Easy Animation for Illustration: Using Duik in Adobe After Effects | Kay Leathers | Skillshare
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Easy Animation for Illustration: Using Duik in Adobe After Effects

teacher avatar Kay Leathers, Illustrator/Designer for Motion Graphics

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      2:03

    • 2.

      Project

      2:09

    • 3.

      Introduction To Duik

      5:35

    • 4.

      Import And Prepare Layers

      9:20

    • 5.

      Adding Wiggle!

      9:59

    • 6.

      Adding Swing!

      9:58

    • 7.

      Applying Automations

      8:25

    • 8.

      Automations With Keyframes

      7:56

    • 9.

      Advanced Automation Tips

      11:07

    • 10.

      Export And Upload

      7:44

    • 11.

      Conclusion

      0:59

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About This Class

Want easy, quick animation techniques to jazz up your illustrations on your socials? 

In this class, you will learn how to transform your illustrations into exciting animations with just a few clicks! Using some cool automations, we will add a bit of wiggle and swing and make your illustrations... dance!

In this class you'll learn:

  • How to download and install Duik Bassel.2 in Adobe After Effects
  • How to prepare your illustration files ready for animation 
  • How to apply the ‘wiggle’ and ‘swing’ to animate different parts of your illustration
  • Super handy tips for adding that extra magic to your animation workflow and the animation itself! 

You’ll be creating:

  • A short video and GIF of your new animated illustration to share with the world!

This class is for all levels: whether you’re just starting out with Adobe After Effects or you’re an animator who’s looking for ways to speed up your animation workflows. 

What you need: 

  • An illustration to animate. This can be an illustrator file or a photoshop file. If you use procreate, be sure to export to PSD so you can use it on your computer. 
  • You are also more than welcome to use my bug files if you don’t have your own illustration. I have provided them for download in the ‘RESOURCES’ folder.
  • Adobe After Effects to animate with. 

So if you’re ready, let’s get started!

Psst... If you'd like to know how to create your own set of vector characters, check out my previous class: Illustration for Animation: Cohesive Characters in Adobe Illustrator

Meet Your Teacher

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Kay Leathers

Illustrator/Designer for Motion Graphics

Teacher

 

Hi there!

My name is Kay and I’m a London-based Illustrator and Designer for Motion. I find inspiration in oddities, individuality and humour.  I can’t help myself when it comes to drawing cute, sometimes irreverent but always lovable characters!

I work a lot on animations, which I love, working closely with creative teams and animators to brainstorm concepts, create storyboards and build assets and characters ready for animation.

 

 

Courses:

It's here! New course out now!

Animate Illustrated Text Stickers using Procreate and Adobe After Effects

Create awesome animated stickers from your illustrations - An easy-to-follow guide to illustrating text stickers in Procreate, taking ... See full profile

