
up the expressions. And you can see if I'm stepping through the
frame is holding down Control and right arrow and
left our running up there. You can see it's changing. This number is going
up once every frame, just like we did before
with the roughen edges, going to press L. L is actually to bring
up audio controls, but because most layers
don't have audio, it actually just closes
wherever you've got open. So I just press L in it.
Why does everything? So let's just test that. And because it's under
the posterize time, that big distortion
will be changing every other frame along
with everything else. So let's just check it. Very nice. So now this is actually really
tying everything together. This is now telling me that
this is pretty hand-drawn. We've got the texture going. We've got the edge boiling
along with the roughen edges. And we have a sort of hand-drawn wobble boil using
this turbulence displace. And that's pretty much
it. That's probably mostly the effects I'm
going to use for this one. So I'm going to go through now and finish the rest
of the drawing. I'll point out any places if I'm using a
different technique or from fine-tuning it in a, in an interesting way. I'm essentially going to
go through and recreate this whole picture
using this technique. Yeah, and then after that we
can look at some animation. So you don't necessarily have to follow this next section, but I'm just going
to go through and take off all the effects
that we've done so far and compare it to what it would look like if we
had no effects at all. So we've got this
nice strong effect going and I just wanted to
show you the power of this. So let's just do a
really test animation basically on this arm. So I'm just going to change
the shape of this path. Then the set a
keyframe on this path. And let's say we wanted the
arm to open up like this. I mean, this is not
really an animation. This is just moving
a path just to show you how it would look if
these parts were moving. I'll just I'll just add a
little bit of easing on it. So now we've got this arm moving and it's
completely drawn. And let's say I
want to change it. It looks like it's
been hand-drawn or like it could technically have been hand-drawn
in Photoshop. And it's completely
changeable, let's say, instead of going over there, I wanted to just go up here
and change into this shape. So it's super easy to
change and it looks all hand-drawn and
everything is really nice. So we've got this
animation looking nice and drawn just to compare. If we turn all the effects off, we just have shaped players
with no taxes or anything. And it's not on twos. It just looks like a super
digital vector animation. This is what After Effects
will look like by default, if you're animating
using shape layers. It really shows the difference when you add all
these effects on top. Amazing. So now we've got
a really good foundation for a drawn effect. We can now go through
and finish out illustrations using
these techniques. Let's quickly recap the steps in this lesson that we use to
create the wobbling effect, we added another
adjustment layer below our posterize time. To that we added a
turbulence displace effect. We then added that
same time expression to the random seed to give it that random boil
effect on every single frame. I then went through and showed
you what a path animation would look like before and after we added all of the drawn effects just to show you what the difference
it would make. Your assignment this time if
you haven't already done it, is to add that turbulence
displays on top to give it that little bit of
inconsistency over everything. And then I want you to
go through and finish your illustration using
all the techniques that we've gone through so far. So textured, boil,
roughen edges, posterize time,
all of that stuff makes sure you've
got it all in there. And then I want you to rebuild all the shapes
that you're going to be animating in your illustration. Then I want you to think about what you're going to animate. So keep it simple unless you really familiar
with effects animation. But if you're not,
then definitely keep the animation simple. Don't think about
creating any kind of John Wick action sequences
or anything like that. I want you to think about more subtle things that you could do, such as adding
cloud's going past, maybe some hand movements. If you're feeling adventurous, character blinks,
that kind of thing. Go for it If you're
really up for it. But for the purpose
of this class, we only need a simple animation. In the next lesson,
I'm going to be going through a random list of extra tips and techniques
that you can keep in mind when building
your illustrations. So you could watch
this next lesson while doing your assignment of
building your illustration, you might find something
that's really useful. I'll see you there.
