Transcripts
1. 1.0 Intro: In this course, you're going to learn how to make
comedy cartoons. That got me over 1 million
views, almost 200,000 likes, and over 6,000 followers on TikTok in just two
months, my channel, DRS chicken achieve
those numbers by making short cartoons satirizing
Formula One motorsport. My hope with this course
is to help you achieve similar or even
better numbers by making satire cartoons about a popular niche that
people want to watch. By the end of this course,
not only will you learn my workflow and pipeline for
making cartoons at speed, but you'll also put it into practice by recreating
this project, which is a satirical, itchy and scratchy
episode by substituting itchy and scratchy with two
characters in your niche. For copyright reasons,
the original itchy, scratchy audio is replaced with my dodgy guitar cover
and voice-over. But I'll teach you
how to legally at the original audio on TikTok. If you want to see the video
with the original audio, check it out on TikTok, the two characters in my video are Christian Horner
and totally Wolf, who are two popular
characters in Formula One. But again, you'll
be swapping them out with your into characters. So in order to
make this cartoon, I'm going to teach you how to find a niche to make
content about, right? Short scripts for set Content, record the audio
for your script. Draw characters and inanimate objects using
Adobe Illustrator, animate and lip-sync characters using Adobe character animator, compile it in Adobe
After Effects, and finally, upload
it onto TikTok. This course is great if
you're new to animation, don't know where to start and just wants to learn
as quickly as possible how to produce cartoons and share
them with the world. This course isn't a comprehensive Adobe
Illustrator course or comprehensive
After Effects calls or comprehensive
course of anything. Clearly, the focus will be on how to make
cartoons as quickly as possible instead of how to be really good in
each application, I'm more like showing
you how to use enough functionalities
of each program to put a cartoon together
rather than showing you expert techniques in
each application. My hope is once you've
applied the basics and created the itchy
and scratchy cartoon, you'll feel confident
and motivated enough to make your own cartoons
about your niche that will consistently get you at least tens of
thousands of views per video and eventually over 1 million total views
and a couple of months. If you love the sound of
everything you've just seen, then let's get started by
hopping into the next section, which is about
thinking of a niche. I'll see you in the course.
2. 2.0 Thinking Of A Niche: What topic or niche Do you want to make your
cartoons about? If you answered whatever
I feel like or not sure, then keep watching this section to find your niche because it's the single most
important thing you have to do before you start anything. If your aim is to grow on TikTok by making
quality cartoons, you want to make
sure you're making content based on
a popular topic. Otherwise there's a risk
you'll be making videos that people aren't interested in
watching in the first place. The other problem of creating a channel that
doesn't have a niche is that people will find your channel and
content to random. They'll lose interest
and unsubscribe, like with my channel,
DRS chicken, that's specific to
Formula One content. A lot of my subscribers
and viewers are Formula One fans
makes sense, right? Make F1 content for F1 fans. But if I start to make content that wildly deviates from F1, like gardening videos or
programming tutorials, people will probably unsubscribe
for me pretty quickly. So in saying all that, how do you come up with a niche? If you're anything
like me and you've got dozens of channel ideas, you need to narrow it
down to one so you can focus all your
time and energy on it. Give yourself some direction
and avoid spreading yourself too thin with
too many nations. And in order to
identify your niche of basically come up with this
four circle Venn diagram, which consists of passion, relevance, speed,
and sustainability. In this chapter, you're
going to fill in this Venn diagram by identifying things that
you're passionate about. Then out of the things
you are passionate about, you're going to find a
passion that's relevant, aka something people
really want to watch. Then we'll identify if
we can do this at speed. And finally, with
sustainability, can we do this at scale? Whatever intersects
between all four circles is what you're going to
be making cartoons about. The Venn diagram is going to help you identify your niche. So for the videos
in this chapter, we'll go through each circle in detail and you'll need to do a little bit of homework and self-reflection in each part, but I promise you, it'll be worth it, right? Let's deep dive into each
of these four circles.
3. 2.1 Passion: So in order to find your niche, the first thing I
want you to do is to grab a pen and paper or a Google Doc and lists down the things that you are
super-duper passionate about. Things that you either love
doing, love researching, or love talking
someone's ear off about the reason why we're
starting with passion and things you really love is
because imagine if things go really well with your
channel and in six months time, you've blown up to like
100,000 subscribers and 5 million views and
made like 80 videos. 80 videos. Imagine making 80 videos about a topic you don't even
like, chances are, you won't even make it to
five videos, let alone AT, it'll become like homework
or a saddle job that you just learned to resent
and give up on over time. That's why it's important
to make content about things that you really
love, things you enjoy, things that you're
passionate about that way, you're always in
love with the topic and you can't wait to
share your knowledge, opinions, and keep learning more about it at the same time. Now, my list of passions
looked something like this. It's almost like a mind map
drawn by kindergartener, but yours can look
like whatever format, as long as it works for you. As you can see from mine, I loved booze programming, sitcoms, food, tech, stocks, cars, and video games. And then I've gone into
more subcategories where you will see Formula
One, they're tucked away. Coming up with this list is probably the easiest
part of this course. I want you to take
your time writing down your passions
because again, it's super important and something you
shouldn't skip for me, it took an entire
afternoon to do. There's no right or
wrong answers and no particular pace you
should be going yet. Take your time and write
down what you love.
4. 2.2 Relevance: The next circle in our
Venn diagram is relevant. And what we want
to understand from the circle is from
our passion niches, which one of them are
actually irrelevant, like how popular is our niche, and how many people on TikTok are watching
things about this niche. The reason the circle is important is because
you don't want to be making content about a niche that people aren't
interested in. And in order to have
the best chance of growing your
channel and audience, you'll want your niche
to be relevant and popular so that you can
grab a wider audience. It's like casting a
humongous fishing net instead of a small one. So what I want you to do
now is a bit of research. I want you to download TikTok from the App Store
or from Google Play. Create an account by filling
in some basic details. And then I want you to tap
on the Search button at the top right and
type in your niche. I'll do like Formula one. Then go to hashtags. And we go to hashtags because
when people post videos, they often add these hashtags
to the video description. And every time someone
watches that video, the hashtag popularity goes up. So Formula One is
really popular, billions of views,
which is great. Then what I want you to do
is create a spreadsheet and make note of the niche in this example, it's Formula One. Make note of the
view count as well. Also write down the
neighboring tags with their view count, and this will come
in handy much later. Next, let's try a
different nation of my lists, like Python. Again, really popular billions of views over several tags, and we'll make note of
that on our spreadsheet. Let's try something
a little bit more niche like Daytona USA, the arcade racing game. So less popular, hundreds of
thousands but not billions. And let's look at something
like Heroes of the Storm. Not that popular at all. Play around with
your search terms may be for Heroes of the Storm, people were tagging
the acronym halts instead of the full name. So keep researching. Now, this is the first
section of your colon. You want to call out topics
that aren't popular. So by the end of this exercise, you should have niches
that you're passionate about and irrelevant
and popular. Now, I'm not saying less popular nations
aren't going to succeed, but I think it
makes it harder to grow because people clearly on interested in watching videos about your niche in
the first place. So to increase your
chances of success, I want you to be targeting
nations that are popular, which you can identify
using hashtags. Take your time
with this section. Again, there's no right or
wrong pace to be going up. Just take your time
to do the research.
5. 2.3 Speed: So now that you've identified the niches you're passionate about and you know which ones
are popular and relevant. You now want to look
at the third circle in our Venn diagram,
which is speed. And speed is all
about how often you can make a video
about your niche. Before you dive straight
into making videos, you should ask yourself, how fast can I make a video? Is your aim to produce
three cartoons per day? One cartoon per day
or one per week? Yeah, believe it or not, there are content
creators out there that post three times a day. Crazy, right? So why is speed important? Because assuming your content
is quality anecdotally, the more you post,
the faster you grow. And that's because with
each video you put out, you're giving your audience more opportunity to
engage with your content. In other words, like comment,
subscribe, and share. And the more engagement you get, the more TikTok pushes your
videos to other people. And therefore, the
more you grow. Now, if you're new
to making videos, it can be hard to estimate how long it takes
to make a video, because you won't actually
know until you do one. And the first one is always
the hardest and the longest. But I think the more
videos you create, the more efficient you
get at making them. In any case, here
are the steps and timelines are used to timebox the creation of a
22/62 comedy cartoon. Step one, write a short script about
one-and-a-half hours. Step to storyboard
it half an hour, record and edit
audio half an hour, draw characters, inanimate
objects and backgrounds. One-hour animate and
compile 2 h and finally upload half an hour
in total, 6 h FYI. These steps here are going to be the table of contents for
the rest of our course. Those are just rough timelines. Some videos are quicker
to make because maybe you can reuse drawings
you've made in the past, or maybe you only have one scene to draw instead of several. Well, maybe writing
jokes and scripts will come quicker
than other days. Some videos might take
longer because you just can't think of jokes or you're struggling
to write a script, or you have lots
of scenes to draw. But for now, you've
got a ballpark of how long each
video takes to make. You now need to ask yourself, factoring in all your
life commitments, whether that be school, work, family or friends, etc. How often do you want to
be making these videos? Let's say if you want to
commit to one video per day, you need to ask yourself, do you actually have 6 h or two-and-a-half hours or 2 h of spare time per
day to do this, using these six, our
timeline example, are you going to wake up 3
h before school or work? To do this, then dedicate another 3 h after
school or work. What if you have commitments
with family and friends? For me, family and friends will spontaneously asked
me out for dinner. So that's like 2 h. I've lost after work, but I generally wake up early so I can commit
to working on this for 2 h per day before work starts and an
hour afterwards. Therefore, I can
really only commit to making a video every
two days at best, because 3 h per day, right? Pick a speed that will
suit your lifestyle, not the other way around and set a realistic
cadence for delivery, whether that be once per day, third day, or week,
just be consistent. So there you go. Feel free to adjust these steps and timelines to your process. This is just what I use and it's not a one-size-fits-all
approach. Once you figured this section. Now, let's move on to the next step, which
is sustainability.