Level: Beginner

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Transcripts

1. Introduction: [MUSIC] Hi there. I'm Kay Leathers, an illustrator and designer for motion from London, England. Are you an illustrator on the lookout for new animation tools to add to your illustration tool belt? Perhaps you're looking to breathe new life into your existing illustrations with a bit of motion, or maybe you're an animator looking for ways to improve and speed up your workflow in After Effects. If you answered yes to any of these questions, then you're in the right class. In this class, you will learn how to animate your illustrations with just a few clicks using Duik. Duik is a free animation tool set for After Effects. It has this amazing panel of automations which you can apply to the position, scale, rotation, and opacity properties of a layer to achieve different effects all at the touch and slide of a few buttons. No complicated expressions and no need for a single keyframe unless you want one, of course. I love looping animations and GIFs. They look cute and differentiate your illustration work online when attracting clients. Animations are more likely to hold audience attention for longer, meaning an increase in engagement too. For this class, you need an illustration to work on. One way you'd like to affect one or more layers with my favorite automations, Wiggle and Swing. This can be the wiggling movement of the people in the eye, the swing of the wing, or like some of my favorite work, using the effects on simple background elements like these stars. If you don't have an illustration of your own, never fear. I've provided the same character files that I use in the resources folder, so you can follow along with me. By the end of the class, you'll have an animated loot to share with the world and valuable new tools to take into future projects. I was really excited when I discovered Duik automations and I can't wait to share this brilliant tool with you. If you're ready, let's get started. 2. Project: [MUSIC] For this class project, we'll be animating in Illustration After Effects using Duik automations. We will specifically be focusing on the wiggle and the swing automations, two of my favorite and most useful effects. The project for this class is simply to share your final animated video on the project gallery, either as a GIF or an uploaded video. In this class, we will learn how to download Duik and prepare our files for animation, apply the automations, wiggle and swing, to parts for illustrations, and learn some super handy tips for adding that extra magic to both our animation workflow and the animations themselves. For this class, you can use any illustration you have or will create in Adobe Illustrator, Procreate or Photoshop. There's really no rules on what you can and can't wiggle or swing. Depending on what illustration you want to use, I think it's a good idea to think about what layer you can affect and what property. The properties you can affect on your layers are position, rotation, scale, and opacity. For example, will it be the rotations of pupil in an eye, the swing of the wing or hair or even legs? Will it be all the properties of a layer like this frantic star? You may be coming here from my other course, illustration for animation, cohesive characters in Adobe Illustrator, where you will have created a set of characters for yourself, in which case, use those. If you haven't seen this course yet and would like to know how to make your own characters, check the course link in the description of this class. Either way, you can find plenty of adorable characters in the resources file just waiting for you to animate them. Once we've made our animation, upload your final files to the project gallery so you can share them with our community here on Skillshare. I love seeing the projects there and it gives me the opportunity to comment and share student work. Now, if you're ready and raring to go, we'll need to download Duik fast. Let's open up our Internet browser to get started. [MUSIC] 3. Introduction To Duik: [MUSIC] In this lesson, we'll be learning what automations are and how to install Duik to After Effects. After Effects is an amazing program. Rather than animate every frame like we do in traditional animations, we can just tell After Effects to move an object from point A to B and it fills every frame for you. Automations take this a step further. Instead of moving from point A to B, automations can define the way that object behaves on its way there. After Effects provides many different ways for automating processes. You can automate animations with expressions and scripts. If you're an animator looking for a deep dive, definitely look into expressions. They will change your life. For this class, we're very fortunate because there's an excellent tool available that's full of ready-made scripts, Duik Bassel.2. Duik has this amazing panel of automations which you can apply to properties to achieve different effects or touching slide of a few buttons, rather than looking at complicated expressions. In this example, I've simply put a wiggle automation on the rotation of this star, leaving this awesome effect. [MUSIC] Now we're ready to download Duik. If you go to your favorite browser and type in Duik Bassel 2, or probably just Duik, it will likely be the first result on there. Made by the lovely people RXLaboratory, Duik has loads of features other than the wiggle and swing functions I'll be showing you in this class, so feel free to have a read of the homepage. Maybe watch the show real so you can explore the full magic of Duik. But for now, let's click the Download button here. That will take us through to the download page. Now, amazingly, Duik is a free plugin for After Effects. I really recommend that if you find it useful, which I 100 percent guarantee you will, then you donate a little cash to the developers if you can, but no pressure. Let's try it out first and see what you think. Let's click "Download" and wait for it. Once that's ready, let's show it in the Finder. Let's extract the zip file and open up the folder and here you'll see script UI panels. Then we go to a new Finder window, open up our applications, find Adobe After Effects in there, go down to the scripts folder, and you'll find a matching folder called script UI panels there. Go back to the Duik folder and just copy the script over by dragging it into the After Effects panel. Now I already have it here, so I am going to stop that and not replace it. [MUSIC] Now it's installed. Let's open up After Effects and set up our workspace. If you go up to the top here, click on default workspace. If it doesn't look like mine, you can just reset it here and your workspace will look like this. To find Duik, let's go up to the window tab at the top. If we go all the way down to the bottom of the list, you will see all your scripts there. We click on Duik Bassel and this little floaty window will pop up. We can set that in our workspace so it's not floating around anymore. We click on the name and then we can just drag it to wherever we want it. Personally, I like it over here on the right and then we can just resize it as we need. Inside the Duik panel, we have lots of different sections. We're going to be looking at the automation section, which you can find here, symbolized by the COG and the arrow, or you can find it at the top here. There are loads of automations inside this panel, but the ones we're going to look at and the ones I love are wiggle and swing [MUSIC]. Now we've downloaded, installed, and checked that Duik is all present and correcting After Effects, we will need to prepare an illustration file ready for animation. I've provided my bug characters in the resources and I'll be using the bee file if you want to follow along with me. If you followed along with my last class, we ended with an AI file like this, with these six layers. Now I've made a new file where I've given it a larger artboard so I can animate all the background leaves and I've divided the bee into more layers after decided to animate a lot more of my illustration. For example, the pupils will be animated so they're now separate from the eyeball. The legs will swing and so they're on their own layers and then I'll separate the wings and leaves and I save this as 4A. If