Full Animation Process In Krita | Munkaa | Skillshare

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Full Animation Process In Krita

teacher avatar Munkaa, Digital Artist

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.

      Class Intro

      1:42

    • 2.

      Character Design

      5:08

    • 3.

      Colour Theory

      2:20

    • 4.

      Animation Principles And Character Sheet

      5:35

    • 5.

      Animatics

      5:45

    • 6.

      Rough Animation Part 1

      6:01

    • 7.

      Rough Animation Part 2

      5:44

    • 8.

      Colouring

      4:03

    • 9.

      Render - Class Project

      5:30

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About This Class

Welcome to this Class! This class is designed to make the animation process in Krita more accessible and understandable to beginners and intermediates. We will be designing our own characters, making character sheets, storyboarding, animatics and the actual frame by frame animation. And everything will be done in Krita. For the final composing, we will use Davinci Resolve (a FREE video editing program)

Make sure to download the files for this class.

Content:

  • Lesson 1 - Character Design
    Examples and questions to help build our character
    -Shape theory
  • Lesson 2 - Colour Theory
    -How to pick the right colours
  • Lesson 3 - Animation Practice
    -Animation principles
    -Creating character sheets
  • Lesson 4 - Animatics
    -Storyboard
  • Lesson 5 - Rough Animation
    Lesson 6 - Colouring
    Lesson 7 - Finalizing Our Animation
    -Render image sequence
    -Composing in Davinci Resolve
    -Final Render

Programs used: 