14. Extra Tips While Re-Building Your Illustration: Welcome back. So you
should currently be in the process of building your illustration in After
Effects ready for animation. In this lesson, I'm
going to take you through a bunch of extra
tips and techniques that I came across while
building my own illustration for animation that I thought
might be useful for you. I've put them together
one after the other, like gauntlet style. And I've put some
notes in the timeline, in the Skillshare timeline
for easier access. My arm, I've got
multiple strokes. I don't think I
mentioned this before. But for example, the main
stroke IS goes around the elbow and it's just
connected to this finger. But obviously there's lots
of different shapes here. And you can put multiple
shapes inside one shape layer. And actually what I
like to do is for the parts are going to
be roughly the same. You can drop the paths under one shape group
inside the shape layer. So I just drew this
second shape here and it made shape to inside
the shape layer. But for that second
finger, I think it's gonna be pretty much the same
as the first finger, but there's a different
taper settings on there. So maybe I will keep
it as stroke too. But yeah, there's a
lot of arrangements that you can have inside
the shape player. And so I'm gonna do this
entire arm inside one layer. It's quite a good idea
to do as much as you can within one shape layer, obviously depending
how you're animating. So keep in mind, you can't do any different position
on rotational animation where you can't do
without difficulty on different shape
layers within one layer. If you want to be animating
just the entire layer, that it was going to move. All the shapes within
multiple shapes. And you can even
have multiple paths within one shape group as well, which can be handy
in a lot of ways. I'm just making this
line in the background. I'm going to do it in a
slightly different way. I just thought it'd
be worth showing because this has got two
different colors on it. The scene is getting
quite heavy because there's so many
layers of textures. And up until this
point I've been doing a texture is the layer that's visible and it's using
the Shape Layer Mask. Problem with that is that
you can only have one color. So the whole layer
is the same color, which is fine for
most of this image. But maybe you want to have multiple colors
on the same layer. And maybe you want to keep
the color of the shape layer. I'm gonna do it
that way this time. So it's pretty simple. So I've just got this
line here and I'm going to duplicate this path, which is this one here, this green line that
I've just made. So I'm going to
hide that for the moment, hide the illustration. I'm going to solo this layer because now I need it to
be a different color. I'm going to duplicate
the entire shape. Command D on the
Shape, Control D. Open that up and then
I'm going to move the path up to
make the blue one. And I'm going to select
the stroke color as well and just hide this for a sec and then select the blue. So now we've got green
and blue shapes. I'm just going to tidy this
up a bit. Now we've got that. I'm going to grab a texture, the texture I've been
using for the lines command, Control D on that. And this time I'm going to use the Shape layer as the color, and I'm going to use the text
to boil as the track matte. So I'm going to go to shake lonely and nameless midi lines and then click on
the track matte. And I'm going to
select alpha matte. Now, got the texture running through it and we've
kept the color. So you can do it
either way round. You've basically got two
layers with alpha channels and track mattes kind of combine the two alpha channels together. So it uses one as a base and then it lays the
other one on top. So for these cheeks, I'm going to, instead of
making a new shape layer, I'm just going to make an
adjustment layer and make it tweak the color
of the head below. So it's gonna be a slightly
different technique. It's just a bit easier. I think this is gonna be pretty
much straightforward. So I'm gonna go to layer,
new adjustment layer. I'm going to drag
that down to just above the head layers,
which I've got down here. And then I'm going to
just hide my reference. And I'm going to show everything below the
adjustment layer. There we go. There's my head. This is gonna be
cheek color and I'm going to put in a
color correction. Hue and saturation does a few different
ways of doing this. You could probably
do change the color, but I quite like
hue and saturation. So this is going to be a
little bit more manual, but I think it's going to be a nicer way to
change the color. So the way I'm gonna do is I'm going to just
start by guessing. I think it's just
pretty much orange, maybe a bit more saturation. And then I'm going to show my reference fairly
close for now, we'll find the color later. I'm going to get
this circle tool and I'm just going
to draw two masks. So these are not shape
layers, these masks. So you can see on my cheek
color adjustment layer, it's made a mask. I'm just gonna make another
one, the second cheek. And then you can use the
pen tool to adjust these. They're not perfect ellipses, they're slightly misshapen, which will make everything look a little bit more handmade. And then there's a bit
of a feather on these, so they're slightly blurry. So I'm just going to go into
these mask and I'm going to hide this reference to now. Wait to read, but yeah,
just that in a sec. And I'm going to increase
the mask feather. And then now I'm going
to work on the color. Might just use the
little camera tool here. You can take a
snapshot so that I don't have to keep hiding
and showing the layer. Now that I've got
snapshot, I can just press this show Snapshot button. Obviously need to make it
a little bit less red. I'm going to hide the mass by doing Control Shift H or
Command Shift H on a Mac, obviously it's not identical. This is just a quick
way of doing it and it saves because the
more texture layers, the more shape layers and roughen edges you use them
heavier the scene gets. So this is just kind
of a quick cheat. And obviously if you want
it to move with the face, which I will want to do, then you can just attach it
to the face lines layer, make sure the eyes
are attached as well. When you move this around. Move whole face. If you need to vary the
width of your stroke, which often happens in
hand-drawn animation. It's a pretty tricky
thing to animate with. If it's changing a lot,
it might be difficult, but if it doesn't change, like it probably
won't do for me. The open up the stroke inside your shape layer stroke options. And then I can't remember the version where
they introduced this. I think it was a
few versions ago. So if you're on an old version of artifacts, you
might not have it, but there's the
Taper options here. And this allows you to either make the start or the end of
the stroke a bit thinner. So you first, you need
to find which one it is. If you do start to strike either the start
link to the end length, you can see it
shrinking down there. So I've got this thing where
on the end of this finger it's thinner than it is