you'll be using your own illustration for this class, open up whichever program you have it in and make sure you have all your pieces on separate layers. The rule is, if you want it to move, stick it on a separate layer. When your file is ready, save it and we'll start our housekeeping and After Effects. I'll see you there. [MUSIC] 4. Import And Prepare Layers: [MUSIC] In this lesson, we will prepare our illustration into layers for animation. This is what I like to call the housekeeping part of the process. [MUSIC] There are a number of ways you can import your files. My favorite is to right-click the project panel here, or you can go up to File then find Import on the list. Of course, the quickest way is to use the shortcut Command I. Whatever works for you, then out pops our final window. For me, this conveniently open the character folder where I can find all the illustrator files. Here I've got my prepared for Ae files. Now in the input as drop-down menu, we want to select composition rather than footage so that we can access all those lovely layers. Once it's loaded, we'll see the file appear in the project's panel on the left. The top one is our composition and underneath is the folder with all the layers of separate Ae files. This is useful if we need to change something later. But we've probably made it perfectly in the first place, so let's close that and open up our composition. Here we'll be able to preview our illustration. Let's check out our composition settings. Here, the measures of the art board are the same as we had in the illustrator file. Also the frame rate. I like to use 24 frames, just like traditional character animation. Underneath that we have the duration of our animation. I've set it to 10 seconds here and you can adjust it to whatever length you prefer. I will also show you how to adjust this later on. Finally, we have the background color. This is the background of the art board. If you already have a background on your illustration, it won't really matter. Here, if I turn off the background layer, you can see that that black background shows, but it's just going to be our blue background anyway. [MUSIC] We should probably save it at this point. Just go to "File", "Save As," and I'm saving it in the After Effects folder of my project. Let's save that as Bee animation 01. Just in case we have more copies, we can save as 02, 03 and click "Save." Let's begin our housekeeping. The first stage is to color our layers. That's really going to help us later on to differentiate between them when we're animating. I'm going to start here with the background layer. I'm just going to give that no color and then lock it so I can't move it anymore. Then we can group the leaves together, pick a nice dark green for them because they're green and I'm going to lock those as well. Then the wings, I'm going to go for yellow. Obviously when you're coloring your layers, you can choose whatever takes your fancy. It's just really to find them later on. I'm going to continue coloring my layers here. [MUSIC] I'm going to put the eyes together even though they're not next to each other in the layers, and put the pupils together as well as a nice bright fuchsia color. [MUSIC] Now we're getting to the second step of our housekeeping, and the second step is parenting. At the moment, each part of our bee here is on separate layers and not connected to anything and you can see that here. I can drag it around and nothing is moving with it. Unfortunately, it's breaking my bee a little bit. We need to parent the layers that would naturally be attached to the body layer. Let's start with the head shape here. We can use this pick whip, which says parent pick whip and click and drag it over to the body layer. Now when I move the body, we can see that the little head shape is attached. We're going to continue that for the rest of the parts that are attached. The stinger we'll pick whip that. The legs, click more by holding Shift and parent tip, and the wings. If you're not sure which layers to connect, just think about where they're physically attached. We can move the body and everything looks good. It's attached in the right places. It's another way to check. Then we've just got the parts for the face. Now I'm going to connect those all to the head shape. We've got the mouth to the head shape and two eyes which I'm going to select with command and then we're going to pick whip both of those to the head shape. Now the pupils, I'm actually going to connect to the parent eye. Pupil 2 to eye 2 and pupil 1 to eye 1. If I move the eye, you'll see that the pupil moves with it. Let's just check that all of our layers are connected and if we check here, we can see that it says none in this links column. The bonnet isn't quite connected yet, so let's connect it to the head shape. Let's just check that by moving it around, giving it a little rotate. Doesn't it look cute? We can check the rest of the layers. Body says none also but we don't need to parent that to anything and the leaves in the background also say none. They don't need to be parented either. That's it, our parenting is all done. [MUSIC] Now the final stage before we start using our automations is to make sure that our anchor points are in the correct place. Now each layer has its own anchor point. The anchor point is where the layer will scale or rotate from. In order for your character to move correctly, you may need to adjust your anchor points on each layer. To demonstrate, we're going to use the wing. Here I open up the wing and go down to the Transform menu and then we'll use the rotation to see where it's rotating from. Now you can see that it's rotating from the middle. Now we know that the wing will naturally flap from where it's attached to the body, so we'll need to move the anchor point. To do that, we'll need to get the anchor point tool. It's also known as the pan behind tool, which is just up here. We can click here or we can press Y to get to the shortcut of that one. We'll need to just click and drag the anchor point down to the bottom of the wing. If I pop the anchor point up here and rotate it, you'll see that it now rotates from that point instead, which might be useful for your own character. But for mine, I need it at the base of the wing, so I'm just going to pop the anchor point there and let's test it again. Now we see that it's rotating from the correct point. Now when we get to animating this layer, it's going to be all ready for us with the anchor point in the right place. Now we're going to repeat that for the second wing. If we click here and just use Y to move the anchor point. Then I've got another shortcut for you. If you press W and hold, it will access the rotation tool really quickly and you can just test the area. That shortcut is really good to know because otherwise you have to keep going back and forth from the menu and it can be really slowing down your workflow. Remember W and hold. If you just click W, it will stay in the rotate tool and then you'll have to go to the selection tool V to unselect it. Now I'm just going to whiz through and correct the anchor point on the rest of the layers. [MUSIC] With the stinger here, I'm just testing a few different areas. It's good tactic to just move the anchor point, give it rotate, move it again just to check where it looks best from. [MUSIC] I'm just testing out the head here. Although it looks okay from the center here, I'm just going to move it behind the mouth. If you put the anchor point there behind the mouth, it's going to feel a little bit more natural than in the middle and that's it. All my anchor points are all fixed up and in place, ready for animation. [MUSIC] Now that we have our file prepped, we are ready to start adding our automations. Let's get to it. [MUSIC] 5. Adding Wiggle!: In this lesson, we will use direct Wiggle Automation. Wiggle is a very handy automation as it can add some random movement to the position, rotation, opacity, and scale up any object in your Illustration. I use this one the most and I'm sure you will too. [MUSIC] You'll be able to find this in the resources folder as well. If you press "Command I" to import, find the banjo-star illustration and open that. If you choose composition and layer size and then click "Okay". Double-click to jump into the composition, lock the background