Krita

Davinci Resolve

PureRef

Meet Your Teacher

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Munkaa

Digital Artist

Teacher
Level: All Levels

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Transcripts

1. Class Intro: And Walton's class. If you're looking to elevate your animation process using free programs like Creta, then this is the perfect class for you. Yes, you do need to have some basic knowledge of Krita, which again, if you didn't know, it's a free program. Most people use it for painting and drawing. But we are going to make this frame by frame animation from start to finish. Most of the videos in this class are around 5 minutes each. We are going to design our characters, create the character sheets, storyboards, animatics, and finally, the animation itself. Your class project will be to choose to animate one of the scenes from the storyboard. If you think that's hard for you, based on your level, you can try to follow along with the practice animation with the pageant character. If you have any questions, feel free to ask them as a discussion or as a comment. This class is aimed at beginners to intermediate. You will need to have a joint tablet of your choice, and, of course, Kriton as your main animating program. You can download that from their website. And of course, you need to have some time around 40 minutes to be exact, because that's how long this class will be. When you start animating your own animations, you probably take longer. But this class is designed to help you from the beginning to the end of your animation process, again, using Kriten see you in the class. H 2. Character Design: Hello, there. In this course, I'm going to teach you how to create tudo animations from start to finish. All the process you will see and learn from will be done using completely free programs such as Krita and the Victor resolve. To get used to the brush tool, let's start with some simple drawings. I will be tracing back some of the sketches I have done while designing one of the main characters for this course, the pigeon character. And yes, I'm tracing back the lines because I didn't recall myself doing the sketches, so bear with me. There are some questions we can answer to help us design our characters while we watch this. One of them is why? Why your character needs to exist? For me, the answer is simple. I need to come up with a simple character design to animate for this course. I need to make him or her simple control so everyone watching this will be able to follow along. For you, the answer can be as simple as, let's say you have a story to tell, and this character is part of your story. Or you have already designed your character, so now you want to animate it. Whatever is the case, answering a simple question like this can give you a direction to start. Okay, here's another question. What's the character's personality? And here, I'm just going to briefly mention shape period. Even if you don't know much about the personality of your character, don't worry. I didn't know as well when I was designing this pigeon. Once my design was final, I was able to come up with his personality. In the meantime, I just wanted to make a cute and lovable character. Even when this simple idea of cute and lovable was enough for me to experiment with the shapes. I'm not going to go deep into shape theory. There's plenty out there that you can read about. For starters, we can know this round shapes communicate that they are friendly and affable, while triangular and point shapes can be a bit more aggressive and unpredictable. And square shapes represent grounding and stubbornness. Is this enough for us to design our characters, though? Well, it kind of depends. We can use the shapes as guidelines and combine them with one another. Not every wrong looking character needs to be good sometimes. Having this in mind, let's leave now the pinching character aside and take a look at our second character, which is the granny. For my story, I will need two characters that will interact with one another. When I started designing the curani character, I made a bunch of different sketches. I was trying to use different ideas. I knew I wanted to make the urani to be a little bit stubborn, book friendly, yet a little bit cocky. After I did the first sketches, I remember about my great grandma how she was this little sweet granny walking around with her cane and going to the park to eat ice cream on the benches. With this image in mind, I came up with this final design of a little modern grandma with big headphones. Her whole body is like a big bean. She has fin pointed legs. As I was doing the granny design, I was looking at other character design ideas until I saw this bean shaped and I knew exactly how I wanted my little Granny to look like. So keep this in mind. Looking for inspiration is also a good idea when designing your characters. And having an example as my personal story, you can also base your characters on people you know, or you can take some of the characteristics from other people and apply them to your characters. So here's another question. What's the backstory of your character? If you're still struggling to design your original character, you can try writing a few sentence about their backstory. Before I finished the Prision character, I did add some baggy eyes. Once I drew them, I said to myself, Yeah, he's tired after all the coffee and jumping around the park benches. He is definitely hyperactive and he likes to push his beak into people's businesses all the time. That's how I came up with this backstory by just adding a baggy eyes to my character. For the Granny, the backstory is this. She knows her new high tech tools, as you can tell. She likes to be informed all the time. So she never goes anywhere without her headphones and her tablet, so she can Google the latest news. And the Internet at her place gets crowded, so she goes around the public spaces to steal the Wi Fi if she finds some. And that's how I came up with this backstory. I didn't know that before until I added a bunch of elements to my characters and the backstory old itself. 