Transcripts
1. Introduction: Hello everyone, welcome
to this course. My name is Marvin model. I'm a freelance animator. I've been doing freelancing
for a few years now. So I've developed it this way. This is how I do my characters. So I think this is the fastest way that I
can make a character. Because you will find
out that if you want to do a complicated pre-given to do a full link to take
you a week or so. If you average determines
choose to speed. So that obviously
is a lot of time. So if you're a freelancer, you might get a job that's
requiring you to do animation. That I do as important. So I'm think anyone can, can follow along and
create these drugs. If you're a beginner, if you're an absolute beginner,
feel intimidated. Still you can watch this
course and gained something. So this is the way
I do my characters. It seemed pretty
straightforward, dingy, intuitively than in
less than two hours in jovial character. So, yeah. So what you're going
to be covering, because adding the
character design from the design
research that I do, I create my characters both
the front view, side view. Then going to be
doing the actual hierarchy of the layers. Then we drink deformation. Then we do the actual animation for the front view
and side view. Then we're going to be
doing lip-sync as well. So in order for you to get the most out of this
tutorial course, what you need to do is you
play the video, you stop, then you go into it on your own, on your own PC or computer, that your brain remembers what you've done more than once you've watched. Hope
it's making sense. Like if you do something, your brain is more
likely to remember that, unlike if you just watched
all federal from start to end without doing
the actual exercise. So what you need to do
is you play, you pause. You're going to do new PC. You play a game like
for another three, for another minute or two, then you go to repeat that
process on your own computer. That way when you
finished all cause I guarantee you will have
learned something valuable. So yeah, that's our that's
how I used to live. Before that, I used to watch
the whole thing just again, a way that I lean. So yeah, that's what you're
going to be covering. That's the purpose
that the whole course. If you have any questions
in the contributions, you're more than
free to contact me. So let's get into
the tutorial course. She is.
2. Research and Character Design: Hi everyone. Welcome to part two of
the tutorial course. So we're going to be
doing character design. So these are the steps for, for, for, for character design. So we're looking at
bad data sketches and the final character. So yeah, this will guide you. This is the process that I
use. You can use your own. So these are the details
for the for the character? No. So I'm now doing
the research part. I'm going to be speeding
up the video a bit so that it doesn't
take much time. So I'm just looking. What
I'm thinking is I'm looking for characters that I like that might fit
the description. So I created a separate
folder on my computer. So just look forward
to see your pictures. So I just go around
looking for images that represent the
character that I want to design a Zoom. Just look for pictures there. Yeah, I'm looking for
pictures as you can see. So just keep on doing this
is because you can create, it's usually the seasons at is that include a
character from nothing. So what? I usually just look and see
how others are doing it. So actually, when you then
create your own character, you know how, how
best to go about it. It's more effective that way. If you can, you can not going to be so much connected
is into total. We're looking more and more. Focus is going to be
on animation quickly. Any meeting That's huge. Yeah, we get you to a place
where you can comfortably animate without much difficulty. So these are the characters
that I've chosen. This leading. I'm looking
at the one in orange. I like this one. I like the champion for
injury on his own. I like this, this thing. Um, I like the heads. Let's start two
biddings in bits, long name and my PZ. Choose the destination that
you want to ask if the file, the project that
you want to name it appropriately so that
you won't get lost. Apology. Apologize for my poor. Speeding the lids begin. Yeah, this is a fresh
copy of Toon Boom. So there's this free
software called PRF is amazing guys should definitely
download it. It's free. It helps you in terms
of overlaying off some of the pictures you can
create your drawing, you somebody to look at. It's very difficult to do that
without this application. It can resize the
windows if you want. I'm putting together
the character so that they're
easily accessible. When I went in one-on-one
to look at them. This is merely say seeing the pictures of the pictures
that I like the most. So you can do what
you want with it. You can overlay. You'll definitely
see how useful it is when we start
the drawing pad. Just thanking me,
give you the perfect. So forgive me for taking a
bit of time on this part, but it's due to save
you time in the future. So trust me to definitely
saves you time. Yeah. I think we are done here. Let's go back to Toon. Boom. Okay, So you
need to set up your U, your, your interface
the way you like it. This is like the default one. I usually use the default one. So just check the brush. The brush if it's if it's working properly and
the thickness that you want. So here I'm just
testing the underbrush. They usually use a red color or a blue color
when they escaping, but I just use black. I usually just use blank. So you see just how PRF weeks the pictures as to on
top of the window. So you can do your work, but to have a place to, to look. The aim renaming the layer, you should definitely
name your layers. It makes life easier. Transmission has several layers. The youth not labeled the
move Devaney live in issue. So now I'm starting with the they usually
start with the head. There's a method that I'm not