and just give your star layer a different color. Now in order to use the wiggle automation, if you click the drop-down here, and under the style menu, we can find all of the layers properties. We've got anchor point, position, scale, rotation, and opacity. Wiggle can be applied to each of them, a combination, or even all of them together. Let's have a little test on position fast. Make sure you select the property you want to apply the automation to, and then just click "Wiggle." Right away a few things happen. First, in the effect controls panel, you get an interface with some controllers called position wiggle. Second down at the Layers menu, you can see corresponding values which have been marked red, which tells us now that the values are being controlled by an expression. Don't panic, it's all done by Duik and you can just ignore it. If I click the space bar to play, nothing happens. That's because we need to change our amplitude and frequency at the moment they're still in zero. But as soon as we start playing with the numbers, you can see the effect straight away. Hurray, we have Wiggle on the position of the star. The way it works, the star is following an invisible path and when we increase the amplitude, the path is scaling up. When we increase the frequency, the star will go along that same path, but even faster. The next control we have is loop duration, and the asterisk stands for seconds. This automatically takes the duration of your composition. In our case, that 10 seconds, so it says 10 here. This will magically create a seamless loop of 10 seconds. I'm going to slow it back down so you can see it better. Notice when the playhead is going from the last frame to the first frame, it keeps on moving in a seamless path without any interruptions. Let's just delete those controls and then to get rid of the expression, we need to Alt-click on this little stopwatch. This is how you can clear out any automation that you don't need anymore. Next, let's try Wiggle on the scale property. Select scale, then click "Wiggle." Now let's add some numbers and see what happens. That's unexpected. The star is squashing and stretching in a very weird way but don't panic. Here we have this link dimension checkbox. If you click that, the horizontal and vertical scale will wiggle together and maintain the layer's ratio much better. Feel free to experiment with amplitude and frequency to get different results. Like before, we'll need to Alt click to delete the expression from the scale property. Next, let's check out Wiggle on the rotation, select the rotation property and click "Wiggle". A good starting point is 100 on amplitude and one on frequency, and then tweak it depending on the look and feel you're after. Once again, delete the controls and clear the expression with Alt-click. Last but not least, let's try it on opacity. Select the opacity property and click "Wiggle." Add our starting point values and then play around. If we just speed that up a bit, it will be more noticeable. It will seem like it's shimmering or flashing like a twinkling star. You could use this effect on fairy lights, candles, any lights really, it's a super quick way to add interest. Now in case you're wondering, let's apply Wiggles all of them together. You will have to do it one by one, otherwise, you may run into some issues. Keep it simple click one at a time and then add wiggle. Then we can adjust the controls make sure you just check in the scale controls that you've linked the dimensions like before and drum roll, we have an entire loop with tons of details with just a few clicks, no keyframes whatsoever and it's looking pretty good [MUSIC]. Now, a good practice before making any of your characters move is to look at some good reference footage. You can act it out if you can all find videos online to observe. It's always best to take examples from the real world and then try to inject that into your animation. This will make your characters more convincing, more natural, and appealing. It doesn't have to be realistic, but it should at least be inspired by the real world. I found this footage on YouTube and I was specifically looking for a moment whether bee is hovering. So here we can already see how the bees wiggling around in space and how her whole body is rotating from the wings. I noticed the way that the legs are hanging softly from the body and a little random motion on the antenna. If you have your reference handy when you tweak your automation that can inspire you and guide you through your work. The greatest anime series of all time do it and so should we [MUSIC]. Let's try to add some wiggle to our bee to imitate that hovering motion we saw in the reference. And since everything is following the body layer, we should apply the wiggle to the position property of the body. Toggled down under Transform select position and click "Wiggle", add the starting point values, and begin tweaking the behavior. I know that I want the frequency on two, but you can try different numbers and see how you like it on your own character. Next, let's select the rotation and click "Wiggle". Add some rotation to the mix, but we'll keep it subtle this time. This is where I wanted to get back to the seed that I mentioned before. Right now, you can see that position and rotation move together in a similar manner. It's okay, but it looks a little stiff to me and I want to show you how we make it more loose. To explain that, I'm going to jump back to my style composition. Click the layer to see the controls and dropped down in the details menu. Here we have three controls. The first one is complexity. I'm just going to play this in the background so you can see it live. When increasing the complexity, imagine it's adding details and noise to that existing path the star style traveling on. The star didn't change its main wiggle, it just added a shape to it. When I increase it to five, you can really start seeing that shake. The second control here is the multiplier. This is how big those details and noise are going to be on that path. It's taking the noise from the complexity and it's multiplying its influence. That's super sensitive so make sure you keep it in small increments. This can get crazy pretty quickly and sometimes that might be exactly what you're after. The last one on here is that random seed. The star is assigned a path and the position is following that path. Each seed number will assign a different path. So you can use any random number and look for a path you're pleased with. That's what I'm going to do with the seed of the rotation on our bee. Here we are. It's worth mentioning that when you click "Wiggle" in the Duix panel, we use the layer number as the seed number. This is layer eight and our seed numbers are both 82. So in order to make our bee feel more loose, we're going to add a different seed number to the rotation wiggle on that layer. We can pick a random number. I'm going to go for a 108. Let's have a look. Yeah, that looks great. You can make movements look much more realistic by just changing out the seed number when you've got two, wiggle properties on a layer. I think I'm happy with how that looks now [MUSIC]. Now we've added position and rotation wiggle to the body. You can add the wiggle effect to your own illustration and tweak the details until you have movement that you enjoy. If you did try on the character, why not try background detail as well? In the next lesson, we will look at the swing automation. [MUSIC] 6. Adding Swing!: [MUSIC] In this lesson, I'll be showing you how to add the swing automation to layers in your illustration. As the name suggests, this automation makes things swing, just like the swings we see here. They are moving back-and-forth irregular pulse. Another example is a clock pendulum swinging. Every swing back and forth marks one second like the frequency will encounter in the swing automation. Let's dive into our simple example. In the resources file, I have this cute little cat clock that I designed, and you're welcome to follow along with me here. Double-click to open the composition. Here we have the background layer, the tail layer, and the body layer. I'm going to lock the background and body layers because they're static. I'm going to color my tail layer in orange and that will make it more visible in the timeline. As