3. Colour Theory: Okay, let's talk about color for you for a second. If you are struggling with colors to use for your characters, I will show you why I chose the colors for the pigeon and the granny. So maybe you can get in sparked. For the pigeon, I decide to use the typical pigeon colors. Just grab a picture of the pigeon and you're done. Now, I'm joking, don't worry, I will elaborate. In the beginning of this, I wanted first to bring the color wheel. It's called the Advanced color selector. When we pick colors, we can clearly see which colors are opposite on the wheel and which are in close proximity. By holding control on your keyboard, you can activate the color picker. So if you pick the pision colors, we will see it's a gray blue on the wheel, and the eyes are dark purple, which again, on the color wheel is close to the blue color. The only color that's far from these two is the color of the beak, the yellow color, and it's opposite on the wheel. It's a complimentary color to the blue. So when we pick colors, it's good to look at the wheel and see which colors are close to each other and which are opposite. The easiest way I found out is when I choose one main color and pick one or two close colors to that main color. And for good contrast, I choose an opposite color to my main color. So we have a nice contrast. With the grounding character, I had a different approach. I wanted to present her as a grounded character, but yet playful. So when I was cruising the colors, I was looking at the green and brown colors as they are presented to be they represent grounding and relaxing. Colors that you can find in nature. But when you look at her head scarf and the headphones, you see they are much brighter and fun colors, right? So contrasting the cloak colors that way, of course, it's up to you which colors you want to use, so good luck, have fun. 4. Animation Principles And Character Sheet: Once you have designed your characters, it's good to take some time and draw the character sheet. The idea is to draw your characters from every possible angle. So once you start animating them, you can use your sheet for reference. It will make your animating process much easier. Also, if you're working with other people, it's important to have this character sheet, since there you will find the color information and that's the characters details. The birth character, I did the three quarters view, front view, back view, and profile view. Well, for the credi character, I only did a profile view since she won't be animated much in the different poses, while the patient will have more dynamic movements. Of course, this can change based on the scene I will be animating. But for now, these character sheets are enough. Before we jump into animating our main scene with the two characters we have, I want first to do a small warm up animation with the pigeon. Since the shape of the character is simple, he's pretty much a circ right a sphere. So let's animate him trying to fly from the ground now, I did a vary animation only by using the traced shape of the character. And as you can see, I haven't him my layers on the left. When we do our main scene, we will be a bit more organized. For now, if we look at the layers, the lines on the ground, the pink layer one is the reanimation and on pikayer two, I will be animating the proper lines of the character by adding the face, the beat, the wings, and so on. The first frame is static. Our bird is standing still. Okay, this is our staging. Before he jumps, we need to signal that by adding an anticipation pose. Think about when you watch the Olympics and observe when they do the activities like jumping, running, and frow stuff. For example, even when you have to jump, first, you have to go backwards, right? Running, walking, boost things we do, even without thinking, there is a moment of anticipation to all of them. When you wait to cross the street and the light goes green, from a still position, the first thing you do is to go backwards and then forward with your first step. In our case, with the bird we are going to squish him a little bit. We will be using the famous 12 principles of animation. You don't have to know all of them by half, but knowing how to use them can enhance your animation to be smooth and alive. First principle is squash and stretch. Right now, we're squishing our little character to create the illusion of anticipation. On the next frame, instead of having him in the air, we are going to apply the stretch principle. We are stretching our character before he gets in the position of flying. These principles can work not only for cartoon characters, but they are used even for human characters. Some people use quotion stretch when they don't want to draw too many in betwes. And if you're asking yourself, what are eptries? They are drawings in between the key frames or we also can call them in between the main drawings. So our stretch example is an in between until we get to our main pose of the character to be in the air. There's no rule how many images you need to do as long as you achieve the desired movement for your innovations. Once your character is in the air flying up and down, at some point, we need to land him on the ground. How are we going to do that? Well, gravity, yes. In our scene, we will have gravity, but how are we going to show that? This next frame is a little bit exaggerated. His eyes are stretched along side with his head. This is again an example of portion stretch. In this case, we're stretching the whole body as we did earlier, but this time, we can even draw a feather falling from him and add a little despair in his eyes. This ram is visible for four frames. Once he hits the ground, we again get another extreme frame. He's almost squached like a pancake. Trying to animate simple characters like this one can help us improve and break away the boring shapes by drawing exaggerated body shapes, eyes, et cetera. This creates the illusion of seemingly repeated animation. It starts and ends in the same position, and we get something like this. Of course, you can add more ivtris to your automation and maybe you can add the flying feather that flies away from him. I didn't do that because I wanted to showcase the main principles. But if you do, you can do yours and make it better. 5. Animatics: Let's get to the four part, the animation. First, we need to have a scene to animate, right? Well, let's come up with a scene then. For this class, I have created two characters as you just witnessed. You can use them if you want to follow along or make your own characters. First, we need to come up with a story. You can write down as a script if you want to, or if you're like me, you can do a short storyboard. This storyboard I did on stream. If you can watch the full version on my channel. But I don't want to waste time here, so in short, let's first say what is a storyboard and how you can come up with one to use for your own animations. A storyboard is a series of illustrations or drawings that show key events in the story. If we follow our storyboard, we will see the story unfolding in front of our eyes. Where this, you don't need to be extra detail with your drawings when doing your storyboards. And that's why I chose to draw these shapes to represent the granny character as a big cube and the pision character as a small sphere. If you need to present your storyboards in front of a client, then it's good to clean them up and show the storyboard with better