so sure what it's called. I think it's the luminous method where you start
drawing the circle. I skipped that part. So this is mu how I do it. I just read an egg-like shape, but the two parties
is obviously bigger. I start with the
body proportions, because you definitely have to get the proportion
is correctly if the characters to
look a look believable, because if you miss
the proportions, you definitely have challenges
with the character. So, yeah, I'm doing it. The first one is the torso, then this is the waist area. This is the west area. Just too big. Indian definitely
affect your characters or this is the skeleton part. So I'm constructing a
character from scratch. So this is the way
I construct it. You can find more methods
that you can use, but this is the one that I
like to use it simpler for me. This one, I understand it. So yeah, I'm drawing
the legs and the small circles at
the knees and ankles. Um, I usually put them there so as you know
where the angles are, especially beneath the knees,
you don't draw the knees. You didn't live
challenges when you didn't try to draw
the whole leg. You need to know with the
with the with the Nissan. Those circles at the top, significant shoulder makes
life easier using so yeah. Those are the hands. When it's like this,
the skeleton is okay. I didn't move to
the second part, which is now just make sure
you label your the, the end. You just make sure you label the hand because the
make life easier. So now moving to
the second part, which is now doing the
final, final character. In putting in the features, I usually don't do many
passes because it takes time. Remember when we're waking time. So I just go straight
into the final, final, final, final character, but at the same time
doing some changes. So make sure you do
the changes as you go. Don't be dark with it. With one design, just do
the designs as you go. I don't say you should do about 345 designs and then choose whom they
then develop it further? Yes. That's appropriate. Yes, that's what you should do? Definitely. I usually don't do it because
I'm pressed for time. The lens that I have to meet, so I just do one or two passes. This is okay. Then you wait
because if you do five, definitely take
time for, for, for, for the purpose of this Julia, we're just going to do one
because it saves us time. So you find out i'm, I'm, I'm I'm doing the while for the orange orange
given to give me an orange with a
paper bag there. That's the year that
I'm trying to emulate. The Ada, use the one in the 10D native bees or are
they too bright on PRF? That's the one that I
used for, for the end. So I'm just taking features
from all of these skills. Now I'm working on the body. She's going to be
reading the address, is going to be
reading interests. But I wanted to make it a bit shabby
like the one in yellow. One is putting your hand up. But I thought to be too much, so I toned it down a bit. You really need to
look at them onto me and the proportions, the proportion, who
traditionally TOPO. So you can use this process
to make any character that you want for anyone, for any projects and
it'll still be okay. It's minimalistic, it's simple, and it's straight to the point. Receive a lot of time. Reference is a very important, especially with We
think that you don't really memorize because
the memory is very good. The human, the human mind. It might, you might be
confident that you remember it, but you might move in
by very incorrectly. So that's why you need, definitely need
references because you might think you
didn't know it, but you might not you might
not be accurate memory. So that's why I need
I was living in a n as having difficulties
with the US. Why? Google did. It definitely helps. It definitely helps
transmit, definitely helps. So, yeah, just use Control
C and Control V should. So that's controlled peer
control, coping control, paste. So that's how you save time and you'd rather
than drink two legs. I just draw one, then
copy to the other side. Yeah, I'm just trying to refine
the character a bit more. Just trying out new things. Just try it out and
see how it looks. Don't be afraid, don't be
afraid even if it looks ugly. Just keep on going. Because that's how you lean. Never be afraid to
try new things, just didn't see how it looks. Beer for this tutorial, the next one, so that you continue with the
character and finalize. Then we move on to the
side view and then we'll do the rigging and
animation of the characters. Yeah, watch the next video.
3. Character Side view Design: Hi everyone, Welcome to the
third part of the tutorial. So this is how the
girl is looking. Now we are moving on
to the side view. Side views are very important because when you're
making your animation, you need to switch
the directions. So that is interesting
for the audience. So I drew the
guidance for the eye, for the nose and
the mouth so that, you know, this
portion of the mouth, in these parts quintessential, it's easier for you to drop. So basically I just draw syndrome because the
focus is on speed. They're not necessarily
making the most amazing, but the focus is on speed. So this way, this
is how I do it. It's quick and easy
for me to do this. So if you want to do
this, you can do this, but also some use the line tool. So you can use the line
tool to draw a very, very accurate, very
accurate guidance. So this is just me looking
at during the side view, we can look at different
images on the Internet. On the side view of a human. You will need to look at, you need to look at,
you need to look at your reference of the
side view of a character. So that way you know how
to draw the side view. I've been doing
this for some time, so I'm using my head. I'm not looking at
any difference. So you definitely
need to look at a reference if you
are starting out. Don't worry, you'll
usually get there slowly. So I would urge you to
look at a reference. This is me during the, during