6. 2.4 Sustainability: The last section of the Venn
diagram is sustainability. And in this circle, or you have to ask yourself, is, can you make 30
videos of your niche? Now, back to the six-hour
process over two days. This is all good and well, for just one video. But can you do this
for something like 30 videos over 60 days
without burning yourself out. If you spend 3 h per day over
60 days to make 30 videos, can you wave and picture
yourself dedicating 180 h towards this? Well, for me, I already had five video ideas in mind
and dedicated the remaining 25 based on satirizing and making fun of breaking
news in Formula One. Since there's always
a new headline each day and a new race
every week or second week, I'd always have new
things to make fun of. Can you say the same
thing for your niche? I'll cover this in more
detail when we get to the thinking of a
video ideal lesson. But some ideas for
video topics could be satirizing new or old
products in your niche. Breaking news, maybe a
history lesson about someone or something in your niche with a
funny spin on it, educational content or
even just tutorials. That's already about six
subtopics and urination. And if you can make
five videos per topic, you've easily covered
you 30 videos. Take your time to
brainstorm 30 video ideas. The more you can frontload, the better position
you'll be in, the less you have to worry about coming up with new content. For me, I came up with a
video idea every two days, which was kind of hectic because there were days I couldn't
come up with anything. So my creation process
slowed down again, front-load as much as possible. Now, you might be
wondering why I keep using 30 videos as an example. Well, that's because I
think at about 30 videos, you should have padded
your channel out with enough content and also gathered enough information
about your videos to understand if what you're
producing is engaging or not. If after 30 videos, your view and engagement
count is still low, There's something
you still need to tweak in your content. Whether that be your topic
just isn't relevant anymore, or your content quality has
improved over 30 videos, you need to be
honest with yourself as to why it's not working out. And this is where
my journey with DRS chicken came to an end. Yes. I could do 30 videos
over two months, but at this point is why I
started to feel bored with it. I struggled to come
up with new jokes. I was recycling material. I was tired of
drawing and I wasn't interested in growing
the channel anymore. I guess this was some
level of burnout because it just wasn't that
much of a passion anymore. When I started DRS chicken, I didn't have this
sustainability section in my Venn diagram. Finally lead to add it. After my 30 videos
and 60 days, I mean, up to speed, I knew
I could do a video every two days and I never thought I'd get tired
of writing jokes. But it turns out I did learn from me and be honest
and ask yourself, can you make at
least 30 videos of your given topic at a
sustainable pace by now, after running your ideas through this full circle Venn diagram, you should have a
very targeted list of ideas you can pursue
for your TikTok. And you're going to pick one
to start a new channel for. Congratulations on
finding your niche. Give yourself a pat on the back, and perhaps now is
a good time to take a break because in
the next chapter, we're going to start
the writing process.
7. 3.0 Produce The First Scene: Now it's time to
produce a cartoon. And by the end of this chapter, you're going to make
a parody episode of The Simpsons,
itchy and scratchy, but substituting HE
and scratchy with characters in your niche
for copyright purposes, I can't use the original
itchy and scratchy song. So I've just got a guitar
recording for now, but I'll show you how to
use the original audio on TikTok without
copyright issues later. Sorry, that's the video. And in order to make that, I'll walk through
the end-to-end video producing framework
from start to finish, which involves thinking
of a video idea, which we'll be doing
in the next video. Writing a short script, recording the audio,
drawing the characters, inanimate objects and
backgrounds, animating it, compiling it, and finally
uploading it onto TikTok.
8. 3.1 Thinking Of A Video Idea: The first thing you
need to do is to come up with a video idea. But coming up with a video idea, let alone 30 of them, can be really hard. And what helped
me generate ideas every day or every
second day was spending 15 to 30 min reading the news and fighting a headline that I could write a script about. Now, my niece was Formula One. I wanted the latest
headlines about the drivers, the teams, the
races and so forth. And to expose myself
to all that stuff, I started by jumping on TikTok
and found as many drivers, teams and content creators as I could and watched and
followed their content to see what the latest
news was and to see if there was a video
that I could parody, I then signed up to
read it and joined as many Formula
One subreddit as I could to check out F1 news and the thoughts and
opinions of F1 fans. I also subscribe to several F1 content creators on YouTube and watched this stuff. I subscribe to several
Facebook groups that posted news articles or
memes about Formula One. And finally, I read the
Daily News articles as well. By the time you watch your
skim through all this content, you'll probably
end up reading or watching a lot of
the same headlines. But here's the golden
nugget and here's what's going to help you
come up with a video idea. In doing that 15 to 30 min
of reading and watching, you should have found
a bit of news in your niche, triggered
your emotions. Maybe while reading an article or watching a content
creators video, there was a headline
that a the major law, Major feel sympathy
or major WTF. Whatever the headline or
emotional response was, if you had an emotional
reaction to it, right that headline down, because that could be
your next video idea. In the next video, I'll bring this emotional response idea to life by showing you the
emotional responses, I had to three headlines
which helped me come up with three video ideas that went
on to get 500,000 views, 150,000 views, and
47,000 views on TikTok.
9. 3.2 Demo - Thinking Of A Video Idea: Picking up where we left off in the last video about using your emotional response to
come up with a video idea, I want to show you
some examples of emotional responses I had so I can bring this
concept to life for you. The first video we'll go
through an example of me just reading the latest
F1 headlines at the time. There was this incident
about F1 Commentator Martin bundle trying to do a quick interview with
making the stallion, but her body guards
shunt him away, resulting in a really awkward but entertaining
live TV interview. And the emotional response
I had was absolute cringe. If That's an emotion, Martin brown dog has this
tradition of walking up to random celebrities
and interviewing them on the race track
before the race starts. But I guess making the stallions body guards were
having none of it. And if you look up this awkward TV interview on the internet, you just cringe watching it. Had that strong emotional
response led me to be like, Yeah, okay, I can make
a video out of this. And this is what I
created which got me over 500,000 views and 35,000 lights. Nope. Don't recognize
anyone here. A bunch of no buddies. Oh, there's someone
I think I know. Serena Williams, How are you? Martin? Joke is that all these
characters at the start, our famous F1 people like Lewis Hamilton and
Daniel Ricardo, But Martin Brando was like, these aren't real celebrities. Then he spots Serena Williams, runs over to her and
just like how megan, the stallions bodyguards
shunt him away. Serena Williams just
knocked him out. So I'm exaggerating
the situation. I chose Serena Williams because I believe there's
been a couple of times where she's been at a Grand
Prix and Martin printers tried to interview her, but she keeps ghosting hidden. Now onto the second example
which came from watching the Netflix F1 Series
drive to survive. If you finish in first position, you will win the race. A Formula One car has
four wheels every 60 s, and then it passes
in Formula One. So the main character here
is an F1 personality cold, we'll Buxton any features heavily in the Netflix series
where he's sitting in front of a great backdrop saying dramatic things that make
really good soundbites. The only problem is
the stuff he says. It's like stating the obvious. Like you want to start in
front because it means you have the 900s are the
drivers starting behind you. And it's like, well, duh, but I love we'll Buxton. So I think the Netflix series
did them dirty by only including bits of him
belaboring the obvious. Anyway, I was really
triggered by the commentary. The emotional response
I had was like, no way, captain obvious. Just frustration and annoyance
followed by, Oh, yeah, I can make a video out of this, which got me over 150,000
views as 10,000 likes. So for this video,
I just came up with more useless facts and
imitated we'll Buxton. And it seemed to resonate with others so much so
that I'm milk to this idea and created two more
videos of the same thing, which got another
30,000 views each. So this one idea got me 210,000
views over three videos. Onto the third video example
which came from the 20th, 22 F1 Azerbaijan Grand Prix. And here's a headline from it. Basically there's
an F1 driver called Yuki Sonata who raises for
the alpha towering F1 team. And the rear wing on
his cab broke and his team fixed it
with duct tape. The reason why that's
kind of funny is because F1 is meant to be the
epitome of motorsport. There, the fastest and most
expensive cars in the world. So to fix it with Genki, old duck tape just goes against the grain of being the
epitome of motorsport. Anyway, the emotional
response I had two, this was just surprised
and laughter. I remember watching the rice and kicking myself, laughing, watching this duck tape
being wrapped around this car worth
millions of dollars. And again, I thought it would be great to make a video out of it, which got me 47,000
views and 4,000 likes. Why fix your rear wing with
expensive tools when you can fix it for cheap at
alfalfa towering hardware, we sell every tool
to fix your F1 car, like 20 millimeter re
winged duck tape for 399.10 millimeter reawakened
duck tape for also 399. Actually, we don't sell
any other hardware at all, just various sized duct tapes. So for this one, I made
a parody commercial of a popular hardware store in
Australia called bindings. I instead called alfalfa
salary hardware, just to make fun of
the F1 team name. High then used Yuki sonata
as an employee and add this hardware store or they sell his duck tape and
no other hardware. This one is actually my
most favorite video. It was just fun merging
different tropes into one video. And lastly, coming back to
the itchy and scratchy video, I came up with this
idea because there's two popular F1 team bosses that constantly bicker
with each other. Christian Horner
from Red Bull F1 and Toto Wolff from Mercedes F1. What makes this so good is
that Christian Horner is shorter and wears blue all
the time, just like itchy. And Toto Wolff is tall and wears black and white,
just like scratchy. In 2021, these two team bosses were butting heads quite often. And my emotional
response was like, well, here we go again. These two are always fighting. So I made two videos out of
this itchy and scratchy idea. One with just the intro, which got me 25,000 views, and one with the full episode, which only got like
two-and-a-half thousand views. So I don't know, maybe this wasn't a good
example to use for the course. Anyway. Hopefully through
these four examples, you get an idea of how using your emotional reactions can help you generate video ideas.