drawings. I will leave a template for storyboard you can use, but you can also make your own encrypton by using the shape tools. Let's I made the first scene in our storyboard. The introduction. We have a character sitting on a bench with a camera panning from the left to the right, and then another character enters the scene. I start out a new file with these dimensions, and then I open my storyboard as well from which I copy the area I will be animating and paste it on my scene where I will be animating. I'm just using my right button of the mouse to copy the selection, and then again with the right button to paste it in the other file I have. As you were noticing, I'm not very detailed and technical with my explanation in encrypton since this is basic stuff. If you're struggling with any commands so far, there will be a shortcut sheet to look up. If you still can't find the answer, please feel free to ask. This course is for people who already know how to navigate encryta. Anyway, now we have our scene from the storyboard, so it's time to lower the capacity and create a new layer on which first, we're going to draw our bench, which is part of our background. Critter has a line too you can use. It will take the size of the current bush you're using. So you can change the bush and then the line itself will change. I can increase the burs size, so the light will increase or if it decrease then the light will decrease. Once our bench is done, I will lock that layer and lower the apacity again. Again, I do this so I don't draw on top of that layer. I can see and create my granny layer on top. I will be using single layers for both of my characters. So with the granny, I want to make her help to bop going back and forward to the sound of the music coming from her headphones. Once I did my rough sketch, I will duplicate the first frame. And then I will take the selection to select only her head and move it back and forward. Once I'm happy with the movement, I will copy the two frames and not to be confused which frame goes first, I will change the color with the second frame to go to the next potential frame, we press the arrow there. So Crystal will show us where should be the next key frame. When you hold Control on your keyboard, you can select multiple keyframes. Once you have select them, you can clone these frames. Make sure you are pressing k on your keyboard and move them around your timeline. I will clone my key frames a couple of times, so it will create this looping effect on the head, and I'll be using this multiple times across this animation. Okay, after the gran is done, I'm making new layer for the little equation. The open window on the left is a separate program called PureRef. It allows you to have your reference images on your screen. You can dolod that for free, so don't worry. I will make sure to leave links to all the programs I use in this course. So let's get back to the ematics. I have my character sheet open so I can replicate the positions of my character. All I'm doing is drawing the positions, and I'm using the transform tool to move him around. Remember, at this stage, we're not looking for smooth movement, but a simple movement, just to use it later as a guideline, so we can see the timing once we get back to do the earth animations and then the cleanups. Yes, frame frame animations have structures, and sometimes it can be a bit tedious to go through them, but the end result is definitely worth it. 6. Rough Animation Part 1: Okay, we are going to do our animations. In this stage, we are going to use the ematics we have done before, and on top of them, we can do our repass of our animations. I'm going to do the Cision first since it's the character with the most movement in the scene. Make sure once you create a new layer to double click and rename it. It's important to keep things organized, since we are going to end up with a lot of layers, and if we want to make corrections down the line, it's going to be impossible to find the right layer. I will bring back my reference program and I will open the character sheet for the pigeon. I need to see the body positions of the bird so I can redraw them correctly. Remember, it's important to keep using your references in order for you to have better animations, better drawings, and everything to stay consistent. Once I have my new layer for the pigeon, I'm going to lower down the cracky of thematic layer and I will try to add in between to make the movement smoother on my of animation layer. I think it's important to mention if you need to draw symmetrical drawings, in this case, there's this option you can turn on crayon, which is called the horizontal mirror tool, and next to it is the vertical mirror tool. Basically, one of them you can mirror vertically and the other horizontally. Gives you a line you can position anywhere on your canvas and draw symmetrical. Obviously, not the whole body of the bird is symmetrical. Well, actually, the bird's body is symmetrical. But let's say the eyes and the beak, I have to turn off the symmetry too and I have to draw them separately. I have to delete some of the lines that I did and draw them on top because again, the body age is symmetrical, but then once we do the tail or the eyes and the beak and the hair, we need to turn off the symmetry. It's easier and less stressful to get the perfect drawing that way. Also, remember, we are doing animations right now. So don't aim for perfect lines. We just need to put down the movement to feel smooth. Later we're going again on a new layer to refine the drawings and finalize our light work. But as later, right now, we are just doing some rf animation just to get the movement right. As you see, some of the inbetweens are copies, and I just chose from them to fit. When I'm trying to change the view of the character, I'm drawing a new drawing to fit. You don't have to redraw every single frame. You can reuse some of them if the position of the character is the same. W smart and not hard. I did spend a lot of time on this turnaround of the character. Well, technically, it's not a turnaround, but it needs to turn from profile view to back view. And we need to draw a bunch of drawings in between to make it smoother. Once I spent some time on it, I play the animation. It's not smooth. But when I go through the each individual frame, I think this drawing is a little bit off. You can see the tails back. The big, it might be a little bit big and the hair, well, I'll call this the hair, the haircut, it's a little bit weird looking drawing. I might redo this one. Another way for you to see if your drawing looks good, it's symmetrical enough is to use the key on your keyboard. It will flick your cavas. That way, once your image gets flipped, you can see if you have made mistakes or not. This is