the side view of the jaw. The jaw connect to this cow where the ear is
all that's really unique to the position of the
joke goes goals before the, the e. So that's where the joke when it
connects to the ear. So this is just me doing
the sketches as well. This is me during the eyebrow. You need to be consistent when
you're doing a side view. It is to look the same. So this is, I just
copied the left eye. The left eye is what
we're what we're seeing. So that's the eyebrow. I'm doing the
eyelashes in the eye. This is me deleting the gains, so I'm done with them. So now you're just
eyeballing it out to how how it may look to you. If it's not looking
quickly, switch it up. Don't be afraid to switch up. To be experimenting and
changing you feel things. So this is just me. I'm now moving to refining the sketch because the
lines were not two. Okay. Then enzyme that degrades because I don't
I'm planning not, but I'm planning to
do another pass this. So this is the final,
the final part. That's the front view
of the character. Now I'm doing the cause is
the big patch of the head. So that's the big puzzle. If you look at a reference, you get what I'm trying to say. So if there's a method, so the top of the head is
the bigger part of the head. Now I'm doing here is trying
to match the front view. I'm just trying to
meet defined furniture so that is in line with it. Because I remember NT has to be consistent when people look at the side view and
the front of your day, you should imagine that envisions see that is the
simplest and redrawn. You are doing this and v to
look like a different person. So it has to be Egypt to be as accurate
as much as possible. So this is the neck area. The neck area where
the front part with the NIC connects
to the body. That's the tricky part. With the reference designator. You, every way you'll
notice out draw it. I usually do very terrible time trying to do the neck area. So this is me. I know I've done this before, so it's not that
difficult for me. But I guarantee you if you
are continuously doing, you get the don't
be discouraged. If your drawings
don't look, is great. Don't get discouraged. Everyone, everyone, even as we have been
the process in time, be patient with yourself. Way if I use Key live with ease, your grid like that. So don't get discouraged. You can compare yourself
to someone with ten years experience when
you're starting out at all. Don't worry, you'll get there. I'm not doing the globe. For the end. I usually draw
them as separate glucose. We're going to be
redrawing this. So you should draw on
top of the, of the body. You obviously lose some details. The hands on one of the
most tricky part to draw. So make sure you get
it inference for this, you can look at
your end and tend to replicate how
your hand looks. So this is, this is the general posts were
the ones that I use. The general pose you to make
sense why I drew the end. It will make sense
when I start to drink easier. It's
not cluttered. I use, I used the default
keyboard shortcuts for the brush to its
ought to be for the ETAs. It's Alt E. So those are some of the
shortcut that I usually use. Then to get the selection two-bedroom silicon
to it's just control. When you, when you're
using the brush tool, you just press control. So next we're going to be
doing redrawing and layering. So we'll be going to be redoing the whole character and putting layers then are
going to be rigging. That's where we put the hierarchy
and then edited format. Then from there we do
the final animation. So see you next time.
4. Side view Rigging and Character Animation: Welcome everyone. This is the fourth tutorial
in the course. We're going to be
doing layering and bringing the normally
animation for the side view. This is me redrawing. You need to redraw the character so that
you can be able to, be able to layer them. So when layering, you need
the layers, obviously. So I'm going to start by
redrawing the layers, redrawing the parts of the body parts in the head separately. And so the first
layer is the head. I named it face. Remember to name them. Don't forget to name
your layers, name them. Important. The first layer
is named head office. That's how I name
it. You can even, you can use your own name. Then when you do the edge, you're redoing the hand, the side view, the head is
also pointing to the mouth. You can draw them separately and then be able to read them later, since I'm only going to be doing any mouth movements here. So I'll just read the
head on the same layer. So this time you
will be refining and drink the final,
the final drawing. So make sure that your
line work is good. Don't be afraid to
change a few things. The point is not looking. I'm trying to make
it look better. If it's lonely, you put them, put it on a different layer so that you can be
able to animate the disappointing, it's short. So there's money tool for animation. So I'm
drawing the eyes. So the eyes I named it. But it's like the eye
without the pupil. Then the eyebrows. Eyebrows. Obviously. I sold by I check if I'm drawing correctly because the
sketch is still visible. So I'm drawing the
pupil is a fool people. But we use when rigging
within dreary fully isobar, looks more like the pacing
was looking into this and this is me layering. You put a pig, you put a big, then you take everything inside the pig so that everything
is nice and tidy. This is now the body. During the board.
We've just the body. So it does not include the
legs and it doesn't include the chest area with a different with a
different layer so that we can be able to animate
everything that moves. You put it in a differently.
It's not moving. We can put them in
the same layer. You see how I'm layering. I'm, I'm naming everything. You need to name your layers. I needed to get its interests, but I named it here so that
I know which way it is. This lens at Ziggy. Now I'm drink the chest area. Now I'm doing the hand.