down here at the elbow. One stroke. So I want
this to be thinner, but I don't want it
to go down to 0. I just want it to go down to
the thickness that is here. So I can increase
the start width from 0 and then just stop
when it's about right. And you can also change
the easing here, which kind of gives you
a little bit control over where the taper starts. So yeah, you can use taper if you need to vary the
thickness of your stroke. So I'm just working on these
lines in the background. And unlike the strokes and
the rest of the image, these ones have a
variable stroke width, the ones around the arm here, or just a single width. So I haven't had to vary
the width along the line. But quite often when you're
doing drawn animation such as or something like that
do a width will vary. The natural variation in your
stroke when you're drawing, your pressure will be different. So you might be making a thicker or thinner
stroke generally. And this is like how we
did in chronemics and the example chronemics that
I showed you earlier on, we did it in a
different way, but you can do it in quite an easy way. And so the raffinate
is that you'll have on your strokes already will
be something like this. There will be a small
amount of border, maybe four or five or
something like that. And then small scale as well. And that's creating that
really small roughness along the edge of the stroke. And the way I'm going to
vary the thickness of these lines is I'm just going to duplicate the roughen edges. So I'm going to press
Control D or Command D on a Mac. And that gives
us a second one. I'm going to turn the
second one off for the moment and this one below. So the way the effects work in After Effects
as they go down. So anything that
you have above at the top happens first and then the ones below are affecting the ones
above, if that makes sense. So what I want is I
want to have the vary the line thickness first and then I want to
add up the roughness back on afterwards, vary the line thickness
by increasing the border size of the roughen
edges just a little bit. And then I'm going to increase
the scale quite a lot. I'm going increase the
scale to something like one hundred and twenty,
one hundred and thirty. And then I'm going to increase
the podocytes a little bit more just until I get the
variation that I want, I'm going to take
my reference again. So something like
that is working well. And then if you want
a rough line as well, you can add the
roughness back on, on top so we can turn the second roughen edges back
on and that will roughen the edge of the first roughen edges
if that makes sense. So we've got one big, nice smooth stroke
with varying line. And then we can add the
roughness back on top of that. My line isn't
particularly rough, so I'm actually not going to use that second roughen edges. I'm just going to
keep the first one. But that's how you do
it. If you want to have a variable line thickness
on your stroke. I'm a good point with this. I think I'm going to split
this up into a second scene. So I've done the
whole character. Yeah, I'm gonna do
the background stuff in a different comp
because it's going to be much simpler. So I'm just going
to split this comp off with a second same setup. And I'll do a null set up all the background
elements in there. Literally just go into
project, Project tab. And I'm going to duplicate hit control D on my sunny and anime. And this is going to be, I'm
going to rename that one, sunny and in main. I'm going to name
this one background, this background one. I want to keep some things
just as referenced, but I can delete
most of the stuff. I want to keep the
posterize time. I want to keep the
big distortion. Then I'm going to delete
all the other things. I can always go back to
the main copying and copying stuff from
there if I need it. Now I've done the
background elements here and I'm just going to put that calm sunny and MPG. In fact, I'm going to make
a little folder here. This is going to be
a pre-comp and I'm going to drag sunny and MEG. I'm going to put it below,
right at the bottom, above the background color,
but below everything else. So now we've got this sunny
and MPG precomp in there. And you can see
if I turn it off, it's got my background elements. I'm going to go in
there and I don't need, these aren't the posterize
time and the big distort. It's better to have those
off in the pre-comp. This is just so that I
could work there and that you can see what
you're doing when you actually animating in this comp, the effects on so
you can make sure that it's boiling
in a correct way. But if I go back
to main comp now, I only need that effect on
top of everything anyway, so it doesn't need to be
added twice on this comp. So I'm just working
on the face now. I would just as a
recommendation, I would put much more effort into getting the face looking right than pretty much
anything else in your image. Just because our brains
just look at faces first. So the original artists on this one has made a
really nice face here. And I kinda want to
capture as much detail as that of that as possible
in my regression of it. I'm not sure if I
mentioned this before, but don't forget that you can
move the texture as well. So if something's
getting in the way, like I'm getting this
line going through the eyebrow here, which
I'm not too keen on. So I'm literally
just going to grab the texture layer and I'm
just going to move it. And then I'm going to test
to make sure that it's not appearing on any of the
other frames to the boil. This arm you can see is
causing me a problem. If you look at the original, you can see it through
the back here. And then if you look
at the original, it's got an
interesting layering. So this arm is see-through, but it's not see-through for the background is
only S3 for the head. I got to figure
out a way to mask out anything that goes behind the arm apart from the head. So obviously we can't just make the inside of the arm black because we need at C34
on top of the head. So obviously, whatever is making this black fill needs
to go behind the head, but in front of the
background objects. And from this arm, something that's
a bit more fiddly is that we have to do
the same on the leg. I didn't really think
about that before. I thought I spotted this on the arm and I thought
that's gonna be easy. But then obviously
we're gonna have to do it the leg as well, which I'll show you a good
way of setting this up so that we have a fill that's the same as the arm that goes
behind the head find bilayer with the arm line. I'm just going to duplicate it, Control D and then
drag this below it. I'm going to solo this and
actually what we need. So this is a stroke at the moment and we
need it to be a fill. So I'm just going to add a fill. Now we've just got
the arm main and I'm going to just open
this up and I'm going to turn this fill layer
back on and the stroke off. And this green needs to be
the color of the background. I'm not going to use well, I guess it yeah,
I'm gonna do that. So I'm going to select
the background color, and I'm going to
solo this again. Now it's just the background