like a technique they used to do back in the days when they didn't have computers to use for animation. Most illustrators and animators will have a small mirror on the desks, and they will use that mirror to point at the drawings and see the mirror image. That way, they will see if they need to make any corrections or not. Today, we can simply do that by pressing M on our keyboard, especially in Krita and you can turn back again the calvas to normal by pressing M again. When you do close to close animation, it's easier to keep your draws consistent. But sometimes it's easier to miss out and have some of the shapes to be bigger or smaller. I can see once the verse on the bench seems to be a bit smaller than when it was on the ground. The way I spotted this was when I was looking at my amatic layer and my f animation layer. You can clearly see there's difference in size. The other way to make sure your animation stay consistent is to have a copy of your character or drawing on a separate layer. And that way you can constantly refer using it as a reference on top of the current frame that you're working to make sure the proportions are right. That way, your character or what you're doing, what animation you're doing can be more consistent. 7. Rough Animation Part 2: Progress with our little information, you see how much I try to reuse some of the positions I have already made, as the Cision is trying to jump on the bench. I'm basically mirroring the closes I have already created on the first jump to make the second one. Once we are happy with the movement, later, we can redraw the closes, and of course, if we have to, and we can clean them up. But for now, I just want to save some time and finish this as soon as possible. When you're doing any todo animation, especially frame by frame animation, if you don't have pens, your work can be frustrating and the end result will be suffering from a lot of imperfections. I make great example of how not to be, so don't be like me. Anyway, I will show you the difference between a lone frame and a copy frame function in criton because this is important. If we have two crone frames, for example, and we decide to make a change to one of them, that change will be applied to all of the crone frames. Will, if we have two or more copy frames, duplicate frames, let's say, and we decide to make a change on one of the frames, that change will only apply to that specific frame we have made the change on. As I said before, you can multi select the frames on your animation timeline by holding Control to select individual frames, or you could shift to select multiple frames in a row. Once you have selected your desired frames, you can press the right button on your mouse and you see the options. I use shortcuts, but if you are new to this and don't want to use shortcuts, don't worry. The gran character is more static when it comes to animating her. There's not much movement happening. So the way I'm going to approach this, I'm going to draw every limp of the character on a separate layer. The head will be on a separate layer. I will animate the eyes on a separate layer as well. My idea here is this since her head will only move back and forth and she will blink once in a while, I want to make the animations for the mouth, the eyes, and core everything and make it into a single layer so I can animate that layer. Of course, this type of approach can be destructive since we might need later to make some changes. Let's say to the colors, or maybe we need to change the timing of the animation. Before merging the layers because we can do that, by the way, either by holding Control or shift and pressing the right button and choosing the option that you need. There is a shortcut for that as well, by the way. Let's select the layers for the head, and we button and press, we can either press Control G or button and make them into a group. You can then copy that group and merge the copy of the group together. So layers, the merger group will be the layers that will get into one layer that we want to use. That way, you have a copy of the rest of the layers that they are not like they're not ruined in a way. They are individually placed. Let's say, the colors on a different layer, the eyes on a different layer, we can make them into a group, so we'll catch that group, but we will have individual layer with the copy of that group. So with that in mind, I will be animating the grammar movement in the ture resolve. First, I will try to swing the legs by using twin animation in Krista. How to do that, though. Select the layer you want to animate. In this case, that would be the leg one of the legs, let's say, press the right button on your mouse and go to add and from there, Uh, press Add transform mask. Just make a small note here. This function in crystal crec motion training is pretty unstable. So I don't really recommend using it. If you want to make smooth movements, then just choose a different program. Let's say you make your favorite fm animation section of the whole thing, and you can explore it as an image sequence and import it in a video editing program. And from there to click the element that you need to be animated. Anyway, I did try my luck here, and I made the swing of both the legs with the animation curves because we can't add any key frames from the animation timeline, but we can add keyframes to our transform layer that we added on the animation curves. It's a bit tricky to use, but as you see what I'm doing here. So again, I don't really recommend but you can try and make crash. So keep that in mind. Anyway, the grannies body and bench, I will render together as a image sequence. Make sure you remove your background layer to not be visible when you're rendering like this. And I will import them in the ictus of later. And together, I will animate everything together, right? So her head animation, also the blinking of the eyes will be rendered as a second image sequence, and later, we're going to combine everything. We're going to compose everything in the victus alongside with the pigeon. I 8. Colouring: Cowering. Okay, let's call our animation. More specifically, that would be the pigeon animation. The way I color frame animation and rit is by simply duplicating the animation layer. And obviously, renaming that layer. It could be the layer we need not the top one. And I did not do that here. That's bad. Nobody like me. Make sure you name your layers, and life will be easier. Probably this would be a great quote by some sage somewhere. Uh, I guess, yeah, name layers. We are going to use the felt over there, and we will call our drawings that we have duplicated the layer of Make sure you don't have gaps on your drawings. And first of all, I thought I would go and clean up my formation. But since I'm trying to fix