Transcripts
1. Introduction: In this easy character
animation course, together we'll
animate a character running in adobe after effects. This class is for
anybody looking to take a step in the
character animation. Can't wait to see
you what you create.
2. Getting Started/Class Project: For this class, you'll
need Adobe After effects, Adobe Media encoder to Export. You can download the artwork on the project and resources page, or you can create
your own artwork. I'll also include a completed
version of the class. So feel free to check
out that as well. Your class project is
to take what you've learned and apply it
to your own animation. And please post your projects to the project gallery so everyone
can see what you created.
3. Drawing the Legs: Before we start animating, I just want to let you
know that if you don't feel like animating
the donut character, there's two other character artwork that you
can find up here. In this lesson, we're
going to draw our legs. Turn our grid on. Zoom into 200%.
Get our pen tool. Make sure there's no fill. I'm using 15 pixels,
black stroke. For our first leg, we'll
click somewhere around here. Remember to hold the
shift key to draw a straight line. That
looks good enough. We'll rename our
layer to leg one. Toggle down the contents, shape, stroke, change it to round cap. To create our second leg, we're just going to
duplicate our first leg, press control D, press P
to bring up the position, and we'll drag over
the y position. And there we go. Move our doughnut layer
to the top of the layers.
4. Animating Leg 1: Now we can start animating. We can turn off our leg two. Turn our grid on.
Zoom into 200%. Let's open up our leg one layer, and select path one. Select these two foot points. We'll drag the foot over. Remember to hold the
shift key when you're dragging the foot to make
it move in a straight line. Around one square looks good. Toggle down our path one. Press the stopwatch
to put a key frame. Now let's move over ten
frames on the timeline. Select our two
foot points again. This time we're going
to drag it backwards. Now we're going to
move over another five frames on the timeline. We're going to add a new
point in the middle of our leg by selecting
the pen tool. I. Now, select our two
foot points again, and we'll lift the foot up around three squares
on the grid. Now let's drag the 1 ft point. Somewhere around there looks
good, and there we go. We have our up
position for our foot. Now let's head to 1
second on the timeline, and we're going to copy and
paste our first key frame. Let's trim our work
area to 1 second. And that's pretty
much it for leg one.
5. Animating Leg 2: I just thought of an easier
way to create our leg two. Since we already have the
animation done for leg one, we're just going to
duplicate our leg one and offset the key frames. So let's select leg one, press Control D to duplicate it. Let's bring up the position. We'll drag over the position. Somewhere around
there looks good. Now let's bring up the
keyframes by pressing U. We'll head to the last keyframe
by clicking this arrow. Select all our key
frames for Leg two. Control C Control V. Now let's select all our
keyframes for leg two. Make sure you're on the
beginning of the timeline, and we're going to drag them backwards until this keyframe is at the beginning
of the timeline. If your leg two doesn't
look like this, you'll know you're on
the wrong key frame. This last keyframe, we can just delete it because we won't need that. And there we go.
6. Body Animation: Now we're going to animate
our doughnuts body moving up and down as it runs. Let's select our doughnut layer, press P to bring
up the position. Now using the down arrow key, we're going to nudge our
doughnuts body down. Or you can type in 550
into the y position. Let's press the stopwatch
to put a keyframe. This will be the down
position for our doughnut. Let's bring up our leg
keyframes by pressing. We're going to use
these as a guide. A little bit before our
second leg one key frame. Frame seven on the timeline. Let's move our body
up by pressing 540 into the x position. Let's move to halfway
through our run cycle. Copy and paste our
first keyframe, to put another down position. Now let's move to just before the second last key
frame of our leg two. Frame 23 on the timeline, will copy and paste
our second keyframe, to put another up position. Now let's move to the
end of our run cycle, and copy and paste our
first key frame because we want our first and last
key frames to be exactly the same. And there we go.