I just drew the hand, the arm, the forearm, everything I've just
written the same layer. If you're going to be doing
the drink replacements, I still use the same
the same midpoint. Notice how everything is looking a bit different
from the sketches. Again, B35 to change
anything when you see fit. Now I'm drawing the legs. The legs are going to
be below this good. So you see how I would do the Iraqi even when I'm
done with the drawings. You need to draw the whole leg, even though it's
behind this gets me to draw it so that it's
easier when you're moving it. I used to do a afflict but I hit enlighten me when it
comes to animating. So if you draw the full leg, you just position it like a ligand, which won't be very difficult
when it comes to animation. So I created a play
called phimosis and then put all the
layers inside it. So the pig is like
a, it's like a, it's like a folder for the sum. I didn't create it a boot. Another pig within
the, the master pink. So this pig is called body. That's where the upper
bodies is placed, like the head, the
hands, the upper board, everything that's that's
above them is recorded in, then you are able to
pause the videos is on. Just pause the video
if you want to see the layering
it with looking. Now move on to coloring. So the pigs are very easy. They're not that difficult. So we just checked them. My my time in my timeline. The last name I
chose, the red car. Seems very mature
for me. I like it. I like it. Yeah, That's the color I use. You can use any
color that you like. Total of combining this
does get in the body. So this is me just this is
me just combining them, then deleting the lines there. So that is matched idea because the tube where the
body and they get together to meet some images made everything a bit more tidy. Just to be very careful
with these lines. Used to be careful with the lines looking like address. Now. Now, moving to the chest area, you find out I use
the closed close to the pink bucket is close to the chest so that there's
no line there's no lines on the inner side so that
it looks connected. Now I drew the ends. Now moving into the boards
in the proper position. I'm drawing the area where
the hand meets the body. I couldn't have
gotten away with it by just placing being on top, but I just wanted to make
things a little bit more accurate because he moved the end that it
might be feasible. We'll continue with the with
the coloring of the layers. When I wake, I tried to do everything together like the
layering and the NVD drink, but let's make it faster in Gf this week
to give less weight, less than the people tool. So if you put people there, you can rotate the leg from
the I duplicated the layer, then move it isn't
the workplaces. You just duplicate the ligand, put it behind the other leg. No more than one to the head. The head, the face, the head obviously drawn in the wrong wrong position. So I'm not moving
it to the line at the mouth always is a
different skin color than the rest of the
body or the face. Again, I'm putting
the wrong layer. I'm moving into the line layer. Again, I put it in
the wrong layer. The ICF is partly the reflexes, so you need to put
the reflections as white dots, two dots. You put one. Enemy characters will show two of these dots. Me just use. Once you're comfortable with
and what looks good to you. So I created a
group, so we'll just right-click and choose
Group with composite, grouping, with composite mix, everything groups,
everything inside the group then creates one line like that. You can see it creates one cable to connect
with the composite. This is the layer
revisited in visual form. So they are called nodes. Into, if you press Enter, We can hear you can
search for, for, for, for other nodes. Nodes. So this is the cutoff.
So that's the general I, I, I, I link. Is this a cat? The cat is on the pupil, then the meat is the eyes. The eyes. Then you put a color, a color overlay to it. This is when you telling you
tell him to moon that it should only issued only render out the white
section for the cutter. So do i o be placed inside? If you're not
getting it quality, just repeat the video and just copy what
I'm doing and see how it's always going out. So the color override
is just to make sure that the eye is only
inside the white area. Again for the ions, I just duplicate it and put
it down the body with a fool, with a few corrections
to make sure that it looks like it's in
the inside of the hand. You always look now looking
like this. I know the end. Just a few corrections
there. Don't worry. Oh, I would say to put all the
files for this tutorial in the appropriate section so that you can give access to
these Institute for yourself. Yeah, so this is the general layering and layering and the dream
of the characters. So now moving on to
the rigging part, just choose the deformation. I used the default one. The automatic mode
is the default one. Usually when you open the deformation, this
is the first one. So we just click on the positions with
the rotation is in, make sure that the, that the coin is in
line with the body. It covers the body. It doesn't overlap,
was below the body. Aligns with the word directly. Now moving on to the digits that I don't think there's
need for any deformation. They can just use the
rotation tool enters through. Or I can use this
tool but sharing anything that will give
the illusion of movement. So this is me just
testing it out. You need to first select
the layer that you want to add the deformation so
the face you select it, they need selling
deformation to draw, to magically put the deformation on that layer that
you have selected. So you see I'm selecting
the layer fist, then putting the
deformation on top. A busy, I'm repeating
the same process again. You're missing link
to 1 fifth is over. I don't want any animation in real space with the character. So now we're moving
on to the animation, but the character
is looking great, the deformations that day. So now we'll move on
to the animation, but we need to
extend the exposure. That's if I should expect, or you just go to the, to the last layer, to the last key frame. And you just go to the last frame and press F5
or right-click indexed and the exposure that to make
sure that the character is feasible throughout
the whole timeline. This is me. This is me
looking clear reference for the walk cycle was the
walk cycle and they are about six key frames. Once I have in the other side, you need to have familiar
with with the walk cycle, this one off though.