this as soon as possible, I would do it in a soft way. But you definitely clean up your animations, like your drawings, make a new layer, do proper lines. Even though when I look at my lines, they're clean. They're like, clean. There are some poses, some drawings where I need to redo them, but they are like singular. So I will use the field to to do that to fill up my drawings. And the ones that I need to redo, I will just redo. But they are like individuals. For example, when the bird falls on the tablet on the granny and then when it grows, there's another frame where I have scribble lines. And when you have scribble lines, that's not ideal because then the field to will not do the best job, then you have to go in and clean again. And yeah, make sure you have proper clean lines on your drawings, and then you can, you know, duplicate them and color them. That's the fastest way I file out the color animation encrypt specifically. And the way I have decided to pick the colors, I have my concept art. I imported that and I have it as a separate layer, and I just I minimize it a little bit, but not too much, just enough to be able to hit control on my keyboard, pick the color I need, and then color the character. It's just faster that way. I did that for the gray as well. Have your reference on your cavas as a separate layer and you can review it whenever you need it and you can hide it because obviously, you don't need to have it when you handle your animation because it will be recorded on your screen and that's not I mean, you don't need it there, right? So yeah, that's one of the ways I call novations and that will take some time. I might speed up this for you and hopefully enjoy. Then again, name your layers, do your cleanup drawings with proper lines, and life will be easier as they say. Once we have colored our pission animation, to render it as image sequencing as the way we did with the granny. Make sure you are organized and create separate folders for each of the animations you have. I have a folder only for the granny's head animation, a folder for her body with the bench, and now I'm going to make a folder for the pigeon. Go to random animation and on image location where says expo as image sequence, choose where to save it. Make a new folder only for the pission animation. There's no need to export this into a video. Also, as before, make sure you have hidden your background and only the pigeon is visible before rendering. We need our images to be PNGs with no background. 9. Render - Class Project: Doing so, finally, we are at our final step, composing. I will be using the picture reserve since it's a free video editing program, and you have plenty of effects and options to work with. This is the ictureRsve on the bottom. You will see seven icons. We're going to select the third one, which is the editing. Now, we're in the editing space of the program, and we are going to draw our animations into the media pool on the left. Open your folders and select the first image, hold shift, and scroll down until you select the last image. So we can import the full sequence together. I will do this from the granny, from the cinchon and pad the granny. If you hover on top of that click, by the way, you will see the image playing. Let's do this for the other two and find a nice background image as well to import again into the media pool section over there. Now, we have everything, right? It's time to put it into the timeline. If you don't see your clips there, make sure to zoom in from that scale over there. Or there's a shortcut while you can hold open the keyboard and scroll with the middle button of your house. I won't be using this short combination quite a lot, so it makes my work faster that way. After we have important all of our animations in the background, it's time to sink the granny head movements to the bird. Before we go there, here are some shortcuts I'm using. If you press the middle button of the mouse, you can move around the timeline. Also, there's a shortcut for the cut tool in the tus off, which is B. It's that small as icon over there. If you want to use the arrow key to move instead of cuts, press A, which is that icon over there. To move your marker with one frame at a time, you can press your arrow keys on the keyboard. I'm moving my marker on the timeline to find the start of the birth animation to be accurate. And once I find it, I will cook the chinese head animation from there and move it to the position I need. I know this is a weird thing to say, but that's what we're doing here. We're cutting heads, not literally, of course. They used to type the head movement and the birth movement together, and it takes a little bit of time, but that's the way I chose to do it because in quita that might have resulted into you know, a little bit of inconvenience for weak, especially when the head has eye eye blinking and such explanimations there. Finally, once we're happy with the whole animation, we can add a adjustment layer. If you don't see your effects on the left, you can press on the left corner on the text when it says effects, and they will appear. I am adding adjustment clip, which I will zoom in and I'll try to make some sort of movement. But before that, I will just move the granny animation with the bench and the head. So it will create this illusion of camera painting from the right on the screen. Anyway, if we're happy with our animation, simply, we can finally render it of course you can add other effects as glow effects and such. But right now, we want to render this because we're happy with car clocks. The way we render our finish clip in the ictuzove is by going to the icon that looks like a rocket. First, you will be in a different window. Well, you can choose your seconds for exporting your final video. These are my seconds that I'm using. Make sure you name your video and choose the video location for that video. After all said and done, the only thing that we can do is press render. In order to press render, though, we need to add our clip to the render queue, which is from that button over there. Once that's done, you simply can press render. Depending how long your clip is, it could take some time, and finally, finally, we can witness our amazing animation. Enjoy. Okay, for your final assignment, you can try to animate one of the scenes from our storyboard. If you don't, that's fine. I hope this class was helpful to you. Make sure you share your animations with the rest of us. And if you have any questions, please do leave them, and I will be happy to answer them as much as I can. And maybe someone else can answer them. If you have any troubles or you have any suggestions, make sure you leave that share it with me, and I would love to hear about it. Thank you. I hope you enjoy animating with Krita. H