color. So that's fine. And then we can put this just
above this white arm layer, which I've called our arm for, right arm goes there. And because I'm probably
going to animate these pads, I need to make sure that the online fill is
moving the same way. So the way to do that
is I'm going to Alt, click on the path and make
to open the expression box. Don't worry, we didn't have
to do any programming. And I'm going to pick whip. This, pick whip, not this one. There's one next to
the expression parser. Make sure you're on the
expression whip icon. And you just hold
down on that and drag it makes a little line. And I'm going to link it to the corresponding path on
the main online layer. And that puts a little
bit of automatic code in there, which you
don't need to know, but essentially points the
values that are held within this path is just going to say these values
equal this value. So you're just
linking that to that. So they become the same thing. That way whenever I
animate this path, we'll do the exact
same thing and we don't have to worry about it, we don't have to think about it. I'm just gonna do the same
one on this path two. Click on the stopwatch. That opens up the expressions. I'm going to pick whip from
the expressions and I'm going to pick whip path to, and that's his path to in
there. So there's the fill. Should probably point
out that the fill, because this is an open path, it just draws a line directly to the points
where it's open. So that doesn't really
matter because I think in the picture and we only need this elbow bit to be filled in. But we're quite lucky
with that because otherwise you'd see
things through here. So I'm just gonna
be careful not to see things through here though, just to quickly show
you if I move the, these paths which we've linked
together on this layer, you can see that
both layers move. The cards are linked together. Another quick tip, if you
double-click the shape tool. So if you've got
nothing selected in your scene and double-click on the rectangle tool
or any one of these. If you double-click
it, it will make a shape the same
size as your Comp. Double-click that made us shape. Rectangle shape,
which is exactly the same size as my comp. It's pretty handy, can do
it with masks as well. So if you've got a layer selected and you
double-click on the shape, it will make a mask on
that layer the same size. And it does it with
any of these shapes. I think even if you
make the Star Tool, yeah, it makes a star the
same size as the comp. I'm just about to make
these dotted lines here. So obviously I don't want
to have to go in and make a little separate line for each one of these with
any of these things. If you're not going
to animate it, then you can just use the original artwork and put
a little displacement on it. But I think I will animate this. So there's a very handy tool that's built into After Effects. I'm just gonna make this stroke black and I'm going
to match the width. So inside the strokes tab, if you look down here,
there's a dashes drop-down. When you drop it down,
nothing happens but you need to add dashes. So basically what
you do is you add a dash and then
you can add gaps. And then if you
keep clicking that adds dash gap, dash gap. So we want to add a dash. If you don't have
a gap, the dashes and the gaps will just
be the same size. There's also, the third
option here is offset, so you can just 12 that and it makes your dashes
scroll up and down. So I'm just making these
trails for the shooting star. And I think I'm just
going to use the same technique as I used for the borders here,
these dashed lines. So I've got a dashed
line going here. And I'm just going to duplicate
this path that I've made. And I'm going to
make multiple trials like in the illustration. And then I can just
animate the offset. So then they go like this as the shooting star is
flying through the sky, I think that would
be quite effective. There's more complicated
ways you could do this. You could do it with particles. But the only other thing
that I need to worry about is making sure
that these don't look just like identical lines. So maybe we can just
shorten these or yeah, if I move the start point, then it changes a lot. So that way they
don't look identical. But I think that's gonna be a really nice way of
animating the trial. So a lot of this things you've got to keep
in mind how you're going to animate something
before you set it up. Obviously, if I draw
lots of little squares, that's not gonna be animatable, but doing it on a line
like this with dashes. And then all I need to do is animate the offset
of the dashes. Then that's gonna be
really easy to animate. I just attach this trail to the star and I
animate the star and the whole thing flies
across the sky. I'm just saying that the
star in the background, and I want them to feel
like they're twinkling. And at the moment, this is
what the effect looks like. This is just the static
effect that's over everything that makes
it feel kind of drawn. But I think the stars
should twinkle more. So what I wanna do is make
a more exaggerated Boyle. And the way I'm gonna do that is literally by animating the path. So this is not necessarily
animation, animation, but this is, this is just exaggerating the boil
effect even more. So I'm just going
to randomly pull these around and just
see what comes up. I'm going to do this
and step frames. So I'm just going to pull
these around a bit and move forward two frames because
I want it to be on twos. And actually maybe it's a good idea to start
with the first one. Otherwise you'll
start walking around. I think I made that too big. Just don't want
it to go too far. Otherwise, it will
start animating, look like it's growing by just want it to look
like it's wobbling. The test this, by the way, B and N will set your
in and out points for this preview range. And then I'm going to
hit preview it and I'm going to see
how that's feeling. The, I think that
looks really nice. That's definitely feeling like
a hand-drawn style to me. There's an issue though,
because it's difficult to loop path animation. This is the normal
way to loop layer. So you hit the expression, then you go loop out. And that will loop after, loop through all the
keyframes afterwards. And that's what
loopOut loop will loop all the
keyframes before it, and then you need those brackets there and that will loop. But this is a problem, is that you can't loop
paths for whatever reason, you can't look for paths. So we need an extra
expression for that. So what I'm gonna
do is I've got, I'm not going to
write this expression and this is a really
complicated expression. This expression is a
little bit beyond me, but it takes the keyframes and looks at the numbers
of the keyframes and then it loops that. So it's kind of a
manual way of looping the keyframes using
an expression. I'm not sure exactly
where this one came from. I copied and pasted it.
It might be a Dann eben, it's one who's famous for
writing a lot of expressions, but you can copy and
paste this expression. So once you've copied it,
just paste it into there. And hopefully it
will look like that. You've got all these.