Parts of animation. So you need to know the will of the posteriors for
the Danube region. It's available online, so
just shake or you can Google works and when they'll be
images of the walk cycle they use, I'm just using this tool called the animation
to you just to rotate, move your flexible with the deformation and make
sure that that guy in that yellow guy on the left side is marked cause
that's the animation. That's the, that's the
button that makes sure that woman who wore keyframe
everything that you move. So this is me. Moving on to the next part. That's the frame 1616. So it's the tissue
to frame walk cycle. So I scan the face, but now I'm doing
the other side. I'm just changing. The head was Becky's
no motion for anti field was what is
now moving it back. You see, now I've in
general animation looking, smoothing or k, or
k for me right now. Now, you need to
give him everything. He needs to keyframe everything. Make sure it's keyframe. Then I move to frame territory, then copy the face layer. You copy the first
keyframe, the MPC, the keyframe theta2,
it will make it to then bloop everything. Everything will be
perfectly loop. That's how you make a loop. So you go in between the
keyframes, actually have kids. The key poses. You
move in-between the key clauses and then
find the leg that's going to the front and
listed a bit like this so that it mimics the
actual movement of the leg. So he doesn't feel
like it's sliding. Notice that the leg
is just sliding. Need to change that the play regularly so as you
can see how it's looking, you need to play animation so that you can see
how it's looking. Ucr is important to play the
animation is all the time. You need to play animations. It looks okay so far. Energy, the deformation
for the, for the body, because this kid needs to
interact with the with the legs. There's a ninth. I just moved the body the control board
to control Justin, Justin bit so that
this movement, in this move the
head slightly so that it gets a little
bit of character there. The final stage will be eating the deformation
will be important. For the chest area is
just don't want movement. That movement goes a long way. Let's see how it's moving. It's moving slightly,
ever so slightly. Just increase it a bit
so that it's easy. Copied them keyframe and
visit it to the next. Now, moving a bit more. I think it might work eating the
deformation for the body, but this time it's a
different deformation is the last one there, the free form deformation. So I take everything that I want to stay stationary then
that needs to move. Everything needs to be paid. If you don't use
the log of this, everything will
move unnecessarily. Integer will be very
difficult to animate. So I'm just turning off
everything else and just leaving the body
deformation alone. I first keyframe the key poses, then I move that
the in-betweens, we just move around. So that covers the legs. Make sure that it
covers the legs. I just copy paste them all, some of these things to
make life easier for me. Just copy paste the keyframes. Now looking better. See all the movement
looks organic. Exclusives left, I think
one or two steps left. Yeah, it's looking pretty solid. This is the pathway you'd check for the repositioning
the pivot so that I can remember there's the upward movement when
someone is morphing list. So in females than in females. The Bud Light upward
movement makes a difference. Looking at that authentic
and do more things. But this is looking decent
enough to fool for animation. Principle time. We can
leave it like this. But if you can, you can also do a few means like the hands
and then like I usually do Easy Ease Out for
everything for being specifically for the legs is in Israel does
not look great. For the legs, it
doesn't look great, but everything else is okay. You see now it's more
smooth this out. You see how it's moving
out most of the movement. So at everything
it's not that hard now and it's being offered formation so
that I can see clearly. It's looking pretty
solid for me. You can definitely do drill or locally dispatched for me
looking decent enough. Yes, we can do since enough. So now moving on to putting on the bare
ground and exporting it, I'm going to be
exporting it as a gift. It in the camera you edit Camila so it fits the commanding Eddie
pig for you to move it. The Peggy does not need to
commit it, doesn't move. Just draw the white background. Weeks when we go
to the camera and the main budget next index
Porsche, extended exposure. If I if you are on extended exposure,
eukaryotes only visible. On the other frames. We give. The command needs to be taken
and you just go exports, then choose Linda admitting
key thing to remember, to remember to put in the keyframe the number of offerings on the
number of frames. So I'm going to save
it on the desktop. Just choose any
location that you want to make sure
that the loop is. That makes your loop
is on exports and you are required to Linda
wait for it to rain. Once it's done doing that
in this shouldn't be a GIF animated GIF
on the desktop or the location that you've
chosen, chosen desktop. So that's the, the admitted. You could be the digging a bit of times too
humid of time. But it will be faster,
but it's taking a bit of time is done. Let's have a look
at our masterpiece. Yeah, that's it. If
you have a client, you send it to kind. But usually what I do, I just ask a few people
how it's looking. So I get feedback. Feedback is very important.
You need feedback. So you can correct the budget
is looking okay for me. See you next time.