10. 3.3 Writing A Script: Okay, so you've
got your niche and you've got your video idea. Now it's time to write a
short ten to 20 s script. Ten to 20 s is just
an indicative length. You can do lower than
ten or longer than 20, and heck, you can even
upload up to 10 min. But when you factor
in how much time and effort it takes
to make a video, the old saying less is
more definitely applies. In this case, you could
make a 60-second script, but spend 6 h drawing
in animating, or make a 20-second script and spend 2 h drawing
in animating. There's no right or wrong, but my TikToks will
usually under 20 s. Once I have the
idea in my head, it's now time to
put it onto paper. So open up Google Docs and
start writing your script. Nothing fancy. Just write down the dialogue in your head onto Google Docs. It doesn't matter if it
doesn't make sense yet, as long as you have
a rough draft, That's all that matters. And then you can do
several revisions until you're satisfied that you're using the right
words you want to use and that it flows well, let's use the alpha towering
script as an example. The video was 24 s long and there's probably like
50 to 60 words here. I also did this 22nd video of Lewis Hamilton and there's
only like 20 words. So you can see that my
scripts are pretty basic. It's not a gold standard by any stretch of
the imagination, but just write it down. These videos were
quite popular as well. So again, sometimes less is more once you've
written your script, the next step, which
in my opinion is the most important
part, is storyboarding. And that's because it'll help
you visualize the video, gives you direction on video production in
the next section, and roughly lets you budget
your time because you know how many scenes you need to
draw, animate and compile. If you don't do this part, you are drawing animation and composition steps are
just going to take longer because you won't know what to draw
an animate when you get to those steps and you'll be fumbling around
for direction. Think of the storyboard
as your visual plane. Your storyboard is going
to look something like a set of comic panels where
each scene is a panel. So if you're doing
multiple angles of two people having a conversation
that's multiple scenes. You'll have to draw an animate. It doesn't need to look fancy. It can be stick figures and really rough drawings
in Microsoft Paint. If we use this alfalfa
Tower video as an example, I've got about seven
scenes or panels here, but only needed to draw like three scenes because our
recycled and cut between the three scenes several
times from coming up with the video idea to animating
and uploading onto TikTok. I think this video
took 3 h to make, whilst this Lewis
Hamilton video only has one scene which took
about 45 min to make. So a bit of a correlation there. More scenes means
more time and work, and less scenes means
less time and work. The itchy and scratchy video
took about 6 h because there was a fair bit of drawing
and animating to do. So. That's pretty much how
to write a script. Everyone's got
different techniques, so don't treat this as a
one and only solution. This was just more
of a suggestion or something to get you started. Anyway. In the next video, we'll go through
the comedy writing techniques that I
used for my TikToks.
11. 3.4 Writing Techniques: There's heaps of different
ways to make people laugh. And I'm now accomplished comedy writer by any stretch
of the imagination. But here's four main
techniques that I kept falling back on for DRS chicken, which are imitation
slash, mocking, over-exaggeration, misdirection,
and combining tropes. Let's break those four
techniques down a little more. So starting with imitation or mocking, it's pretty
self-explanatory. Take a popular person or character and pretend
to be like them. Now, the wheel Buxton
video I did is a perfect example of imitation. Like take something they said, like you want to start at the
front because it means you have the 900s are the
drivers starting behind you. You want to continue with
the silliness of it, like finding more
useless facts in this example are finding
more silly things to say. If you finish in first position, you will win the race. A Formula One car has
four wheels every 60 s, and then it passes
in Formula One. The next technique is
over-exaggeration, which is just taking a subject and going
over the top with it. There's heaps of ways
to over-exaggerate. Sometimes I like to
write a script and then proofread to see where I
can exaggerate something. And the mountain bundle video
is a good example of this. In real life, Serena
Williams, just Gerson. In my video, she knocks him out. There's another video
I did where the FIA, the motorsport governing body, declared no jewelry
was allowed to be worn when drivers
are in the car. And Lewis Hamilton
protested this in his own way by turning up to
the next press conference, wearing like three watches
and to Nicholas's. In all my future videos
with soloist Hamilton, I put like ten watchers on each arm in four
necklaces on him. As subtle as that is, people pick up on these
little Easter eggs. The third is misdirection, and it's great for
writing punchlines. So you set up your joke by
talking about one thing, but then you end up going
in We different direction that's unexpected and
surprising to your audience. An example of misdirection, which got me 115,000 views is this headline of
lunch stroke getting an upgraded car for the
Barcelona Grand Prix whilst his teammates
Sebastian ventral didn't. So I set up the joke and set up the audience by making
them think that Lance Stroll is going to get
proper performance upgrades towards car like a new
engine and aerodynamics. But then I use
misdirection to give him really useless upgrades
like neon lights, spinning hubcaps and a
subwoofer in his F1 car. And then at the end, there's also a bit of
wordplay about support, which is another technique, a word or phrase having
a double meaning. I added this bit in the end because if I remember correctly, in the previous rice
before Barcelona, I believe Sebastian Vetter
was saying that his team, when supporting him enough. And on a separate note, he hosts who bought underwear on the outside in
protests of the FIA mandating what underwear drivers were and weren't allowed
to wear in a race. And this brings me on
to the last technique, which is combining tropes
or combining subjects. From my understanding,
a trope is like a familiar object, character, cliche, just a familiar subject that's recognizable
by the audience. And example of this is
the alpha tower escape, I showed you in the
previous video, where I combine the trope of alpha towering fixing
the car with duct tape. So one recognizable subject and combining that with the
bindings TV commercial, which is another trope. Another example is the
itchy and scratchy parity. You are combining
familiar characters from The Simpsons with familiar characters from
Formula One or your niche. So there you go. These are the four comedy
writing techniques I hope you can use
in your video. There's obviously
many more techniques, but these are the main
ones that I used.
12. 4.0 Audio: In this section, we'll
cover how to record your voice with
good-quality on a budget, had to edit your recorded audio by trimming unwanted parts, removing moving background
noise and heavy breathing, and then how to
export it to MP3.
13. 4.1 Record Your Voice: Alright, so you've got
your script and you know what your characters
are going to say. So now you just
have to record it. If you're like me, you
probably don't have access to professional sound equipment
or recording booths. So this section is about how to achieve clean audio on a budget, my recording setup
looks like this. I use $170 microphone with $120 a pop filter
in my walk in road. If you're on a budget and you
don't want to spend $170, you'll find microphone
should just be as good. But I highly recommend
the $20 a pop filter, which I'll come back
to in a moment. The first thing I want to
start with here is where you record your audio for
voice-overs like Wow, cartoons. You want to do this in
a small enclosed area, like a closet or a walk-in robe, because the clothes
and other stuff in here will reduce the echoes in your recordings compared to a large empty room where
there'll be heaps of reverb, echo and ambient or background
noises like cars driving, birds, chirping,
or construction, doing voiceovers in a small and quiet
room eliminates a lot of that noise and gives you a more professional
podcast sound. The next thing I want to
cover is recording equipment. Now, I use a tascam DR. 05x, which I bought a few years
ago for 170 Aussie dollar. I liked the tascam
because the sound quality is amazing for the money
and it's portable. If you have a USB microphone
like a Blue Yeti, which seems to be
popular among strangers. You can use that too,
but I don't think the quality is as
good as the tascam, or you can even use your
phone to record audio. You could try using
your webcam as well, but generally speaking, webcam microphones
aren't that good. Here's a microphone comparison between the tascam, DR. 05, the Blue Yeti, a
Logitech C9 to two, and a Google Pixel foray. You want to start in front
because it means you have the 900s are the drivers
starting behind you. You want to start in front
because it means you have the 19 other drivers
starting behind you. You want to start in front
because it means you have the 1800s or the drivers
starting behind you. You want to start in front
because it means you have the 19 other drivers
starting behind you. I personally like the sound
of the tascam the best. And I think that pixel for a sounds equally
as good as well. But if you're on a budget, my advice to you is use
what you have and see what the audio quality sounds like when recording in
a smaller area. If the audio quality
sounds crisp and clear, bother spending up to $200 in
equipment, you don't need. Chances are people are going
to watch your videos on their phones or on a device
with subpar speakers. And they might be in
a noisy environment. So their audio quality, regardless of your microphone, will probably all
end up sounding the same to your audience. If you're using a USB
microphone like the Blue Yeti, I like to use Audacity
to record audio. It's also the same
software we'll be using to edit our audio. Just download it from Audacity team.org forward slash download, install it, select your input
or a microphone device. In this case, it's
the Blue Yeti. Press the record button
and record yourself. In the next video, we'll
go through cutting and snipping to remove
extended pauses, remove heavy breathing,
and to remove any background noises
remaining in your audio. If you have a separate
device like I'm using, and the audio records
onto the device that you have to copy it
over to your computer. And it'll probably be in
an MP3 or WAV format. Copy it to a folder where you keep all your cartoon files. The next thing to cover
is the pop filter. This is optional but
highly recommended. I put the microphone
in front of me and use $120 a pop filter in-between
me on the microphone. And the reason I use the pop filter is
because without it, when you're pronouncing
words that have a sound like pop or pool, the microphone picks up this
heavy and base e sound, which ruins your voice-overs. But with the pop filter
sounds like pop, that heavy sound,
it's eliminated. I highly recommend
getting one of these and they're
pretty affordable to. The last thing to cover
off here is volume. You don't need to yell
into the microphone, but at the same time, you don't want it to
be too soft generally, I think sitting maybe about half a meter away from the microphone and speaking above a normal talking
volume is pretty good. But you don't want
to be shouting into the microphone because then your audio becomes
distorted and choppy. Alright, That covers it for
the audio recording step. Don't be afraid to sound silly. Tried different voices, tried imitating other voices
and have fun with it. For our itchy and
scratchy cartoon, we won't need to record
any sound because we'll be ripping the audio from
the actual episode. Next up, we're going
to edit our audio to remove any heavy breathing that we did into the microphone, as well as any background noises that were picked up
during the recording. And to also remove
any long pauses so that we get audio that sounds professional and flows
really well without any awkward or
overextended silences. I'll see you there.