And then when you hit render will be looping for
the whole timeline we go. So I think this is a good point to show where I've got two using the techniques that
we've gone through so far. Um, I haven't done any
actual animation yet. This is just the boiling and this wobbling that
we've added on. Your assignment
for this lesson is just to finish
your illustration. So I want your
illustrations to be kind of boiling away in
After Effects using all the techniques that
we've gone through so far. So it should look like the
original illustration, but hopefully it's boiling
away as if it was alive. Don't do any actual
animation yet. Don't get anything moving yet. Because we're gonna be doing some animation tips next for you to keep in mind when you're actually approaching
the animation. So I'll see you there.
15. Animation Tips For A Drawn Look: Okay, So I went
through an animated, my illustration and
his final result. I wanted to keep it
fairly simple and ambient just to bring the
character to life a little bit, I didn't wanna do anything
too crazy movement wise as this class mainly focuses
on the drawn effects. In this lesson, I'm going
to be breaking down some of the techniques I use to
make my final animation. Like I said before, this is less of a full animation tutorial, which is too big a topic
to include in this class. It's more of animation
tips and tricks to help you keep everything
in a drawn style. That said, I will
quickly show you some of the fundamentals to
animation and after effects. Just in case anybody is
completely new to the timeline, I would highly recommend
keeping things very simple like I have
in my animation. I wouldn't go for any
crazy icon sequences at this time unless you're really comfortable in After
Effects already, like in the last lesson, I'm
going to be going through these one-by-one
kind of randomly. But I'll be including
the notes in the timeline again
for easy access. So we'll just do
a quick intro to the actual timeline
and After Effects, I know that we've done an entire affects class at this point, but I think it's still worthwhile talking about the animation timeline
a little bit. So if I just make a, make a new composition
24 frames a second, HD, and then I'm just going
to make a shape layer. I'm going to click up
here and make a star, a gold star, that
gold, gold enough. So this is the
timeline obviously. I mean, we animated
a little bit of texture before and we've been
moving the position around, but I'm just going to show
you a little bit more of how this works
in terms of easing. And we'll talk about keyframe,
keyframes a little bit. So you set a keyframe in After Effects by pressing on the stopwatch on the property
that you want to move. So if you want to
animate the position, then you hit the stopwatch
on the position property and then automatically makes a
keyframe for you that at the moment it's a linear
keyframes and this is a diamond. And let's say I want start
to move across the screen. So I'm just going to move
it over here and it will automatically change that
keyframe to this position. And then I'm going
to move forward. Two seconds, hit N for just at the end of my
preview range there. And I'm going to
move this across. Then you're going to
set a new key frame at the point in the timeline
where the playhead is. So if I do another one
here, if I lift it up, then we'll now go up and it's
made a keyframe up there. And then it goes back
down to our end keyframe. Let's get rid of
that for a moment. And I'm going to move these keyframes around
quite easily like this. You can just drag them around
to change their timing. Now, it's stay still for a little bit and it
moves forward and stops. So you can see that It's
moving in quite a linear way. The three different types of
keyframes are linear, eased, which is any kind of
curve that you might either it's faster or slower or something
like that, or hold. Hold means the key will hold that value until it
reaches the next one. So you can right-click on it on the keyframe and do
toggle hold keyframe. And now when you press play, the star will just jump from that position on this
key frame to the end. You can also press Control
Alt and click a keyframe. And that will toggle between
linear and hold frames. And if you select
multiple frames, that will do it on
multiple frames. And if you click on it, if you click and hold
Control or Command on a Mac, by the way, it will
toggle between an auto key and
linear and auto key. I don't think it does
anything unless you have more movement going on, but basically it will try and automatically iis between,
between the frames. I don't tend to use these
very much because I like to do animation manually. So let's just do the easy one, which is the most common ones. So if you select
your keyframes and to keyframe
assistant, easy ease. So now what will happens is
it kind of compresses these. You can see these dots up here. It shows you where the
in-between frames are. So when you have an easy ease, it will compress the frames
towards the keyframes. And as a result, the ones in-between
are spaced wider, so it will go faster in the middle and slower
towards the end. So now when we press Play, you get this nice smooth motion. And likewise, so
let's say we want to add a bit of
rotation on to this. So I'm going to hit Toggle
and rotation button. I'm going to go to the end of
the animation, so toggles, toggling it on their sets, a keyframe of this
current rotation. And we go to the end and
then we spin it around. Let's do 360. And now make one spin as, as, as, as it moves
across the screen. And if I click on both of those and go to easy ease again
so you can right-click keyframe assistant,
easy ease, F9. Now the fresco, now
at ease is nicely. It's doing a little bit
of a wobble because the anchor point is not in
the middle of the star. So you can actually fix that
after, after you do it, if you press Y or this button up here, why is the shortcut? You can actually move
the anchor point around. But it's a bit weird doing that after
you've done animation, because you can
move the keyframe, but it will see him. It doesn't move the
subsequent keyframe, so it will kind of move back. The end position of the
star is now different. Or the alternative is you
can go into the Shape Layer and go to the polystyrene
transform in the, inside the shape group. So if you go to contents, so this was specific
to shape layers. But if you go to Contents, open the poly star,
go to transform. And then because you've, because I drew it randomly on the screen or roughly
in the middle, it's not quite in the center. Actually move the position