7. Ramp Up the Run Cycle: In this lesson, we're
going to speed up our run cycle because I find it's animating a
little too slow. Let's select our layers, press U to bring
up the key frames. As you can see, it's
animating just a little bit too slow
for a run cycle. The first thing
we're going to do is select our key frames, press F nine es. This will make the animation
a little smoother. Now let's head to 15
frames on the timeline. Let's drag the end
of our work area. Now, let's select our
donut position key frames, and holding the Ault key. We're going to drag the
keyframes within our work area. Make sure the last
keyframe is on frame 15. Now we're going to do the
same thing with leg two. Select the key frames, hold the Ault key and drag. And finally, the same
thing for leg one. There we go. I think
that looks a lot better.
8. Shadow: Now, let's draw a shadow. Zoom into 200% again. Turn our grid on. Let's
get our pen tool. Same settings we use
to draw our legs. Remember to hold the shift
key to draw a straight line. We'll rename the layer shadow. Remember to press enter
to rename a layer. Press to bring up the opacity, and we'll change it to
something like 20%. We can toggle down
our layer contents, shape, stroke, and we'll
change it to round cap. We'll move our shadow layer
to the bottom of the layers. Before we start animating, we got to make sure our anchor
point is in the center. You can use the snapping tool to make sure it
snaps to the center. To animate it, we're going
to use the scale property. Press S to bring up
the scale, unlink it. On our first frame, we
want it to be at 100%. Let's press the stopwatch
to put a key frame. Move over to our second
position, key frame. Change the y percentage to 75. Move over to our next position. Change our scale back to 100. And to fill in the rest,
we'll just copy and paste. As you can see, our key frames aren't lined up with the
rest of our run cycle. What we'll do is we'll
select our key frames, press the alt button, and we'll drag our keyframes until they line up with
the rest of our run cycle. Select our key frames, press F nine, and there we go.
9. Loop: Before we loop our animation, I want to show you
an easy way to make sure that your
animation loops perfectly. Up here under the
composition window, you can find the take
Snapshot button. We can click that
to take a snapshot. Now let's move to the
end of our timeline, and right beside it, you can click the show Snapshot button. What we want is for both
pictures to be exactly the same. If for whatever reason, your animation isn't
a perfect loop. Take the first key frame of
each layer and copy and paste it because we want our first and last key frames of the run cycle to be
exactly the same. In this lesson, I'm
going to show you an easier way to
loop your animation. The first thing
we're going to do is select all our
layers, right click, precompose, I'm going to
name it donut character. Let's right click on our
donut character layer. Go to time, enable
time remapping. Now we're going to move to the last frame with animation on it, which is frame 15
on the timeline. We're going to place a keyframe by pressing the
key frame button. Now let's zoom out and delete the last keyframe
on the timeline. So now you should only have
the first two keyframes. Hold alt key and
press the stopwatch. Type in the
expression, loop out. Make sure the type expression exactly how it's
shown on screen. And there we go. It's that easy. Now our animation loops.
10. Boil/Background: Now I'm going to add a
little bit of a background. Let's get our rectangle tool, create a new rectangle. Let's get rid of our stroke. I'm going to put a solid fill. I'm going to make
the fill color the same color as this red sprinkle. Go to rename the layer. Remember to press enter
to rename a layer, move it to the bottom
of the layers. Go to nudge it down
using the arrow key. There we go. I think
that looks good. Now I'm going to
add a background. I'm going to go to
ayer, new, solid. I think I'm gonna keep this purple color as the background. Move it to the bottom of the
layers, going to rename it. Now I'm going to
add a boil effect, just like we learned
in part one. I'm going to go to
new adjustment layer. We can rename it boil. On our new boil layer, we're going to add the
turbulent displace effect. We can start by changing
our amount down to eight, size down to 15. Let's toggle down
evolution options. I'll click on the random seed. In this field, we're going
to type in our expression. Random 10,000. That adds a little bit of
animation to our boil. And just like in Part one, we're going to make it better by duplicating our turbulent
displace layer. And we're going to
change these numbers. Let's change our amount to 30. Change our size down to two. There we go. That looks
a little bit better. Gives it a more hand drawn look. One more thing we can do
to make it a little bit better is change these
complexity numbers. I'm going to change
this complexity to two, and I'll change this
complexity to four. There we go. Makes it look a little bit less
computer generated.