14. 4.2 Edit Audio: Let's move on to
editing your audio. This section isn't going to be an in-depth audio editing course because I'm only going
to teach you how to edit your audio to
remove heavy breathing, and how to remove
extended silences, pauses in between takes. So don't expect to
be an audio engineer by any stretch of the
imagination after this video. This is really just
the basics and enough information to
produce your own cartoon. Now, the app we're
going to use to edit our audio is called Audacity, and it's free to use. You can download it by going to Audacity team.org
forward slash download, and then download the app
for your operating system. I'm on Windows, so I'll download this one
after installing it, opened up Audacity
and download and import the MP3 file attached to this video by either
dragging the audio into the program or
navigating to file, import audio and
selecting the file. Awesome, You've now
imported your audio onto the timeline as attractive as you can see when you
import two files, it goes onto two
separate tracks. So each of these lines
here are tracks. This is one lane and this is a second lane or a second track. We don't need the second track, so we can just delete
it by closing it here. To navigate the audio, you can move the scroll
bar left and right here. And you can zoom in by pressing control and
moving the scroll wheel, which will zoom into where your mouse is hovering
to play the audio, you can use the Play and Stop buttons at
the top left here. Or you can just press space
bar as the keyboard shortcut. Moving on to editing, Let's start with the
easy stuff by removing the background noise
and heavy breathing. Now, if you play this track, you'll hear some
heavy breathing and some long pauses in here
which we're going to remove. You want to start in front
because it means you have the 19th are the
drivers behind you. So we can hear a long pause
and heavy breathing here. And a long pause and heavy
breathing here as well. To remove the breathing, what we'll do is
select the entire clip by clicking on Select and all. Or you can just press
Control a on your keyboard. Then we'll go to
Effect noise removal and repair and click
on noise gate. This effect removes
lower volume noises from your audio and that volume is measured in
the 1,000 ft explanation is, I believe gate threshold here says anything below
this volume which is currently set to
negative 24 db gets removed by the amount
in level reduction, which are usually set between negative 12 and negative 18. The rest of these settings, I won't go into detail
because they're quite finicky and you probably
won't end up using them. These are the settings I use
which worked for me all the time since I recorded in
a pretty quiet space. For now, let's press Apply
and play the audio again. You want to start in front
because it means you have the 900s are the
drivers behind you. And that's a big difference. You can hear pretty much all
the breathing is removed. You can tinker with
gate threshold and level reduction if you want if you're still hearing heavy breathing and
background noise. But I don't want to go too
aggressive on these settings. Otherwise it may cut out other parts of your
voice as well. One thing to keep in mind
is if you're still hearing unwanted noises after
making these changes, what you can do is select
a section of the clip with the noise and just cut
it out with delinked. Keep in mind that also cuts down the length of the
timeline as well. If you want to
retain the position of the length of your timeline, you can use split cut, which can be found
by going to Edit, remove special and split cut. But we don't want to do that. So let's undo. Alright, so now that we've
cleaned up our audio, it's now time to cut and join
our recordings so that it flows well without extended
silences in-between takes. To do that, all we have to do is just drag and highlight over the timeline where we have
pauses that we want to remove. And we'll just press delete. And you want to keep
repeating this until you end up with audio where the dialogue timing is
constant without long pauses. You'll end up doing this
several times until you get the millisecond
accuracy that you're often, if there's audio
that you need to split onto a second track, you can highlight the audio
and press Control X to cut and then press Control V to paste it
onto a separate track. Both these tracks will
play at the same time. You want to do this, Let's say if you've
got two characters talking at the same time
like they're arguing, or two characters talking very quickly and keeping
it on one track just isn't quick
or smooth enough to facilitate that
quick conversation. Let's undo that because we want everything
on the one track. Let's play this back and
see what it sounds like. You want to start in front
because it means you have the 900s are the
drivers behind you. So it's not perfect,
but you get the idea. You just need to keep chopping until you get that perfect
flow that you're after. You can also adjust the volume
of the audio here as well. But I rarely ever do that here. I usually save that for later in After Effects when I combine
all the sound effects, voiceovers, and
background music. For now, we'll just
leave this as zero. That's really all the
audio editing you need. Once you get the hang of it, a ten to 22nd track takes
like five to 10 min to edit. So just with a handful of cuts, the dialogue can
flow really well, and the noise gate effect has really cleaned up the audio.
15. 4.3 Export Audio: Now that you've
finished recording and editing your voice-over, It's now time to
export it to MP3. So in Audacity, click on File, Export and Export As MP3. And the format options
you want to select. Constant bit rate, 320 k bps quality and
stereo channel Mode. Give you a recording, a
proper name like voiceover, dot mp3, and press Save. It will take a few seconds for audacity to process and save it. And that's pretty much it. We'll open up our recording
in Windows Explorer. You want to start in front
because it means you have the 19th are the
drivers behind you. And awesome, That seems
to be working perfectly. That's it for audio editing. Next up, we'll move into Adobe Illustrator to
start drawing characters, inanimate objects, and
backgrounds. I'll see you there.
16. 5.0 Drawing: Welcome to the Adobe
Illustrator section of the course where you will learn the basics of Illustrator, how to draw a character faces, and then converted
3D objects into 2D to draw any inanimate
object you want. For the bodies and mouths. We'll be using free templates
from stock photo websites. The reason we're not
drawing them manually is because there's heaps of
good templates out there, which you can tailor
it to your style. And again, the focus of
this course is to get you producing cartoons
as fast as possible. I think you'll get the most
value from this course by learning to draw things that you can find on the Internet, like people's faces and inanimate
objects from any angle. In any case, by the
end of this section, you will learn all the
tools you need to manually draw a body if you
really wanted to. The reason we're
using Illustrator instead of Photoshop is because when you
draw something and try to re-size it in Photoshop, it gets pixelated and grainy because it renders your
drawing using bitmaps. And without getting
into technical detail, you can re-size bitmaps
without losing quality. Illustrator, on the other hand, resizes without losing
quality because it uses vectors to render your drawings
which never lose quality. There's going to be heaps of moments throughout
this course where you want to re-size what you've drawn without
sacrificing quality. The only downside is vectors do consume more computing power. But since we're not
drawing anything too big or complicated, we shouldn't experience
these issues. So to kick off this section, you'll start by learning
how to use some of Adobe Illustrator is basic tools like
creating rectangles, circles, selection
and direct selection, pencil, type reflect,
and several others. After that, I'll do
a demo of how to use these tools to create
backgrounds, objects, and characters from the
itchy and scratchy parody, which you can apply
to your own videos. Just a pretty face. We're obviously not
going to be learning how to use all of illustrators tools because there's just
too much ground to cover and you and I probably won't
use most of them anyway. Again, this isn't an
in-depth Illustrator calls, It's about producing
cartoons at speed. That was the introduction to
this section of the course. Let's get started with drawing.
17. 5.1 Install Adobe Creative Cloud: The first thing we'll do is
install Adobe Creative Cloud, which is kind of like the
central hub for Adobe software. We need this to install Illustrator and other
Adobe products. So open your browser
and type in. Download Adobe Creative Cloud. Click on the first link and
then click on free trial. Click on students and
teachers because you'll get charged the least amount after
your seven day free trial. Individuals is $80 a month. Business is 122, and students and teachers
are only 22 a month. Click on Start free trial, and don't forget to cancel your membership before the
end of those seven days. Provide any e-mail address
and click Continue. Sign into your Google account. Select a payment method, provide an education status. Once you follow the prompts, you should arrive at your
Adobe account dashboard. Then click on Explore under Creative Cloud and install the Creative Cloud
App on the side. Click Open File. Took this EGS. This part is going to
take a few minutes, so I'm just going to fast
forward to completion. When it finishes installing the Creative Cloud desktop
app will open by itself. Click on done, fantastic. That's the Adobe Creative
Cloud Desktop installed. Next up, we're going to
install Adobe Illustrator.