we saw in our reference, the clock pendulum swings back and forth, but it's connected to the center of the clock. Let's sort out our anchor point here so it looks just like the reference. Let's click y or select the anchor point tool up here in the tool menu, and we'll place the anchor point where you think the piece is hanging from, somewhere around here I would say, pretty close to the center of the clock, not at the edge. Now, when I test, it seems to be working as expected. We're ready to go. Select the rotation property in the panel here and click the swing automation in the Duik panel. Like before, we get new controls in the effect control panels. We have the familiar amplitude and frequency. Let's start with some small numbers here and see how this affects the tail. Yeah, that's exactly what I was hoping for. Notice how when we get to the end, it loops perfectly even though we don't have duration control here. We only have the frequency option to work with. For example here, if the frequency is one, it means you get one full swing, which is left to right every second. If your timeline work area is set to rounded seconds, your loop should look seamless. If I drag the work area to two seconds, we can see here it should loop perfectly and it does. But even if it's a few single frames less, we'll see that the tail then jumps in motion. As a rule of thumb, I would always go for round seconds and keep the numbers nice and simple. If you double the frequency as two, it's still going to work because you get to swings in every second; left-right, left-right. But what if you want it slower, say 0.5. This means it will move a quarter of a swing per second, which means it would take two seconds to complete a full loop. This means that multiples of two will work, so 4, 6, 8, but our three here or any odd number in fact won't. Let's just check that by dragging this to four seconds and seeing if the loop is seamless. Yeah, it works. If you absolutely have to use an odd number, however, you can work out what your number is divisible by. Say, for example here, three seconds. I know I can divide it by 1/3. I'm just going to change that to 0.333 recurring, and it should work. Now we've done that. I'm just going to set everything back to normal and let's move on. Let's look at one more setting, the offset. If we go back to the playground swings, we can see that they move in a similar way but their timing has some offset. That is exactly what the setting here is going to do. To demonstrate on the cat clock, I'm going to duplicate the tail layer using Command D. This gives us another tail with the same swing automation and same controls. As we can see from the matching values here, both tails are moving in unison, which means you can't really see the back one at the moment. Now, if I dial that offset up a little bit and put the opacity down just to make sure we can see which one is which, you can see that they move the same but with some offset. Essentially, what we did with the offset was move that starting point of the swing. [MUSIC] I'm guessing if you're still here, you have something on your character that you want to swing to. Grab that layer and we'll apply it now. I'm going to swing the wings. Let start with wing 1 first. I'm going to loosely base the wing movement on our reference, but I'm going to stylize the movement slightly. Let's go inside the Transform menu and select Rotation. Then select the swing automation. I'm going to let this play while tweaking the values so that we can get real time preview. But I see that the wiggle on the body is going to make it hard to focus on our wing. There's a cool trick that we can use to temporarily pause the automation without having to delete it. Just go to their property with the automation, toggle down the little arrow, and you'll see this little icon with two lines. This is like an on-off switch for the automation. When you click it, it goes gray, which means it's disabled until you click it again. I want to disable the rotation automation too, and when we're done working on the other parts, I'll come back here and enable it again. Back to our wing. Press "Play" and let's add some amplitude and frequency. I like to start with 10 and one and just tweak it from there. Seems like the movement could be a little bit bigger here and the speed a little bit faster. That looks good to me for now. Let's add the same to wing 2 here, click "Rotation", add the swing. I'm just going to match the numbers from wing 1 there because we know that when wings flap, they're meant to be a little bit symmetrical. Let's see if this going to work when I play. No, it doesn't work. I see, because they are moving exactly the same and what we actually need is for them to move opposite to each other. That's super easy to do. All we need is to make one of them negative on the amplitude. They still rotate 20 degrees, but in the opposite direction. When we play it now, we get a nice little flapping action. Now, it's not perfect, but we're almost there. The wings are going too far and they actually overlap at the top. The great thing about these automations is that we can always go into the actual property and just adjust it without interfering with the movement. I can drag the rotation to get the wing to rotate a little further from the center. Let's say 20 on wing 2 and minus 20 on wing 1. Let's play that. Yeah, that looks a little better. I like it. Just wondering if like can make it feel a little bit more loose with some offset like maybe 10 percent. I'm just trying some stuff out to experiment and find the look and feel I'm going for. You can feel free to make your own adjustments and make the choices for your character. Maybe your character is a bit more frantic and in a hurry, so you might want very speedy wings. Or maybe it's super tired so the wings can be slow and lazy. This is where you can use this technical tool in a creative way and put your own story into the motion and into the character. Remember, it's great having great tools, so don't get caught up on technique. At the end of the day, you need to keep your eyes on the story you want to tell. I've tried some different numbers, now I've ended up on this. Now, I'm done tweaking this wing on the wings. I'm really happy with it and I can go back and enable those automations I had on the body of the bee, and we can see how everything's working together. Here we are. It's just going to buffer a little bit. There we can see that our bee is now flying, doesn't it? Cute. [MUSIC] In the next lesson, we're going to look at more examples of using the wiggle and swing automations. [MUSIC] 7. Applying Automations: [MUSIC] This lesson, I'll show you how I use the wiggle and swing automations on the rest of my bee to complete the animation. Let's start with our stinger here. I think it should be a wiggle on the rotation because I don't really want it to swing around at constant speed. So let's click "Rotation" and click on the Wiggle automation. Let's start with our 10 and one base values. We'll just play that to see how it looks. There we go. It's a little bit slow, so let's just adjust that to two and the top one to six. Let's check that out. Yes, a bit faster but just a little bit less of the movement. Now, let's do the head. Let's open on that head shape layer and we'll click on the Rotation. Let's go with our 10 and one as a starting point, 10 on the amplitude, one on the frequency, let's play that. Let it render a little and nice. I like the speed but I want it to be a bit more interesting, so I think I'll add some details. Under the Complexity menu, let's put two instead. Yeah. That looks a little bit more interesting. I think I'll leave it like that. You can obviously make different decisions according to your character's personality. If you want the character to be more neurotic, you can have faster movements and details to match. Or if it's a bit more chilled and just having a nice day like mine, you can keep it slow. Now, let's move on to the legs. Open the Transform on each of the leg layers. You can do it by selecting them all and then opening Transform. On this one, I'm going to use a swing on each of the legs and I'm going to offset that just like we saw on the cat clock with two tails. Hopefully, this will give him a happy go lucky bee attitude. We will add swing to