inside the shape layer. So the shape layer is still
in exactly in the middle of the screen because it's
created in the middle of the middle of the composition. But the position of the shape inside the
shape layer is off. So you can hit 00 on that
to make it in the middle. And now the star is
perfectly in the middle. And when we press Play, it will spin without
having that wobble, even though that will
look pretty cool. But now let's just spins
perfectly straight. If you press on the layer that you've got animation
on and you press a you than it will just show you those
animated properties, which is pretty
handy when you've got tons of layers and you're running out of space
in your timeline. And one final thing to show you a bit more advanced
animation in After Effects, you can use the graph editor. So if you press this
button up here on the timeline that takes
you to the Graph Editor. If you've got some
keyframes selected, it will show you those keyframes
inside the graph editor. This is a little bit
unintuitive for beginners. I would say that this is
essentially a Speed Graph, so you can see how it's going slowly at the star and
then it's fast at the top. And then slow again. I mean, I guess it
is fairly intuitive. There's basically, there's two ways of representing this and every other program uses a
different method called, I think I don't know what
the proper name is for it. In some programs are
called F curves. You've got both modes
in After Effects. So this is called
the Speed Graph. And if you switch
to the value graph, then it shows you the
position in values. So red is x, green is y. So we're not moving in the wire, so it stays at the same
amount that X is moving. It's going up in value because the x position
is increasing. And also the rotation
at the bottom. This is the rotation down here. Rotation is increasingly
it's going from 0 to 360. So you can actually change that. So I'm going to switch back
to the speed graph because it's kind of easier. All the keys are
on the same level. You can actually drag these handles out to
increase your easing. So this will just make, be careful with this
because you can actually make it
misaligned quite easily, but you can increase that
so it exaggerates the 0s. So now we get really slow
at the start and then it goes really quick and
then really slow again. And that's essentially how all animation is done
in After Effects. You just set keyframes on different positions
and rotations or whatever you wanna do. And you can change
the easing with this. One last thing to say
is that you also get some handles in the
actual composition here. So let's switch back
to our regular view. Let's say you wanted
the path of the star to change during its movement. You can actually control the path movement as
a Bezier as well. These are called Bezier handles. I'm not sure if I've
explained that before, but that's just what
they're called. When you have a
spline like this, it's called a spline
or a path line. These are called Bezier handles. It's the same when
you're drawing the paths for your shape layers, but this is a motion path. So now when we press Play, the star will
follow that S curve that I've made and
make it a bit slower. So it's not so crazy. And I can make the S-curve a bit more exaggerated
so we can see more. There you go. Those are the
different main aspects of animation in After Effects. The first thing I'd
like to say is that my illustration is in
quiet, wobbly style. The illustration itself
is quite loose and the textures are nice
and there's lots of wobbles generally in the design. So it suits the
animation style to be quite wobbly to have also animated the head
going around slowly. And there's more, some
more subtle animation. So the face is quite subtle. So let's have a quick look
at their hands and I'll show you how to approach
the animation on those. I've got a separate compare
with just the hands in them. You can see they move
forward, fingers move. This hand comes forward. There's not, the character
is not doing too much. I've actually done
all the animation for both hands
just on one layer, one layer per hand. So if you, if I click on the layer where I've done
my animation and press U, that will show all the animated
tracks for that layer. And at first this seems like this seems
quite unmanageable, but you can see that
my keyframes are quite neat and organized. And the way I've
been animating this is by just selecting the
points and moving them, but it's pretty easy to work with if you're animating
things like this. So make sure nothing
is selected. Then you click on a path
that will just reveal all the points for the
shapes on that one layer. And then you can just drag it from any part of the screen
that's not on the path. You can just drag a
box selection here and make sure you're only selecting the ones that you want to move. So I don't want this one
That's part of the shoulder, but I do want this
one down here, so I'm just going to hold
shift and add to my selection. If you hold Shift and select a point that's already selected, it
will deselect it. And then you either can press
Control T or Command T, or you can just double-click on any one of these
selected points. So I'm just gonna double-click. You get this transform
tool up here. And this just lets you move. Scale, rotate, scale. There you go, anywhere you want. The one thing in
particular which makes us especially useful is
this anchor point tool. I can just move this anchor point down to
the where the risk would be, where the hand would
rotate around the wrist. And I can just rotate the entire hand like that
as if it was rigged. So this is a completely
unrelated hand. There's no rig going on. It's just a shape
that I've drawn. But this is actually a really good way to animate very complicated shapes
and after effects. So as long as you're
neat and tidy down here in your timeline, keeping all these
keyframes lined up, you can animate
perfectly well just by selecting the points
that you want to do. Moving the anchor point to the point at which you want them to rotate around, then
just rotate them. Transform technique
is really useful. Let's say you wanted to
just animate the fingers. So you can just select the finger and move
the anchor point. And then there you go. Sometimes your points might
distort a little bit, but you can always
just fix that easily. So now you can see that there's a finger
moving and so on. So you can, you can do this
for the whole arm as well. So let's say I actually wanted the whole arm to move so I
can select these points. You don't even have to select