18. 5.2 Install Adobe Illustrator: Now that we've got Adobe Creative Cloud
Desktop installed, it's now time to
install Illustrator. So it can do that
by either finding the card in the available
in your plan here, or you can go to the top
and type in Illustrator, click on the desktop
version and install. This part is going to
take a few minutes, so I'm just going to fast
forward to completion. When it's finished
installing, click Open. The first thing you'll see is a welcome screen and you can create a new file by choosing
one of the templates here. And since all our videos
will be 1920 by 1080, we can just click this one here. Or if you want a
different resolution, you can create a new file
on the top-left and then manually type in the width
and height of your Canvas. Sorry, 1920 by 1080. And click create. Just a quick tour
of the application. This whitespace in
the middle here is our Canvas where we'll
be drawing everything. The left vertical pane here is all our drawing tools
which will be going into more detail with
throughout these videos. And on the right here is just a quick access pain
that we can customize so we can put our most
commonly used tools on this right side here. If you need to adjust
the size of this Canvas, maybe you changed your
mind about 19:20 by 1080. You can click Artboards and change the width
and height here. So if we want a square, so 1080 by 1080, we
just choose that. And then click Exit to make
the UI a bit easier to use. What I want you
to do is click on this layers pane at the
top and then just drag it all the way to the
bottom until you see a blue line at the bottom
right of your screen. And drag lays up about
halfway to the top. Then the next thing
we want easy access to is our color palette. So what we'll do is click on
Window and select swatches. Then we'll drag that to the top right so that it
fits in the top-right pain. You can remove
these other tabs by right-clicking on it
and clicking close. We just want to keep properties. Alright, that's it for
installing Adobe Illustrator.
19. 5.3 Rectangle and Ellipse: The first tool we're
going to learn about is the rectangle tool, easy
and straightforward. Click on the
Rectangle tool here, which is this box looking icon. If you hover over it, it'll tell you what it is with a short demo of how to use it. Will then go to
our Canvas here in the middle and click and
drag your mouse like so. And bam, you've
created a rectangle, drag it again, and you'll
create another one. If you want a curved rectangle, you can drag these dots inside. Now to fill the rectangle, we use the swatch on
the top right here. So if you hover over this box, you'll see a fill tool
and a stroke tool. So to color in the rectangle, click on the Fill
box so that it's in front of the stroke box. And then click a color like red. If you want to change the
stroke or the border, then click on the Stroke
box so it's facing the front now and no longer
behind the fill box. And select a color like orange. If you're lazy like me
and you don't want to keep clicking between
Fill and Stroke. You can use the
keyboard shortcut X to switch between them. So you will see those
boxes switch in front to see the
rectangle unselected, you can change to the
selection tool up here and then clicking a
blank area in the canvas. But if you're still in
the rectangle tool, you can hold Control
on your keyboard and then click away from the
object to de-select it. When you let go of control, you will go back to the
last tool you used, which is the rectangle tool. I find it much easier
to use control. So we'll hold Control and then click on our
rectangle again. So you can see we have a
rectangle with an orange border. If you want to increase
the stroke size, you can do that by going
to the control pain. And we can open that up by
going to Window and control. Ends with the rectangle still selected will increase
the stroke size to whatever you want.
Let's go for 20. Next. If you want to create a circle, hover over the square tool
again and click and hold the left mouse button until
this little sub-menu appears. And select the ellipse tool. Then drag your mouse
over the canvas again. And you've created a circle. If you want to create
a perfect circle, you can hold shift as
you're dragging to create, to create a circle from the center of your mouse
position, hold Alt. And then you can
hold Shift as well to get that perfect
circle again, the same shortcuts applied to the rectangle tool to
create a perfect square. That's it for rectangles
and ellipses.
20. 5.4 Selection and Direct Selection: The next set of tools
we'll look at are the selection and
direct selection tools. We've already
touched on selection in the rectangle,
an ellipse video. But here it is. Again. It's this arrow icon
with no fill inside it. Click on that and it
allows you to select entire objects that
are on your canvas. So you can drag
this circle around. You can hold shift to select multiple objects and
drag them around. You can also manually rotate
an object by clicking on it. And then going to the corner of the object TC this curved arrow. And then dragging that around. You can stretch the object, you can reflect it as well. And that's pretty much
the selection tool. In summary, it allows
you to select and do basic transforms to
the entire object. That's the key word
there, the entire object. But if I go back to
the Tools panel on the left and choose the
direct selection tool. And let's select this
circle as an example, I see the outline of
the object again, but I see these square
dots along the way. These square dots are
called anchor points. I can still move
my object around, but I can't rotate or resize it like I did with the
selection tool. The cool thing with
direct selection is that you can click on one of these anchor points
to re-shape your object. So when you click on
the anchor point, you'll see it go blue, whilst the other
non-active anchor points are kind of like transparent. And then you'll see
some circle dots to the left and right
off the anchor point. And they're called handles. The handles to the left and right off the anchor point give you more customization when
you're reshaping your object. So you can drag these
handles to create a sharp point or dragged it out for
something more blobby. You can even convert
the anchor points so that it has nerve handles. If you want them
to reappear again, just click on this
icon at the top. We're going to use the
direct selection tool a lot to adjust our drawings, like adjusting a
character's face. So you can try and morphing
the circle into something like a face,
something like that. So they have a sharp chin. That's pretty much it for
the direct selection tool. In summary, use
the selection tool to transform an
entire object and use the direct selection tool to select different anchor
points inside the object.
21. 5.5 Pencil Tool: Now we'll look at
the pencil tool, which is what we'll be using
for free hand drawing. So hover over this
tool here on the left. Yours might be a pencil or
a paintbrush like mine. If it's a paintbrush, hold
the left mouse button to this sub menu pops open and
click on the Pencil Tool. Then on the canvas
just draw some lines. And then maybe a square
and then a circle. And if I Control click
any of these objects, you can see that I get the direct selection tool
instead of selection. And that's just how
it is with pencil, which is great
because we can easily modify these anchor
points if we want. And then we can use the Fill in swatches to color our
object like before. Next, let's try
drawing a triangle. Notice with the pencil
tool sometimes it does this kind of weird
smoothing behavior. If you want to reduce
the smoothing behavior, double-click on the Pencil
tool on the left and reduce the fidelity
down too accurate. This way it won't order
a smooth for you. So if we try drawing
a rectangle again, we don't get that
order is smoothing. I like to keep mine
in the middle, so I'm going to change it back. For now. I want you to delete
everything on your canvas by holding Control and
selecting everything. And pressing Delete. With our pencil still selected, let's draw a simple face, so two eyes, nose, and a smile. Now, when we finished
our drawing, we have all these anchor points. And a cool thing you can do is continue adding to the object. So instead of a smile, we can make a grin. Instead, we'll hover over the last anchor
point so that it's this pencil with
a diagonal line. And then we'll complete
the mouth to the cursor, changes to this
pencil with a circle. Then we can fill this object
with maybe dark blue paint. And what we've done here
is closed the object. Let's draw another smile. But this time what
I want you to do this hold Control and
click on an empty part of the canvas so that
the anchor points go away and then complete
the mouth again. Then if I use the Select tool, notice how these are
two different objects. Now, the stroke
is in closed off. So if I use this fill tool now, I get this weird
result where I don't have an orange
border at the top. And that's because we didn't close off the stroke properly. So all we have to do is
select the object again, select the pencil
tool and hover over the first or last anchor point till you get that pencil with a diagonal line and then
draw to the other anchor, 0.2, you get the circle
and you've closed it off. That's it for the pencil tool. We're pretty much
going to be using this for almost everything.