5. Character Rigging and Animation: Hi everyone, welcome back
to the fifth tutorial grid. Now going to be doing
the front view. So that will be redrawing part. The layering is
the deformations. One thing to the
deformations to do it, we're then able to do
the animation part. So let's jump straight to it. So this is me read
during the face. Usually start with the face. I don't know why, but I like
starting with the fitted, gives me a very perfect
way of studying the animation or
the drawing patches on starting the drink pads. So this is me during the path. Don't be afraid to do
some changes that you see fit because it's not the final product until
you do the final one. I just decided to change
to switch up the hair. Wasn't looking okay to me. The head the top of
the head was looking at bit smaller than usual. So it wants to be concrete. So I decided to lower the bit. It's now looking
much better now. Make sure that all the
drinks are closed like so that you won't have issues with the paint paint bucket tool. Make sure to name your layers is very
important so that you don't get lost or you spend time
looking for the layer. Just naming them uses yellow
roofing, taking infusion. Just copy pasted the
eyes, makes life easier. It makes the light, the eyes. The ZD Smith to come, identical. Spilling always initially. I use one layer for the
eyebrows and the nose. Don't do so many layers
on the timeline. So I just combine these ones. It makes life easier. If you're not going to
animate the eyes and the eyebrows that much, you can combine them. If you are using labels a lot, you definitely need
to separate them. No, doing the mouth. So this is me just putting
the layers in order. The bottom one is the
one that's going to be beneath everything
else is up there. Nike. Also be going above. The top one is the one that's going to be above
everything else. The bottom one is going
to be underneath. So just keep that in mind. Now moving on to the board. I'm just doing the board. So they just did Yao
excluded because you're going to be animating it
on a different layer. Make sure to close off so that the paint bucket
weeks correctly. I'm using this close
to to put lines, invisible lines so
that the paint bucket again, I'm putting paint. If you please K you
can feel the lines. No drawing this, this good. Um, I'm thinking mostly about eating so that the
movement will be easier. We'll see how it goes
if it doesn't work out, I'll combine the
eschaton, the top. So that is one complete dress. Usually moving parts
need to be separated. It's easier to animate it is separately than if it's
one combined huge thing. So make sure you
separate moving parts. You can combine them. You can
combine it is it's normal. I used to draw the leg, the visible part of the leg. But you always have
issues when it comes to animating because you
now need to use your mind, a lot of imagination, a lot on how the leg will move. And usually it's very difficult to come up with
a realistic movement. So I draw the whole leg even if it's underneath
the, the dress. So that when you're
animating you know exactly where the leg is. Just a matter of
just watching it. Not doing the thing as Heinz are usually seek is
we just make sure you can, if you look at reference when
you're designing the hands. Now I think I've all the
drinks that I need I can copy the hand to the other side is
always the leg again, copy to the next slide. Those are my college
was read for use in Baker dream, goes underneath all of the other dreams so that
your line art is above. Now you can use
the paint bucket. You see if it's the
ordering is closed off. You want if issues when you
use the paint bucket tool. Just the middle of using
the paint bucket tool, clicking and say,
we want to color. The mouth usually has a different color than
the rest of the skin. The few reflections
on the pupil. So you might want
me wants to put a few white dots, though. They are helpful in giving
the illusion of reflection. This is me doing the master pig, so that's the pig that
contains everything. So it becomes like a folder so you can put your
layers inside that. So I usually put a master pick for everything
containing everything. Then I put another
pig for the body. So then this is
the upper bound is there to contain the hands. The board did the
chest area to face is on so that when
you move the pig, the body pig, everything on
the top part moves as well. So this is what I am
named, our body control. Then the other the rest of the legs and the schedule
go into master pink. Just copy and rotate. Now. Skewed to one side so that the people do so
just click on the pivot to then click where you
want the people to be in. It will dramatically change that to the pupil point is easy. Not that difficulty. So this is me using the individual points
to adjust the line. Is me just defending the lines. Putting everything into policy, making sure everything
is nice and in line. Is me doing the shadows. Or you just do a column, they just choose a blue color, then increase the transparency. The near future nice shadows. To peek inside. The light is
coming from the left side. You, obviously your your shadows will be on the right
side. So don't mix. It never makes it is me putting it all
on the overlay layer. So that's your shadows are
separate from the drawing. It's easier to edit. If you ever make a mistake. Always your shadows should
be on the same side. The one that I'd put them
on the right all the time. Something exceptional. Use that to paint you can, you can adjust this later on. And you dissect all the dreams. That's the beauty of Toon Boom. When you use the
palette over the, even if you've drawn
so many drawings, once you change that color to automatically update
all the other joints. So this is me gripping the all the layers into putting all the
layers into a group. This is the node group
called DAFfy more character. Does the node group code
few more character? I'm just, I'm ordering the lens. That is not too crowded.
They're not ordered. So it's just using that to which is pointing up one thing that will automatically order the dahlias
for you, the other nodes. So these are representing
the layers on the timeline. So I'm using a node
called the highlights, which puts a light. I can highlight like the light. If the light is
hitting from the left, you can put the
eyelid seeking fame, the light, wood
representing the light. So this is an easy way of adding light to the
whole character. You use a light
highlight node and then apply image
transform when I play in play image
transform node. That to transform lives like creating another
instance of the character. So that will act
as your mentors. So you just use the pig that is attached to the Apply
Image transform. Then you will post to make
sure to invade the highlight. Sure you've seen
fit to meet you. Nice. I like that. You
can adjust it anytime. You can make it sharper, light color that you like. The radius are fixed, the softness of the, of the highlight,
then intensity. Obviously, that's
the strength of the strength of the highlights. So I'm just moving around, playing around with the values. Do I find something that I like? A nice and soft? Um, I'm thinking I don't want the highlight
to be on top of the lines and then
trying to figure out a way of doing it. I am saying using
the color override. But I thought, well, you need a lot of colors.