the legs rotation property here. We've already fixed that at the anchor point, so this should be quick and easy. Click, "Rotation and swing," on the other two legs. Then let's just try it out on number 1, we'll put our usual frequency and amplitude in there, so 10 and one. Let it render. Let's have a look at that one. Yeah. That's a happy little leg. It's just a happy little leg. Maybe we'll just have a tiny bit less so it's a little less distracting. Yeah. Eight looks good. Let's copy those figures over to the other legs. Eight and one on Leg 2 and on Leg 3, eight and one. Let's play. I like the swing but it looks a little weird because they're all moving in unison, so we need to apply that offset. If we go to Leg 2 and we'll offset that by 20 percent. Then Leg 3, we'll offset by 30 percent and then we can see that in the preview. Yeah. He looks really cute now. He looks like he's enjoying himself, he's having a good time. Now, another useful shortcut is you can click away from any layers and then you can press, "L" and that will just close everything for you. Now, we'll move on to the eyes. Well, not the eyes, just the pupils because the eyes will stay in the sockets. Let's open the Transform on the pupils and click the drop-down there. On this one, we will apply the wiggle on the position of the pupils. Pupil 1 wiggle position and Pupil 2 wiggle. Let's just zoom in for a better look. Let's put it on 200 percent and let's start with our 10 and one. Do you know what? Let's just turn off our body movements to make it a bit more manageable. Just go to the position, turn off the expression there. Again, turn off the expression, then let's have another look at that pupil now that we've got the body nice and still. [LAUGHTER] He looks a little bit loopy at the moment, which might be useful for your character. But I'm going to fix it on mine. I'm going to use the playback to just find the edge of the eye. Let's go up from 10, oops, a little bit too much 110 there. Let's go back down 20. Yeah. That looks a bit more reasonable. I can see it's just overlapping a little bit at the edge, let's adjust in ones. Yeah. Sixteen looks good here. I'll keep the frequency as one. That looks nice. I'm going to put that on Pupil 2 now to match it, so 16 and one. Now, we see it still looking loopy. You might ask why it's not moving in unison. Well, that's because each layer, if you remember, gets its own seed. Here Pupil 2 is Layer 1. It has the seed at one. Pupil 1 has Seed 3 because it's Layer 3. Let's just change Pupil 1 to the Seed 1. Here we can see that they move together now, much better. I do see actually that the pupil is just wondering outside of the eye a little bit. Let's just adjust that down to be safe and let's make that 14, much better. Now, let's go back to a 100 and see how it works as a full composition. He's just wandering around, he's just a little buzzy bee, having a nice day. [NOISE] Let's check that with the full body movement. If we go back to the body layer and just remember, click the little double lines to enable the expressions back. You'll see them appear in red. Then if you press the Spacebar to play, it will just render. Now, he's little flap bee buzzing around in the frame. Nice. So it all moves together and we didn't have a single keyframe yet. [MUSIC] That's my bee pretty much animated. Now, I could leave it here and have a beautiful loop. That's what you may choose for your character. But I really want my bee to fly in and out of the frame. Now and only now will we finally add keyframes to this animation. [MUSIC] 8. Automations With Keyframes: [MUSIC] In this lesson, this is the only time we'll be using some keyframes to move our character in and out of the frame. Now you could leave the animation here as it is and have a perfect four-second loop ready for export. That's what you may choose to do but if you stay tuned, I want to show you how beautifully Duik works on top of moving character. Before we go onto that, I just want to let you know that I added some swing to the leaves in the background so that when my character is out of the frame, the scene is still works and is still alive. [MUSIC] First, what I'm going to do is shorten my loop to four seconds. This is because I want a shorter GIF. Now, it really is best to put it to the right length at the beginning but let's say, for example, your client suddenly changes their mind and wants a shorter loop, you'll need to know how to adjust your animation. Let's adjust our work area and see what happens when we play it. We can see that some of the elements jump in the loop rather than our seamless. This is because all of our automations are currently set to that 10-second duration that we previously had. The amazing thing about Duik automations is that rather than adjusting a load of keyframes, all he has to do is tweak a few numbers. Starting from the top, Pupil 2 let's change that duration to four. We can see that live playing in the animation, which looks pretty funny [LAUGHTER] but I'll go through and adjust the rest of the values now. [MUSIC] All of these layers have the swing automation, so we'll just put those aside for a minute and come back to those. Let's just check that the body loops nicely. That looks good. Let's go back to the parts that are swinging. This bee comes with [NOISE] a bit of a math warning. As we said before, everything that's on a frequency of one, swings once every second so this will fit into any size timeline as long as it's rounded to four seconds. Here the legs are able to do the full swing four times. It's the same with the wings, they are doing three, four swings per second. But we can see that the leaves in the background are jumping. That's because we can see it's on-point to frequency. Meaning it's trying to do a fifth of its swing cycle every second. If we had a five-second loop, it would work, but we have four seconds, so we'll need to adjust that value to fourths instead. Let's type 0.25 and by the time we get to one second, it will have done a quarter of the cycle, two seconds, two quarters, three quarters, and when it reaches four seconds, the cycle is complete. I'm just quickly going to jump through those leaf layers and adjust them all. Another useful shortcut, I'll just use command plus the arrow down to jump down to the next layer. [MUSIC] Let's play, there we have it, a seamless loop. Now we can see that using those automations makes it very easy to make adjustments and revisions to the duration of your loop. You don't need to worry about getting lost in lots of keyframes. Automations make it very easy to change your mind. [MUSIC] We know that everything's connected to the body through our previous parenting. Now we want to animate the bee coming in, staying in the center for a few seconds, then flying out. I have the body selected and I'll click "P" for position. Then with the play head at the beginning, I'll click this little Stopwatch, and that will create a keyframe. Now the bee is currently in the center, which is where I want it in the middle of the animation so I'm just going to drag that keyframe to one second. Then I can drag the play, head back to the beginning and move the bee to the starting point over here on the left. Again, you'll see a keyframe appear on the timeline so from no to one second, we go from the left to the center. I want the bee to stay in the center this whole time from one second to three seconds so these two are the same. I can just Command C to copy it and paste it where the play head is. Now when we reach four seconds, we want it to be over here on the right, so move the play head to four seconds, then drag the bee out to the right and you can see it's traveling across. Let's just play that and see how it looks. Great, we can see that all of our automations are still running, the wiggling swing are functioning perfectly on top of that movement. Now there are a couple of things that we can do to improve the look of the bee, because at the moment, it's looking a bit stiff, a bit unnatural. The first and most important thing to add is easing. What we do is select the middle frames and right-click and then go down to keyframe assistant and you'll see Easy Ease here or we can click F9, a very useful shortcut. Now it has this ease into the center and ease out of the center when it flies away, which is a