22. 5.6 Layers: Now that we have a
basic understanding of all the drawing
tools will need, let's discuss how to organize our objects and
shapes using layers. So if we look to the right here, we have this Layers tab. And if you click on
the chevron here, you can see it
expands with a list of all the objects
withdrawn with the most recent being at the top to the oldest
at the bottom. They're all called path because we've been drawing paths
with the pencil tool. If you use a rectangle
or ellipse tool, it'll be cold
rectangle and ellipse. Let's call these things
sublayers for now. Then let's delete these
two objects of the canvas. So control, click
this hold Shift and click this one
and press Delete. Now at the moment everything
is sitting inside layer one, our two eyes, the
nose and the mouth. And we can easily rename these sub-layers
by double-clicking on the text and changing
this one to mouth, nose. And we have two circles here, but we can't tell if this is
the left or the right eye. To see which one it is, click on the circle
to the right here. And this will select the layer, and this one is the right eye. So let's rename this
to your right thigh. And the last one lift is left. Now the problem with
renaming paths is that we can't add any more
sublayers underneath it, like an I will have
a pupil right? And we want that to be under
the left and right eye. And the way that you would
add a sub layer is by clicking the Create New
Layer icon at the bottom, but it's blanked out because
it sees these objects as pods and not actual layers. So to get around this, click on layer one and
create for new sublayers. Make sure you select
Layer one every time you click on
Create a sub layer, or you'll get a weird
tray of layers like this. I'll undo that with Control Z. So I'll click on layer one. Click Create a sub layer. Click where you want
again, sub layer, layer one, sub layer,
layer one layer. Then we'll rename
each layer to mouth, nose, right eye, and left eye. And then drag the paths
into these sub-layers. So now you can add more sublayers into the
right eye and left eye. So if I click on right eye and click Create new sub layer, I can now create a pupil. Now let's rename the
top layer to face. When it comes to layers, It's really important
to put them in the correct hierarchy because
the higher the layer is, means that it's going
to be higher at the front of the z axis. So if you drag your
mouth over the eyes, see how it covers up the eyes. Because the eyes are at the
bottom of the hierarchy. It's not super important now, but obviously when you
have overlapping objects, makes sure that the
object you want to be in front is at the top
of the hierarchy. To create a new layer that's
outside of the face layer, you can collapse the
entire face layer, click on an empty part
of the layer window, and then click on New Layer. Alternatively, if
you're already in the face hierarchy and
you click new layer, you can just drag this on top
so that it's its own layer. To delete a layer, you can click on it and click the bin button
at the bottom. Let's draw another basic
face on the top layer. And let's make this
one red instead. Now, if you drag this new face over the top of the old face, It's the top layer in this hierarchy that's
going to remain on top. So, yeah, make sure you
organize your layers properly. The next two things I
wanted to show you with layers is the proper
way of copying an object from within the same file and copying
an object to another file. Let's delete the second
face for now by clicking on the circle icon next to the layer and then
clicking the delete icon. Now, if we want to
copy this face, your immediate
reaction might be to select everything on the Canvas, press Control C and Control
V. But if we do that, notice how it doesn't organize our layers properly
becomes quite messy, like a lot of doubling
up in duplication. Let's undo this with
Control Z to copy a layer 12 at backup so
that you can only see the top layer and none
of the sublayers hold Alt and drag it on the top
or below the current layer. And you can see that it keeps everything in the
same hierarchy. And then you can select
the entire layer and drag it away. So you've got two faces. The next thing I
wanted to show you is copying to or from another file. So let's say we want to copy
this face to a new file. So let's go File new and
create another 1080. By 1080, Let's go back
to the first file. Select the entire face
layer, press Control C, go to the new file
and press control V. And if we expand
the hierarchy, you can see it's
been ruined again, like it's missing the pupils. And when we start
copying objects from a free stock photo websites and we paste it into
our blank canvas. This is going to get
really out of hand. So to avoid all this, click on the Layers option
here and click paste. Remember layers. And if we paste again
and expand this, we can see that the
sublayers are kept intact. This is going to
be important when we start using free assets from the web and we want to
copy it into our canvas. So to summarize, from
within our own file, we click on the layer, hold Alt and drag it up or down. But when copying and pasting to another file, we used paste. Remember layers. When
you're done with it, click on paste, remember
layers to turn it off. Okay, The last thing I
want to show you with layers is locking
and hiding them. So if you want to
lock a layer which prevents you from doing
anything with it, you can click on the space that's between the
I and the layer. When it's locked,
it stopped you from doing anything to the layer. So you see I can't
drag it around, I can't do anything to it. This becomes useful
when we need to trace an object, let's say e.g. we want to trace a car. So let's select a side
profile like this one. Then we'll screenshot it
with Windows key Shift S, and then paste it into
Illustrator as a new layer. Create a new layer and paste. What you can do to make
tracing easier is now lock that layer and create
a new layer on top. And then start drawing on
top of that new layer. So we can just freehand
draw this super car. And you kinda get the idea. Just finish it off here. By having the layer
underneath lot. It means that we
won't accidentally select it or draw on it. And then to make things a bit easier, when you're drawing, you can adjust the transparency of the layer by double-clicking on the empty space between the name of the layer
and the circle, and then dimming the image
down to something 30-50%. This way it makes it easier to draw over the top of the image. That pretty much
covers it for layers. For the next video, I want
to show you how to trace this car outline more
accurately using the pen tool, not to be mistaken with
the pencil tool which we covered in a previous
video. I'll see you there.
23. 5.7 Pen Tool: In this video, we're going
to cover the pen tool, which is this one here. I think it's meant to be the
tip of a pen or something. Let's delete that
freehand drawing of the car that we did
in the previous video and create a new layer. The pen tool is
great for drawing curves and tracing things. Let's start off by drawing
a bean with the pen tool. So let's start by clicking
anywhere on the canvas. Then clicking on
the next point and dragging the mouse until
you see a curved line. Then click on the
next point and drag. And these lines that
appear with circles at the end of them
are called handles. And we use them to
control the curviness of each line and anchor
point that we draw. You can hold Control to
adjust them on the fly. It doesn't need to be a
totally accurate bean. But you get the idea. If you don't want to draw an
object with a curvy line, just don't hold the
left mouse button and don't drag it.
We just click. Next. Let's try drawing a love
heart with the pen tool. So let's start at the bottom. So we'll click, then we'll drag, click, drag, click, drag. And notice how we've come up with a bit of a problem here. We can't make the curve goes upwards without it
looking kinda funny. It's kind of stuck down here. If you want to change the
direction of the handle, undo the last one you just did
and redraw that last line. But before you let go, press and hold the Alt key on your keyboard and change the
direction of the handle, then click and drag
the rest of the way. So they're the three main
ways to use the pen tool, the normal hold and drag, the click only and the cook and Alt key method to change the
direction of the handle. Now, let's try tracing
the outline of this car for practice or delete
everything that we've created. And let's start at
the roof of the car. So click on the canvas and
we'll go anticlockwise. Click on the next point
and make a curved line. And this takes a bit of
practice to get the hang of it. But basically you always
want the handle to follow the outline
of the object. And again, don't
forget to change the direction of the
handle with Alt. So you can take your
time with this. It does require a
bit of practice. So I'm going to use Alt to
change the direction here. I'm using old here again, and I kinda wanna
keep this handle symmetrical with
this handle here. So they're kind of identical. Again, I'm holding
Alt for this one. And I'm going to
hold Alt again for this one to change
the direction. This all requires just a bit of practice and trial and error. And to me, that
looks pretty good. Then we'll add a fill to it. And maybe just
thicken the stroke. And that's how you
use the pen tool.
24. 5.8 Type Tool: Now let's look at the type tool, which is what we'll use to
add text to the canvas. So click on the T icon
on the left here, and click on the canvas and
type some text in here, like Illustrator, to
increase the size, select the entire
text with Control a, and then scale it up to
something like 72 points. We can also change the font, type, change the color. And a really fun thing we
can do is walk the text. So if you want the eye
at the start to be smaller than the r at the end, we can go to Object, Envelope Distort,
Make with Mesh. And you'll see our
texts get turned into a grid of four by four. Let's just change it
to one-by-one for now. And then we can use the
direct selection tool and then drag the anchor points. Let's undo all that and
just return the texts back to where it was
before we walked it. The last fun thing
we can do with text is put it inside the car. So let's drag the
path sub layer. So it's on top of the
text to sub layer. Select both sublayers,
then go to Object, Envelope Distort and
make with top object. And you can see the
illustrated texts is wrapped around the car. Overall, we won't be using the type tool or its
features that much, but it's still worth
understanding.
25. 5.9 Reflect: The reflect tool is
something we'll use often and probably doesn't need
its own video, but whatever. If you're working
with legs and arms, you only need to
draw one side of the body and then reflect
it on the other side. And we use the reflect
tool for that. We don't have any arms
and legs on the canvas, so let's just reflect the car so we can copy the card
by clicking on it, holding Alt and
dragging it underneath. And then we'll go to Object,
Transform and Reflect. And we can reflect it against the horizontal axis
or the vertical axis. And that's pretty much all
there is to the reflect tool.
26. 5.10 Eyedropper: Eyedropper is what
we use to copy the color from one
object to another. So if we wanted our red car to be the same as the green text, what you do is
select the object. Go to the eyedropper
tool here on the left, and click any part of the text
and it will change green. It also copies the border or
stroke properties as well. And in this instance, since our texts doesn't
have any stroke, our car also doesn't
have any stroke. So put the stroke back, we just select a black color and increase the stroke width. That's all there is
to the Eyedropper.
27. 5.11 Live Paint Bucket: The next tool I want to show you is the Live Paint Bucket tool, which is the most complicated
part of this law. But it's a tool that
we'll use quite often for inanimate objects. Let's say you're drawing a race car and you're
drawing bits of it. And we're probably not
going to close off every single stroke that we do. But visually, it looks that way. But the moment we
start to fill a shape, we get these gaps
and inconsistencies. What the Live Paint Tool does, Let's undo all this so we
have the outline only. What the Live Paint
Tool does is join all these outlines together
and enables you to use a fill tool like you
traditionally would in Microsoft Paint or any
other photo editing tool. So to show you what I mean, what I want you to do is select the entire car and click on
the Live Paint Bucket Tool. If you don't have it on
your menu on the left here, click on the three ellipses at the bottom and under paint, I want you to drag the live paint bucket
tool into your menu here. With the costumer selected, click on the Live
Paint Bucket Tool. Click anywhere inside the car. If you get a warning,
just press Okay. And you'll see our car
has changed a little bit. If you hover over it, it seems Illustrator has found the outlines
and shapes for us. So with the live paint
bucket tool still selected, let's select a fill
color like green. And if we click inside the car, how cars filled with grain. And if you want to clean up
the outlines of your sketch, you can also select the
Live Paint Selection Tool, which is this one here, and drag it into the same button as the
live paint bucket. Select that selection
tool and then hover over the lines that
you'll want to remove. Click on it and press Delete. There you go. You've
got a card that's easy to fill and clean up. We're going to be
using live paint a fair bit for inanimate objects. So if this tool
does it make sense, keep drawing some stuff until
you get the hang of it.