If you want to do it. Myself. Yes, he can do it
using this myth. But I'm sure that
we can do it using, we can separate the
line acts in the color at the alignment in the
color ads, the layers. You can do it, but it may take a bit of time
because you need to redo all the drawings, putting the line art on a
separate drawing layer. And they are on disability
during their code, the line at the color out you put it on a separate
drawing, layers on. It quickly gets complicated. So this is me trying to
find a way of doing it. That's easier, but I'm not
getting the result that I want it all the colors. But it's just not coming out. Deleting all the lists
that I've placed. Yeah. It's something that I'll
need to look into his own. But yeah. For the bills of
meeting everything simple and moving forward, I'm living in but it's
looking great as it is. Looking great as it is. I'm liking it. So that's the group for the character. So I'm now doing the
usual use the cutter, then EDS, and then
put the eyes is they make it the color overrides. Don't forget to
invert the cutter. So as you can see, the LAC is
showing in line and slowly. Simple way to do that is just
juice then color override. Hello variety than goodwill in the selected
colors in one liter, Linda, Linda selected colors. So if you choose to only render or white and
leave out the Blake. So that way the cut down
on it lyses the whites. The alias or the pupil
only short in the white. So it just go to
the Transform tool, the deformation to use
the the first one, that's usually the end. Click where the genes are with the arm moves and makes sure that the code is
covering the whole, um, align to the drawing. So I'm just repeating
the process. I'm just repeating the process. For the legs as you put a
point with the joins me, it just made off clicking New
click where the genes are. When you click the
deformations are put automatically by the tool. When you go to the
Transform tool, you everything will
be moving aquatic. For the legs, make sure that the pointer is
pointing downwards. The line is pointing
downwards. If you put it up. For the gcd, I'm not
using a deformation because I'm thinking just
animate the lazy to use. Usually extend exposure. So we need to extend
the exposure. You're just copying the layers. Are you making sure
that the layer, all I represented present throughout the timeline
was really a dream. The only appear on frame
one switch one to extend to Lizzy frame to 5250,
you just take the index. So just to make sure
when you're working, the front leg goes back. Like when you walk in, the Zelig does going
forward in the leg, back so that you
maintain your balance. So just to get the
way you unmute, you walk in and tried to
repeat on the character. There's an issue. You attend to do what is called
foreshortening. The areas that are in front of the R closer to
the camera appear bigger than the areas
that are behind or a bit far away from the Camila. So he just mimicking
that with these trig. So this is, you
mimic that you get, you get the animation. So that's what I'm
trying to do here. So obviously the lake that motion for this
closer to the camera, which are big, unlike
the leg that's behind. I hope it's making sense. So the answer is a bit difficult because the rig
is not that complicated. If you want to treat them, need to ask questions. I need to squash it a bit. Don't be afraid to experiment. So just the animations,
just trimming data. So you'd saying out
if it's tweaks, if he doesn't wake, you
can change it a bit. So that's what I'm doing. I'm just testing out. So you need to do a keyframe. So keyframes that F6 impressive
six to break key-frame. Key-frame in the first
part is moved want and keyframe to the 16th, Liam. So that when you
do any movement, it's automatically
put a keyframe. There are two mics,
keyframes for you. So the first part, so the way you animate is
you go to the first frame, you put a keyframe, go to frame 16, move again. There will be
automatic keyframes. Then copy the frame, the first frame,
and paste it on, print it so that it repeats. It's a cycle. It's a cycle like this one, or just follow along
what I'm doing so that Mason is looking a
bit okay so far, but we can make it better. The legs are sliding, so let's start with that and
make the legs go up a bit. So I'm just trying to figure out which leg is going forward. So when you moved up, what Moses or to
compensate for the weight. So when you're walking,
you're always balanced. So if you move your way
with your foot forward, you need to counterbalance
so that you don't fall. So we just move things around. In Davis, you are
always looking. So this is me just applying
a bit of squash and stretch. Because when you move you
obviously if that upward, upward and don't want movement. So I'm using this reform
floor three deformed tool. So you need to pin every area
that's going to move in, every area that you
don't want to move. Because it is not pinned,
it's going to move. So I just put a lot of pins. So the leg that's
moving forward beat up. So we just eating it.
Beautiful movement. So just finding, tuning the, the movements and
moving and moving keyframes for the big
just to see how it looks. So don't be afraid to experience experiment a
lot and see how it goes. I'm just adding, easing. Does that button the normal one to making the
eyes blink in eye-blink. Just copy the drawing. In, paste it exactly on the
same team that you copied it. So as you want, if that
would be perfect in mind. What I do, I just
leave the line below in the eyelashes a bit so that they are
aligned to the bottom. So just looking to commit
to fit the big deal.