much more natural movement as things take time to accelerate. Another thing, which is a core animation principle is to keep things moving in arcs. I want to create an arc in and an arc going out of the frame. The tool we can use is the Convert Vertex Tool, and we'll find it up here under the Pen Tool. Now you click hold and drag and we can see a little handle appears and when we move it, that will affect the path of the bee. I'm going to make a nice arc here like that, and for the other end, I'm going to give you the shortcut for the Convert Vertex Tool. From the selection tool, you hold Command and Alt, and you can see that the cursor is transformed into that Convert Vertex Tool. Then we click and drag to pull the handle out again and let's get that into a nice smooth S shape like that. Then when we play, we can see that the bee naturally passes through in the loop, full character movement from all our automations. Now you might want to fiddle a little bit maybe the automation aren't quite working with the path, you can adjust the automations from there. I took a little time to figure out this bit so make sure you make time to figure out the right thing for your character too. [MUSIC] There you go. You can see just how well Duik works to give a more character as it moves around the frame. In the past, this is coming really useful in all animations and it's really helped by all the excellent controls that Duik offers with their tools. In the next lesson, I'll be giving you some advanced tips and using Duik in your illustrations. 9. Advanced Automation Tips: [MUSIC] In this session, we're going to check out a few extra tips and tricks for getting the best out of Duik. Here we have another of our characters, the Damselfly. As you can see, I've animated the wings using the same technique as the Bee. I've also used a swing on the hair braid here, and I put a random wiggle on the tail and legs to give it that natural movement. My first tip is to look at linking properties. On your own character. You might need two or more things to swing in unison. Maybe pigtails and the hair or legs or even earrings like I have on my character here. To do this, select the layers together and click "R" for rotation. That will open the rotation property on both layers. Let's zoom in and check those anchor points. Obviously, my housekeeping on this character wasn't very good as they are in the wrong place. Let's sort that out. Leaving them like this will mean they will swing from the center, rather from where they attach to the head. Let's just solo those layers by clicking on the boxes here. Then I'm going to move the anchor points on each earring to a more sensible place. With earring 1 selected, click "Y" to access the anchor point and drag the anchor point to the top. Instead of creating swing on this one and then this one separately, because they'll swing together like this. You can make it on one until the other to steal the automation from it. Let us apply this swing to this one. We'll set the amplitude here to seven and the frequency to one. Let's just change that to eight to get a bit more swing out of it. Now we need to link the rotation property using the pick whip on the rotation, not on the layer itself, but on the property. Link that to the rotation property of earring 1 here. Now you'll see the numbers switch to red and they have the same value, and if we press "Play", this one is going to copy the first. If I stop in the middle here, you'll see that the values are exactly the same. Let's look at that out of solo and in with the rest of the animation, just uncheck the solo boxes here and fit it to the frame. Press "Play". Yeah, they're swinging together and it looks great. You can use this for any layers which need to imitate each other and it can be used to copy automations on any property that you need. [MUSIC] For this one, we are learning another way to copy automations, but this time by parenting one layer to another. I'll demonstrate on the pupils of my damselfly here, select the two layers you want to effect, and press "P" for position. Let's put a wiggle on pupil one's position. This time we're not going to link the property because the position values need to be different to situate them in each eye. Instead, we will parent pupil 2 to pupil 1 using the parent pick whip. We will see if we move the parent layer, the child layer will move too. This time I didn't use the pick whip from the property, but I used the whole layer. You'll see that if I parent that, it will change the links column here. Let's put some values in. Let's go for eight in the amplitude and 0.5 in the frequency, we'll set the loop duration to four. Nice. It looks like she's rolling her eyes, which is perfect for the attitude to this character. Feel like she's a bit of a petulant teenager. But we just need to make sure that the pupils are traveling inside the bounds of the eye. If we'd go to that most extreme position here and just adjust that. That's where this extreme point now falls and it's within the eye. Let's zoom out to see how that looks. Yeah, I like it. [MUSIC] Some of your characters' more flexible parts may look a bit stiff at the moment, but never fear. Duik can work on top of effects too. Let me demonstrate my damselfly's braid here. I just want to remove the swing for now. I'll click the stopwatch and remove that expression, then delete it from the Effect Controls too. At the moment, the swing is just swinging our rotation, which is fine, but it's not giving the flexibility we're looking for. Instead of putting the swing on the rotation, we're going to use an effect called bend it. If you search here, bend and you'll see CC Bend it, drag that over onto our braid in the composition. It puts some targets, little targets here on our layer. If I click one and that's the end. Let's position this at the end of the braid. This means we're telling After Effects that this is where the beginning of the braid is and where the end is. Let's make it bend by clicking and dragging on the bend control. Look at this. Already much more flexible than just rotating. Obviously, we've encountered an issue here where the illustration gets cut off. This is because the bounding box is automatically set to the current size of the layer. We need to grow the boundaries of that box and we have an easy solution. If we go back to effects and search grow bounds, so utility grow bounds, double-click that one and we'll see it appear in the effect control panel. Drag it up to before the bend it effect. If I just put bend it again out to the extreme, then we grow the bounds, you can really see how that's working. You can be safe and put it into much higher than you really need. I'll put mine to 350 pixels. Now when we bend it, the image is no longer cut off. What I'm going to show you is that Duik is not limited to just transform properties, but you can unleash its power on any effect or anything in the Effect Controls. In this example, we are going to add it to the bend it. We will need to find bend in the drop-down menu, because if you drag it in the effect controls, it won't have any effect. Click it in the drop-down menu on the layer. Click "Swing", and then it will appear in the effect controls panel. Let's put the amplitude here to eight and then frequency to one. Let's play that. Nice. I wonder if we put the start point a little higher, that will make more of the layer bend. Let's just adjust the amplitude a little more. There. This is much more natural than the stiff swing on the rotation. Let's see in with everything. Yeah. You can adjust it again when you see it in the composition. Personally, I think it's a little too much, but you can have more swingy if you want to make it funnier. It depends on your character. The same applies for any things which should have flexibility. Make sure if you have a look at your character, if anything's flexible, like hair or wiggly arms, perhaps, put a bend it on your automation. [MUSIC] This one is just a quick tip and a reminder about how useful link dimensions is and how you can see it in practice on one of my characters. If we take a look at the gum here, I wanted her to blow the bubble up and down so we can put wiggles or swing on the scale property. The anchor point is set in the right place. Let's try out wiggle first and if it's too crazy, we'll