28. 5.12 Pathfinder: Pathfinder isn't really a tool, but it's more of
a window. Anyway. We use it when we
want to intersect or cut out two or more objects. This is going to be really
useful for drawing eyes later. But for now, what I want
you to do is to draw two circles with
the Ellipse tool. Then we'll select both objects and open the Pathfinder window. If you don't have it open, go to Window and then
select pathfinder. And to make it a bit
easier to access, I want you to click
on the tab and then drag it into this
vertical window here. You might as well
do the align and transform ones as well. Now we can experiment with
different modes here to see what happens with these
intersecting objects. It's easier to show you
then to explain each one. So let's select both objects and then click on this one
here, which is Unite. And this combines all
the layers together and retains the color
that's on the top layer. So blue was on the top layer, so it retained or the
color for blue Minus Front chops off the bottom layer based on what was
on the top layer, intersect keeps the common
area between both objects. Exclude deletes the common
area between both objects. Divide seems to draw a
line between both objects. Trim removes all strokes
between objects. Merge, which appears to do
something pretty similar. Crop is similar to intersect, but without the stroke. Outlined retains the thin
outline of birth objects. Not exactly the stroke but
just the edges of the fill. And lastly, Minus back, which keeps the top
layer part that isn't intersecting
with the bottom layer. Out of all of these
will be using Minus Front quite a
bit for the eyes, but that'll come later. Don't stress too
much about trying to understand each and every
one of these path finders. For now, just know that
Pathfinder is where you work with
intersecting objects.
29. 5.13 Outline Stroke and Offset Path: Let's have a look at
the outline stroke and Offset Path Tools. Let's say you're
drawing an arm and a torso and arms here. And let's make this orange. And then we'll draw a
torso here as well. We'll make it the same color. Now, no matter how I
organize these layers, I'm always going to have this awkward black line
in-between the torso and the arm. But if you want a cleaner look, which is to remove
this black line in-between the two objects, then you need to
use Outline Stroke and Offset Path to do this. So what Outline Stroke
does is convert this stroke into its own object. So we'll click on the arm, go to Object, Path
and Outline Stroke. Then we'll click on the
Direct Selection tool and we've got all these new
anchor points on the Stroke. Outline Stroke has separated
the stroke from the field. And what this will
allow us to do is to move the fill on
top of the stroke. So in your layers, you will see a outlined
here and the fill here. And then what we're going
to do is drag the fill on top of the outline and then move these anchor
points so that they cover the black stroke. And that looks pretty good. The only problem we
have is that this line seems a bit thinner than
our torso line here. And this is where we
need to use offset path. So in our direct selection tool, we'll click the fill, go to Object Path, Offset Path, and will
offset it by one pixel. And what this will do
is create a new fill with negative one
pixel on the outline. So we'll select the old Phil and delete it. And there you go. We've got the same stroke
thickness as the torso again.
30. 5.14 Draw Backgrounds and Objects: Let's move on to
drawing backgrounds. To be honest with you, I actually don't draw most of
my backgrounds or objects. I download them from stock
photo websites because it saves a lot of time compared
to drawing it myself. The only thing I actually
draw the character's faces, the backgrounds, objects, and
even the character's body. I get from stock photo websites. Let me give you an example. If we go back to our storyboard, we can see that we've
got a red background, a yellow background here. Just, let's just say they're the same for
argument's sake. And then a stadium. So we've got a
zoomed out stadium here and a zoomed
in version here. Let's just say we
cranked the one stadium, but then zoom in on this one. So it looks like it's
a second drawing. The first two are easy, right? All you have to do is
go into Illustrator, create a rectangle
for background one, and create a yellow rectangle
for background too. But when we get to
the loss background, we have to draw an
actual stadium. And if I had to
draw this manually, I had on, I'd
screenshot this video. I'd I'd paste it
into Illustrator. Lock the background and dim the image down
to 30 per cent, create a new layer, and then start tracing
over the top of it, like we did in the
previous videos. And although this background
isn't hard to recreate, it still takes time
to do maybe like 15 to 30 min of work for a
really simple background. And that time spent goes
up to over an hour. If you didn't have a
reference image to trace, which means we have to create
a background from scratch. We're lucky here in that we have a reference image that we
can recreate very quickly. So how do we speed up and
shortcut this process? We know we need a stadium, but we don't have time
to draw it manually. My answer is stock
photo websites. And my favorite one
is free pic.com. And this is one of the best, if not the best stock
photo websites around. So if you go to the search bar, what you want to look for
are free and vectors. And we might type in
something like stadium. And you'll find some
truly amazing artwork that you can get for free. The only catches,
you just have to make sure that you
attribute the author, which I think is a fair deal. If you have a paid
account like me, I don't believe
attribution is required. Anyway, this is the
vector file that I used. So we'll download
it, unzip the file. And we haven't EPS
and Illustrator file. If there's no Illustrator file, you can open up the EPS
in Adobe Illustrator. And then we can make some
simple modifications like removing any
resemblance of this being a soccer pitch by
removing the goalpost and the center.
And there you go. In just a couple of minutes, we've got a stadium background. And I pretty much use the same process for
objects as well. So if we go back to a free
pic.com and let's type in car. Look at that. We have heaps of free
and great looking cause we can use for our project. Now there's two issues you might encounter with this process. The first is, you can't find a free background or a free
object that looks great, but you see a premium
background that you like, but it requires
you to pay for it. If you're planning to
directly copy the background, I think you should just pay
for it because it takes a lot of time and effort
to make this art. However, if you're
planning to just borrow the colors
and perspectives, what you could do is screenshot and paste it into
Illustrator and use as a reference
image and then modify it until it
suits your scene. The second issue you might come across is you just can't find the perfect angle or perspective that you're
after for your object. Like my content is F1. So they would
naturally be F1 cars, but there might not be any
good pictures of F1 colors. Like there's no good pictures of the drivers cockpit, e.g. it's either a side on
we've got some top-down. But I can't get a zoomed in view of the drivers
face and the cockpit. In the next video,
I'm going to show you this cool trick where
you can take a photo of a 3D object from any perspective and save it as a 2D
vector in Illustrator. So you get the perfect angle of an object every single time.