the endpoints because you can adjust those later. It's very, very forgiving
animation technique. And then we go so you
can see actually that the whole arm is moving. One thing to keep
in mind when you're animating with
Posterize Time on, is that you, in my
particular case, working at 24
frames a second and dropping in using
posterize time to drop it down to 12
frames a second is that it will only
show every other frame. So you can see as
the hand is moving, you can see the parts move, but then the picture only
updates every other frame. And then in this
particular case, I've made this keyframe
on an odd frame. So you can see that the last
pose is not visible until you move off the keyframes to the next frame,
then it will redraw. So I would recommend
when you're making your keyframes to keep
them on the even frames. That way you are actually seeing the keyframe that
you're making rather than it's skipping over quickly. The only other thing
I wanted to say about this animation technique when you're animating with points, is that it will move
in a straight line. So all your points will move in a perfectly straight line to there from the start
till the destination. And in this case the hand, if you're rotating around
an elbow or wrist, those parts of the limbs
should move in an arc really. So it should actually
come over like this rather than going
in a straight line. And the way you can
combat that by, for example, setting a
keyframe in the middle. So if I grab all my
hand frames, again, maybe I should make
something that's a bit more pronounced so that you can actually see what
I'm talking about. Let's say this is an
arm and I want to animate the services,
the hand end. I want to animate
this going from a bent arm to a
straight arm like this. And when I scrub
between, you can clearly see that the arm is
shrinking and then growing. And you don't really want that. So one way to combat this is to just set a keyframe in the middle
where it's longer. And that way you get
this arc appearing. But you can see now it's
kind of a triangular motion. So it's looks correct
in the middle, but it's still a
straight line between now that middle point
and the end points. Then you can try adding in
more, more in-between frames. And it's kinda looking better. So it's getting a bit
more arc, arc like there. But this is the problem. So you don't really want to be saying tons and tons of
key frames like this. So if you're doing a
lot of animation that requires a very noticeable arc, then you might want
to start looking at other ways of rigging this. Otherwise, your animation is
going to get really messy. But if you only have to do this one time in an
animation and it's quite quick and also posterize time and also some
distortion on top. It all kind of helps to
hide those mistakes. But if it needs to be really
smooth and you need to really see that a
slow arcane movement, you're probably going to
want to somehow rig a null here to create
this rotation. And I'm going to
talk about how to connect your points to null. This alternative way of
animating with paths. And that's to attach your
points directly to nulls. So I'm just going to talk
about this very quickly. I don't want to get
too much into this, but this is essentially how
you would rig shape layer, a character that's made
out of shape layers. So I'm just going to
make essentially an arm. So this is a limb we're
going to work with unless, say, like I was saying before, this problem where you, let's say you want the
arm to start like this, and you want it to go
straight like that. But you're getting this
squashing or let's say, let's do it even
more extreme example is you want it to go all
the way down like that. Then you've got some
major problems. So I'm going to select this path and I'm gonna go to Window. And this is the one that's
built into aftereffects. It's called, you go
to Window and you go down to create nulls from paths. And when you click
that, you should get a little window
that pops up like this. Create Nelson pastors
got a few buttons, so there's few different
things you can do. I'm just going to dock it to my window here so
you can see it. So I'm not actually
going to use this one. What I am going to use is one called create nulls
from paths extended. And I think this is, you
download this separately. So if you Google. Create nulls from
paths extended. You should be able to
find it pretty easily. And only just because it's
got a few more options. I don't know if we're going to use these options right now, but I just wanted to point
out that this one exists. And if you're going to use
this thing called scripts, then I would use this
one rather than this one because this one will just give you more options
in the long run. So I'm going to do a
very simple example. If I ever get around
to doing my artworks rigging class, I might
come back to this. So what we wanna do is we've got this path and we want to
animate this path using nulls. So we want points follow nulls. So this
is what we want to do. So I just clicked the path
that I want to apply this to, and I click points follow nulls. And now it's made three very useful, perfectly placed nulls. And it's automatically linked to this path to their positions. So now I've got control of this. And obviously I can't just animate the position
of this like this, because it does the same thing. I mean, you could
actually, I suppose, animate this in a curve now
that you could do this. So that's now working, but that's a way. But it's not the best way. The best way to do it is to not animate the position
of this at all. And just parent this
null to this null. In my case, it's null three. And I'm going to just
parent that to null to using this pick whip, parent pick whip here. So I'm just going to drag
the pick whip from node three and I'm going
to pick whip now too. So now you can see it's got
null to in the parent link. So now when I move null to
null, three moves around. But what we actually
want to do is we want to rotate
around that point. So I'm going to click on the rotation keyframe and switch the Keyframing
on for rotation. And I'm going to just rotate this all the way
around like that. Now we have our path following a perfect arc and we can add a bit
of easing on that if we want to select both
keyframes there and I trust F9 and they'll put an
easy ease in going into a bit more of an
advanced animation place. If you click on
this button here, which is the graph editor, this will give you access to the amount that these
things are easing. So at the moment that's
the default ease which has already
come looking nice, but it looks a little