11. Mouth Animation: In this lesson, we're going to animate our character's
mouth breathing because I'm not convinced that our character would be
smiling as he's running. The first thing
we're going to do is enter our doughnut
character layer. Enter the doughnut layer. Let's select our mouth layer. Turn our grid on.
Zoom into 200%. Let's get our pen tool. Here we're going to
place a new point. Let's lift our new point up around one
square on the grid. Let's get our
convert vortex tool. By dragging these handles here, we can turn our
mouth into a circle. It doesn't have to be perfect. Let's make sure our anchor
point is in the center. Open up the scale by
pressing the S key. I'm going to shrink the
percentage down to 60%. Place a keyframe. Move over three frames
on the timeline, enter a percentage of 40%. Move over another
three keyframes. Put our percentage back to 60. Now we can copy and
paste these keyframes. Control C, Control V, move to the last keyframe. Copy paste, That
should be enough. Because remember we have
a loop out expression in our main composition, select our key frames, press F nine to Easy Es. Now let's right click and
go into keyframe velocity, these numbers to 60%. Now let's head back to
our main composition. There, I think that
looks a little bit more natural for a run cycle.
12. Take the Run Cycle a Step Further: Here's an optional
lesson for students that want to take their run
cycle just a step further. We can turn off leg one for now. Select leg two. Bring up
the key frames by pressing. So before the foot
touches the ground, I would like it to be
in the up position. So let's go toggle
down our path options, Zoom into 200% and
turn our grid on. Now, let's select our path one. We can select these
three points. I'm going to lift it up around
one square on the grid. Now I'm going to select
these two points, move them over a little bit. Now, I will select
the last point. This one point, going
to angle the foot up. There we go. Let's see how that
looks. There we go. I think that looks just
a little bit better. Now we're going to do
this to the second leg. We can just copy
this one key frame. And then we'll go into leg one. Bring up the key
frames by pressing. Let's head to 13 frames
on the timeline, and paste our key frame. Now our other foot
has the up position. Now let's see what
that looks like. Turn our grid off. There we go. Another thing we can do is select the position key
frames for our doughnut. Go into key frame velocity. Let's up these numbers
to something like 60%, and let's see what
that looks like. And now that I think of it, we can go into our
doughnut layer and do the same thing to
our mouth key frames. Right click key frame velocity. Let's try upping these
numbers to 100%. Yeah, I think that looks
a little bit better.
13. Optional Moving Background: This lesson is optional
for students that want a moving background,
like in Part one. Let's drag our background
layer into our layer panel. We can delete these two layers. Let's select our
background layer. Align it to the left using the align panel.
Place a key frame. We want the background
to animate a little bit faster
than in part one. Let's move to 5 seconds
on the timeline. Make sure to trim your
work area to 5 seconds. Now we can align our
background to the right. This places another key frame on the timeline automatically. Now let's preview
what it looks like. There we go. I think
that looks good enough.
14. Export: Here's a quick lesson on how
to export your animation. Since our composition is already trimmed to 5 seconds long, we can go to file, export, add to Adobe Media Encoder cue. Once media encoder is open, we can click on any of these links to bring
up our properties. On the presets tab, we can select YouTube, Full HD. Here we can rename it and choose where we're
going to export. Click. And now we can click
to Green arrow to export.
15. Outro: Congratulations on completing
your character animation. Now you can post your project
to the project gallery. I love seeing the stuff
that you guys create.
16. (Optional)Bonus Lesson - Shoes: Here's a bonus lesson on how to add shoes
to your character. Once you have the run cycle
the way that you like it, you can duplicate one of your leg layers. We'll
change the name. We'll change the color. Now we can toggle down the
contents of the layer. Here we can add a trim path. Change the start value to 80%. If you want, you can change
the size of the stroke. To make it a little
more visible, we can go to layer styles, and we can add a stroke.