use swing instead. Duration four, we want to link the dimensions so it will scale up and down proportionately. Let's start with 50 and see how that looks. Pretty great, but let's speed it up by adjusting the frequency. Yeah, I like it. I think I'm going to leave that one there. [MUSIC] You might be thinking, when would you not want to link dimensions? I'm going to show you. Here we have the butterfly character. Let's just solo the wing layer and have a play. We want to make it flap and to do that, we need to scale it in and out from the center anchor point. Now you might think we could add a swing automation and not linked dimensions, but if I do that, you can see that swinging the scale on the y and the x-axis, which isn't right for this animation, what we need to do is separate the x and y dimension, so we only affect the x-axis. With scale selected, click on Separate Dimensions over here. In the effect controls, you'll now see x and y. Let's adjust x and add our swing. Let's try. I forgot to shorten the work area to four seconds. Let's do that. Now, I don't want it to stretch more than 100 as it will walk my illustration and you can see here that it's on a 110. If we click on X and instead start on 80 and tell it to swing 20 each way. Plus 20 will reach 100. The biggest it can be, and the lowest it will be is minus 20, 60 percent of its original size. It looks more like this, which is much more convincing. Let's do the same again on the other wing. It could probably be a bit faster, so let's make that two. Here we go, a flappy little butterfly. After animating all the parts of the butterfly, here it is. Finished. [MUSIC] The folks at XLab are so on it. They have released an update to the Separate Dimensions function. Now when you add swing, you'll see an access control in the Effect Controls panel. Instead of going back to the automations and separating the dimensions there, we can click the drop-down menu here, then just select the x-axis, then do Duik separates it all for you. [NOISE] There we are, some helpful tips on how to make your animation look more natural and how you can use automation on effects as well as properties. In the next session, we'll learn how to export your animation as Video and GIF. [MUSIC] 10. Export And Upload: [MUSIC] In this lesson, we're going to export a looped animation as video, then as GIF and I'm going to show you how you can upload it to our Skillshare projects page. First, we'll export from After Effects as a video. Then we're going to put it into Photoshop to export it as a GIF. Unfortunately, you can't directly export GIFs from After Effects so that's why we need to do it in these two stages. But I use this Photoshop technique for all GIF projects, so it's great one to learn. First, make sure the work area is set to four seconds or whichever length you need for your animation. Then we'll go to File, Export and then Add to Render Queue. Here the render queue opens and we're going to choose best settings up here, that's like our full settings over here. Then click on the 'Output Module. " The output module settings pop out. Windows will have different options. But for Apple we want to select QuickTime and then in the format options, there's a big selection for Video Codec. We will go for Apple 422 LT, because this one is a good-quality and it's not a very big file. It's perfect for this project. If you're on Windows, you can go for something like H.264 MP4 file and that should work perfectly too. Click "Okay". Next we'll change our output location by clicking on the Output To. Then a Window will pop up and we'll find our export folder. Videos work in progress. Bee_01.mov and save. Then we click "Render." That will just take a moment and it's done. Let's check that in our exports folder. Videos, work in progress, and there's our little bee mov. Now we have a video mov file but if we want to have that as a GIF however you prefer, will lead to open this mov file in Photoshop. Let's say it in the app, file open, then we find our file and click "Open." Now Photoshop will show you your file with a timeline, and we can play that using the spacebar. It plays the same mov as we had from the QuickTime player. But this time we can save it as a GIF. We go up to File Export, then Save for Web. Just wait for that to load. Then this is the save for web pop-out window. It will open on this optimized window. Initially, I can see that my file size is pretty heavy for GIF for over nine MEG but let's just preview that in the browser to check it's all working well. It's working really well, but it's also humungous. Straight away, I can definitely reduce the overall size of the image and that will reduce the size of the file. Over here, let's just reduce the image size to 50 percent and the preview should update. We will see that the file size has been reduced, and if we click on "Preview" we can see the size of the GIF. That's much more reasonable size. I could save this or the previous version as my high-quality GIF but I do want to upload it to Skillshare and it's a good rule of thumb to have the GIF as small as possible. The next thing I can try is to adjust the colors. There is a preset menu here that I can choose from. We can choose those 32 Dithered. That reduces the number of colors from 256-32 making a big difference to our file size again. Let's just preview that. It still looks great, but it's a bit grainy so I think I'm going to try 64 instead of 32. Again, that affects the size. Let's preview. Looking much better on the color. Let's reduce the size of the mov 40 percent. There we go and we'll just preview that again, and that looks good. Our file size is now just over one MEG. Let's save that. Find the folder and resources, bug illustrations, exports, stills, and then you find GIF. Even though it's not still, it's series of still images. Here you'll see that I've actually already created a folder. Here's my higher-quality files that I saved earlier but for Skillshare, we need to reduce size. I'm just going to make a full Skillshare folder. You can do that for your own animation so you have high-quality and lower-quality. I'm going to continue this to export all my characters ready for upload. [MUSIC] Let's check all our GIFs. Here I have my full-size GIF and my Skillshare size GIFs. These will also be better for e-mails if I want to send them there as well. In Skillshare, let's create our project, upload our image. I'm going to just choose one of these final PNGs from the previous course. I'll just upload the bee as he's my main character. Now you could create files to the correct size if you don't want your image to be cropped. I don't mind it being cropped as my bee is quite centered in the frame. Then put the name in of the projects. I'm going to call it busy bee and then you can upload your GIF by clicking over here on the image. If you wanted to save your video, you can paste it at YouTube or Vimeo link here. But I'm uploading a GIF, so click "Image", and finally GIF in the folder. Then click "Open." Wait a moment, and your GIF shall appear. Also, you can tag me any notes in here or questions or any tips that you need and I love to read them, so please do and I'll get back to you. When you're all done, you can click publish and that will be your project done [MUSIC] That's how you export and upload it to Skillshare. Don't forget to post your projects in your portfolio and social media as well. I'm sure clients and friends will be super impressed by your new skills [MUSIC] 11. Conclusion: [MUSIC] That's it. In this class we learned how to download Duik and prepare our first animation. Apply the automation, wiggle and swing two layers of our illustrations and some super handle tips for adding that extra magic to both our workflows and animations. By now, you should have a super animation to share on our project gallery and on your own portfolio. Remember if you share on Instagram, do tag me. I always love to see students work and share it where I can. Do also pop any questions or comments in your published project and I will do my best to help if you encountered any issues. I really hope you enjoy using automation as much as I do and that it help you with your future animation work. I can't wait to see what you've been up to. All the best with your animation journey and I hope to see you again soon. Bye. [MUSIC]