bit computer generated. You can select these points. And if you pull these out, this is a velocity curve, but I won't go into the ins and outs of
that at the moment. But if you exaggerate this, then it has an even more
exaggerated curves. So this is feeling really nice now if you make
them a little sort of slightly asymmetrical and then it feels a little
bit more natural. So we have a really fast
start and a nice slow end. One other really useful thing when you're dealing
with strokes as well, which is worth mentioning
is Trim Paths go to your shape and you
have a path like this, like a stroke on a path. And you want to make it shorter but keep the
path length the same. You can actually draw a
shorter stroke along a path. And to do that, you go
to your shape layer, open up your shape, click on the shape within
the shape group. And then go to Add here, this click, this little
drop-down and go. There's a whole bunch
of other things. It's worth exploring
here, but I'll just talk about
chimpanzees quickly. Click on trim paths,
open that out, that will be added
to your group. Then you have a Stan, end controllers and offset. And if you bring
the n down a bit, it will make the stroke shorter. And the offset War make it
run along the stroke as well. So that's really useful in
loads of different situations for animating with
shape played strokes. Just a quick look at how
I animated the rain. It looks very kind of chaotic, but I think it suits the style. I just moved the layer down one, so I actually duplicated
the number of raindrops. So you can see there's way
more there than you can actually see an image
when I select it. And then I just moved it down
by one raindrop every time. So it just kinda had
this flickering. The rain is changing every frame kind of feel on
the texture layer. I just put a mask so
that you can only see the raindrops that
are within that mask. Then I did that by just
selecting on the Rectangle tool. And if you've got
a layer selected, then you can just remove
that mask for a moment. If I put a mask on here. And then now it's only
revealing the raindrops. And because the rain is
moving down by one layer, right by one row of
raindrops every single time. That's what it's been reading. If I show you the whole layer, you can see that
it's just looping, going up and down like this, but you're only but I'm only
revealing a section of them. So it just looks
like they're sort of a continuously
falling raindrops. Flickering pattern. Also wanted to show
you the shooting star. The star itself is just one
of these styles and I've just animated it moving in an arc like this in
a very simple way, simple keyframes and
bit of rotation. And I've just parented
trail directly to the star. And the trail is very simply, it's just full path and
it's got on the stroke, It's got the dashes
effect again. So like the dashes that I made for the size of the borders, you can see here on these sides, on the left and right, I used
the same technique again. And I'm using animating
the offset here so that I can just animate these
streaming out of the star. I don't even think you
see it because it's so quick that you might necessarily register that the dashes are moving away from
the star, but they are. So if it was slow enough,
you'd actually see it. I think it kind of adds something for sure
to the movement. You can just do something
that's very simple. So I would say just
keep it simple. If it looks simple,
keep it simple because it doesn't need
to be complicated. Amazing. So I hope
these tips will help you cross the finish
line in this class. Your final assignment
is to finish off your illustrations by
getting something moving. Whether it's just a few
little ambient movements like the cloud's going past, rain coming down, the characters blinking,
looking left or right. Something subtle like
that would be perfect. Whatever you make, I'd
really love to see it, so please post it in
the class projects. I occasionally run competitions
that involve posting of class projects so you don't want to miss out on any prizes.
16. Class Wrap Up : Congratulations, well done
for completing this class in how to create hand-drawn
styles in After Effects. A massive thank you to everybody who's watching through
till this video. I hope you found it useful and I hope you learned
something today. Let's quickly take a moment to recap all the steps we
took in this class. First, we did a rundown of some of the main
terminology that we'll be using to recreate handmade
effects in after effects, including things like
boiling and working on twos. Next, we explored some different illustration styles
and discuss what would work well
when animating in After Effects and what
would be more challenging. I also showed you a couple of real-world examples
where I'd worked on projects using
these techniques to create a handmade effect. We then went through
prepping and importing artwork from
different sources, including Illustrator, Photoshop, and just
regular flattened artwork. And then we went through
After Effects and set up our composition is nicely
ready for animation. We then went ahead and use
those textures to recreate the strokes and the color fills from an existing
illustration. I added some extra effects
like turbulence displays, roughen edges and posterize time to really sell
the handmade field. I took you through some extra
tips and tricks to keep in your back pocket when
recreating your illustrations. And finally, I took you through some animation
techniques which will help you really lean into
that handmade feel amazing. So I hope you found that
useful and you've gone away with an extra healthy portion
of After Effects knowledge. And I hope that
you're able to use that knowledge to create some illustration styles that you can now animate digitally. Please post your own results. I'd love to see them in
all their boiling glory. I also run the
occasional competition which normally involves
the posting of projects. So if you don't
want to miss out, please post your projects
and also follow me so that you can get
the notification when a competition starts. If you've got any
problems with the class, if there's nothing
that's not clear, I'm always happy to help
and let me know if there's any techniques that
I didn't cover that you would find useful
for your illustrations. I'll try my best to help
you out in any situation. Once again, I'm Russ Ethernets. You can follow me
on social media at Russ underscore Ether. I'm usually on Twitter
and Instagram. And you can also subscribe
to my YouTube channel where there's a load of
extra free content going up. Thanks again, and I'll
see you in the next one.