6. Finalising and Lip sync: Welcome back everyone. Welcome to the sixth tutorial. Six to three in the course, we're going to be doing the animation for the
chest area is real, is doing the final touches. Including mouth sink. That's the mouth movement
where we are going to be aligning the module
along with the mouth. Very simple. Boone is a very
simple way of doing that. So this is just me
doing the chest area. You will discover that there's a principle called
squash and stretch. So as things move the squash, squash, you need to
maintain the volume. So if it's stretching
upwards, it becomes thinner. We need to bounces it. It's crashes. Just shake the principle
called questioning stage. So that's what I'm going to
be using on the test data. So I'm done with kids with this question stage
for the chest area. Now for the moment you need
doubled saving mode shapes. For UT, ever convincing
multi-movement. You can be guided
by two Booleans or you can just check
the audio if importing audio and shake and shake the mode shapes that are the
deep by default that day, you can just take, just
open any or geom bar. I'll show you later all the microbes that are saying you
can check them, just inputting audio, then
double-click on the audio EQ, on the timeline name,
the layer assigned. You will see the mode shape. So those are the morphemes
that'll be drawing. So when I'm doing the
drawing, the mouth shapes, I'm trying to keep the
the top part's the same. Like the teeth, the lip, and the t for the top side. I tried to keep it the same so that everything is
nice and uniform. We don't want you if you
don't if you don't want every month that's going
up and down, That's shaky. So if you don't keep them in identical EFF
very shaky mouth. Give me a main reason why
we keep the top part. The same is just because
when you are talking, the jaw is the one
that's moving, not the upper part is the jaw. The upper part moves slightly, but the Joyce is doing
much of the movement. If not all the movements. So just check how you speak and you notice that the Jew
is the one that's moving. Just go on the meter and speak. Or just open your mouth. You'll see that the Jewish
law and that's moving, yeah. Move on to get a deeper
understanding into these things you need to study a beautiful
animal anatomy. We would discover that
the mouth of mouth, lips if all muscles and you need to try and
remember those muscles. So you're not necessarily naming all of them by just knowing
the general outline, how they move through
to form maltenes. When you're doing scheme
is the one that I'm using, that string, those red lines, those are the previous
drawings that I've drawn. These helps me to. Guidelines. That's Dorian scheme. So the most sibs are the most jobs and are ready. You can then use the autos, auto lip-sync feature
that's glutenin to tune. So just select the
audio that you want. And important once
you've imported it, I'll show you the
steps that you can use to use that feature. It's very awful. It's
accurate to some extent here. Who might need some
tweaking here and there. But for the general purposes of speech there,
It's much accurate. So this is all you important. Adios. Just say go to File, Import Audio and then select
the audio that you want. Again, you can record the audio. That's how I usually
do. We pre-record the orchard they imported. So this is me saying
anything that I want. You can choose what you want. I just spoke I just spoke
a few sentences just to get the audio to show that
the auto lip-sync feature. So double-clicking on the audio on the timeline,
you'll give you this. Does this mean? So right-click Order, lip-sync, then right-click again the map. So you need to select the
layer, the multi-layer, just go through it
and select the mouth. That's the month they name it. Usually you're doing
managing name, so just pick one. So if you can check
the same 1234567. So that's what we're
going to be aligning two. So that's the main part. That's the alignment part's going to lip-sync,
maple lip-sync. So a is one. First select the layer. Don't forget to
select the layer. Select the layer. The mausoleum. Then a is one, B is two, C is three. D is 45. F6, G7. Then for x, I usually repeated
one. I just repeat one. When you play. I think I did not do the
auto-generate feature, all done at the mouth. And then I add another
month that I drew. So I think that's
why or do lip-sync. Then second, MIP, the lip-sync. I need to choose multistage
one month, one, month one. Yeah. This is the mode. So again, a is one, b is juices, Cs, D, D is formed, and so on. So these are the most jobs
that are struggling with what they already beauty into the noise, not speaking boys. So I'm just copy pasting
the walk cycle that I did. It's a theory to 32
frame walk cycle. So we just copy all the
32 frames then paste, then right-click and
choose Paste cycle. You write the number of
cycles that you want. A Joel's faith. So
it will be a loop. Usually log the mouth layer so that you don't accidentally, I think you lip-sync. I'm sure my recording
did not show the audio. This is how you export. You just right click
then click Export Movie. Choose the location
that you want. Choose the location. Just look for the location. Just look for the the location. Write the file name
that you want, write the founding,
then save, then click. Okay, it will start out is to start rendering
out of the video. What you've animated
deal, who will be, will be exported is a good
move or debris M fee. Those are the two file
types that can exports. So I usually do use any of them, but if you want to
use DaVinci later on, you need to use the Move did emoji file type so that he can be important
using any other, I can just use the debris
MV equals I discovered that the debris empty is
smaller file sizes. So if you're pressed for space, you can use the debris MV. It usually comes out smaller
in terms of megabytes. So, yeah, if you have
a faster machine, obviously you're rendering
time Moon would take much faster than my soul. Finally, my oldest
is coming out. So that's the one you mentioned.
7. Conclusion: Hello everyone. I hope you learn to enjoy yourself because you
have to enjoy yourself. Again, your brain
remembers what you enjoy more than what you
are, what you're doing. That's not exciting to you. So if you're passionate
about animation, if you're enjoying
your suffering whilst doing this course, you will more likely to
remember what you've done. I hope you enjoy yourself. I hope you understood
everything. If you did not get if you
don't understand anything, you're more than free
to repeat or pause. Slow down the visual. You're more than
welcome to do so. So, yeah, this is how
I do make characters. It's simply now fits fast. Greatest animation. You can do something amazing with this. You can do something
amazing it is. So again, please make sure
that you do the exercises. And also you have any
questions, suggestions, comments, anything
that you want to say, you're more than welcome to
get in touch or comment. Yeah, So I wish you all the
best for me, Melvin model FU. Thank you for watching.