31. 5.15 Draw Objects From Any Angle: In this video, I'm going
to show you how to draw objects from any angle by taking this 3D object and converting it to
this in Illustrator. So let's start by downloading
our 3D model by going to sketchfab.com and type in the object that
you're looking for, in my case, 2022 S1 cars. If you're not signed
into sketchfab.com, you will probably get a
different screen to this. So create a free
account and then search, then check downloadable. And you're looking for
something that looks pretty low polygon,
something like this. Low polygon, probably something less
than ten meg as well. And let's download the 3D model. The format we want is OBJ. When that's finished
downloading wall open it up and extract the zip file that we've got
a zip file in a zip file. So let's extract that again. And we don't want
the material file. That's just going to
complicate things a bit later when we
get to lighting. So let's just delete that. Now we need something to
open up the OBJ file with, and that program
is called Blender. So go-to blender.org. Click on download Blender and download the one for
your operating system. I'm on Windows, so I
downloaded the Windows one. I've already got this installed, so I'm just going
to skip this step, but it's a pretty straightforward
installation process. Once it's installed, open it up and you need to
change a couple of settings to convert your
3D object into a 2D image. So what you need to
do is go to Edit and Preferences and then go to
Add-ons and type in SVG. Svg stands for Scalable
Vector Graphics and blender is going to export our OBJ file to a 2D SVG file format that
we can open in Illustrator. So tick these two
add-ons and trust the installed button on
the top right from memory, It's pretty quick to do. And then once that's
done on the bottom left, click Save Preferences. Once you've done
that, we're now ready to import our F1 car. So delete this cube in
the middle, go to File, Import and wavefront OBJ, then navigate to the folder where we downloaded our F1 car. And there it is. To navigate around the
car with your mouse. You can use your scroll
wheel to zoom in and out. You can hold Shift and
press the scroll wheel to get this free form
user perspective view. And then you can click
the scroll wheel and drag your mouse to
move around the car. Just to keep things simple, I'm going to go for a
three-quarter view of the car. Something like this, maybe. That looks pretty good. Once you've got the
angle that you want, press Control Alt numpad zero to lock that
view into place. And this is basically
your new camera view. Now at the moment, our cars
a little bit too zoomed in. So what we'll do is
select the camera from our tree view at the top right and go to Object
Data Properties. And we'll adjust
the focal length here so that it's a
bit more zoomed out. And we can shift the x and y a little bit to make
sure that it's centered. That looks pretty good. The next thing to do is to
go to Render properties. Make sure that freestyle, SVG, export, and freestyle
are selected. Next, go to Output Properties and select an output folder. For our SVG file. I'll keep mine in C drive temp. Keep the file format as PNG. And if you've done
everything correctly, press F2 and you'll see how
F1 car has been rendered. And if we go to C drive
temp, there it is. There's our F1 car rendered as an SVG format that we can
import into Illustrator. The only thing left to do now
is to color and shade it. So let's go back to Blender. And you need to check
if you're happy with the shading and the
lighting of this render, It's a bit too dark for me. I want the light to be
shining on the car. This sort of looks like it's the lights from
the other side. So let's close this. Click out of this
camera by a holding the scroll wheel and just
moving it up and down. And then we've got the
light at the top here. Whoops. Got the light at the
top here, which is this one. And we're just going
to drag that with the move tool so that it's
in front of our camera. There's something
about there that looks like it's in
front of the camera. And we'll press F2 again. And we've got a very
bright view of it. That's maybe a bit too bright. So let's maybe move
this back a bit. Something like this. That looks pretty good. Now what I want you to do
is screenshot this result. So with Windows key Shift S, you just want to screenshot the car and then paste it
in Illustrator locket, and dim the images down to 30%. Next we'll import our SVG file. So we'll go File Open. And in our temp drive will click or open one
of the SVG files. When you open an SVG, it doesn't come with
the color swatches. So what we'll do is
just select everything, make sure that pace,
remember layers is selected. And then paste it into this
Illustrator file line. The two images up, that looks pretty good. Lock the background image and we can start coloring
with life pain. So what I want you
to do is create a new layer called shading. Now with the pencil
tool selected, or you going to do is identify the dark spots of the car and
draw around the outlines. So we've got some dark spots here that we can
sort of outline. A dark spot, the dark spot here. Another one. And just as a quick example, these are all the dark spots that I've identified
with the car. There's a few more as well, but we're just keeping
things simple for now. When we're done with shading, what we'll do is grab a picture of an F1 car that
we want to draw. And in this example, let's grab red bull racing. And we'll just take a
screenshot of this, or we're doing with this, this
just borrowing the colors. So we'll create a new layer. Make sure pace,
remember lasers off and for paste that
into the new layer. Lock it. So now we can use our eyedropper to reference the Red Bull colors for our car. Now, it's time to color the
actual car with Live Paint. So select the whole car. If you skip the live
paint tutorial video, you can find life
paint by clicking the three ellipses here and then dragging this live paint
into one of the tools here. So we'll click on Live Paint
Bucket, click on the car, de-select it, and then to
get the correct blue color, Let's find a lighter blue here. Go back to live paint and just start painting
the car blue. So we can see all of this
is pretty much blue. We've got some yellow here, we've got some
black, got some red. It doesn't need to
be 100% accurate. I usually put a little
bit more detail and effort into coloring, but just to keep things simple, this is sort of like how
we color our color here. Then to make the car pop
just a little bit more, we'll select the shading layer, will set the colors
to black and reduce the opacity to
something like 30%. And you're pretty much done. That's how you can
quickly draw any object. It's up to you how
detailed you want to go with the coloring
and shading. I usually spend a little
bit more time on it just to make the image pop
a little bit more. But I think this
looks pretty good.
32. 5.16 Draw Face - Theory: Welcome to the character
drawing part of the course. This video is just
a basic example of drawing a character's
head and face. In the next video,
we'll go through how to trace a celebrity's face. But the steps here are pretty
similar to the next video. Anyway, this section of the illustrated chapter is where we put most of
our skills together. And probably the only
part of the course where we'll be creating
our own artwork. Let's start by drawing
a basic head and face. Will start by renaming
our layer to head, will create a sub
layer called face. And let's just draw
a simple face and simple nose with
the pencil tool. Next we'll create a sub layer underneath the head for hair. And it's a stylistic
choice if you want the hair to be behind or
in front of the face, I normally go behind because
it's less work to do. So just something
simple like this. Then next we'll do the eyes. So let's create another layer
under head for left eye. And then underneath left, I will create a sub
layer for eyeball. And we'll just draw an oval underneath the eyeball will add a layer for the iris. And let's give our character a brown face, a
brown complexion. Okay, so at this
stage you should have the left eye at the top
followed by the iris and eyeball in the
sub layer than hair and face at the bottom. Now, the problem we
have with the iris is that when we get to
animating the eyes, we're going to run into
this problem where if the character is
moving the iris, it's going to move past the
eyeball and into the face. If your artwork doesn't
have an eyeball, then you don't really
have to worry about this. You can just move the
eyes quite freely. But if your artwork
does have an eyeball, then you need to do
the following steps. What you need to do
is create a mask around the eyeball
with Pathfinder. So what we'll do is create a third layer under the eyeball. Not a sublime, just
Elia under the eyeball. And for toilet moms. And then we'll drag a rectangle
on top of the eyeball. Let's give this a
different color so we can see what's going on. What we're basically
making here is a square with an oval or a circle
cutout in the middle, so that when we move the iris, it goes behind the cut-out. It'll make sense in a tick. What I want you to do next is to make a copy of the eyeball. So hold Alt and just drag the eyeball underneath
to create eyeball copy. Let's turn off
this eyeball here. So we've only got eyeball
copy and masks visible. Then we'll select
these two layers. So I will copy and mask. And then we'll go to Pathfinder. And you want to
select Minus Front, which will cut out the layer on top and keep the
layer underneath. So now if we move this
eyeball copy on top, which is our new mask, and we move the iris around. It's behind the mask. Let's enable the
eyeball as well. And mask is now empty
so we can delete that and let's rename
eyeball copy to mask. And to really sell the illusion, what we'll do is click
on our mask and use the Eyedropper to make sure that it's the same
color as our face. We'll get rid of the stroke. And so now when you move the
eye outside of the eyeball, it's not overlapping
with the face. Now, if you've got a keen eye, you'll notice that
the stroke thickness for the eyeball is
quite thin now. So what we need to do is select the mask and go to Object Path, Offset Path, and will
offset it by one pixel. That'll create a copy
inside the mask layer. And we want to delete the
old mask underneath it. So let's click on this
one and delete it. And there we go. We've got our new mask with an
offset of one pixel. To the right. I
will draw the left. I lay it back up, hold Alt, and drag the layer
below it or on top of the existing layer
and call this the right. I will lock the left, I highlight the right eye
layer and drag it across. There we go. We've got two eyes. Now for the head, we can give our character. Let's go with a 90%
dark colored hair. So dark black there. And it looks kinda funny. Let's just move the hair
underneath the face. Perfect. Now onto the mouth, which is quite tricky to draw. So if we click on head and
create a mouth sub layer, we can start drawing the mouth, but because we'll be animating
the mouth would dialogue will need to draw separate
mouth shapes for us, sounds, or four
sounds for sounds. And each of these have different mouth shapes
which are called vaccines. You could do this manually, which can take quite awhile, or you can get
them for free from our favorite website,
free pic.com. So let's open up our browser. Go to free pic.com and
search for disease. We'll click on vectors free. And the one I like to
use is this one here. It will make sense later, but those are the
specific mouth shapes that Adobe character animator
needs to do dialogue. So let's download this file, open it up, and let's
extract the zip file. Let's open up the
EPS and there's 12 mouth shapes that
we need from here. I know there's 12 here, but will only end up using
about ten of them. But we'll end up
creating 12 layers. So let's create 12
345, 678-910-1112. And the ones we need,
our resting mouth. And D, E, F, L, 0, S, and woo. So let's extract them
from the file here. So let's start with
the resting one. What we'll do is grab
this resting mouth, cut it, and paste it
into the resting layer. We'll paste it in position
with Control Shift V. Next we'll grab the a. So that's this one here. Cut, select, and paste it there. And you want to position
the mouth shapes so they're all quiet
center with each other. Doesn't need to be exact, but just sort of roughly can probably delete
this BMP as well. Alright, the next
position we need is to or D. That looks to
be this one there. So we'll copy this one actually, because we might need
it a couple more times. Select the D layer and
paste it in there. We need e. Copy that one and paste
it around the center. We need a copy that
put it into the FAO. The next one is l, So that when M is the next one or so, that looks to be the same
as the arresting one. So let's just Alt and
drag that one down. Rename it to end. All is this one there? So let's copy that
and paste it there. We can get rid of that. Oh, we need our next, which is the same as are there. So we can Alt, drag that
one down and pull that one, delete the old layer. We need S. So this one again. Center that again. And finally, we need the Wu, which is this bottom one. And then for the
remaining stuff, we can just delete that. Then we'll create a new layer
at the top and cold mouth. And then select the rest
of these vaccines and drag it into the mouth layer so they will become sublayers. Then to complete our
face in this file here, what we'll do is select the entire mouth layer enabled
paste, remember layers. Copy this and paste
it into our file. We'll drag the mouth
underneath the head, delete the old mouth layer, and just resize and position our mouth so that it
fits inside our head. And just to make it
look a bit better, Let's only showed
the resting mouth. Awesome. That's our
face completed. I know it looks kind
of weird for now, but we're going to copy
the exact same steps to trace a celebrity's
face in the next video, these are the exact same steps I use to create my animations. So for now, this
is the theory done for how we create a face.
33. 5.17 Draw Face - Demo: Now, if you want to
draw someone famous, then we take the same
approach as we did when we traced around that car
from the Pen Tool video, Let's say we want to draw a Christian Horner
and Toto Wolff, let's start with
Christian Horner. What we'll do is open
up our browser and find a front-facing image
of Christian corner. So again, we want
one that's pretty front-facing and this one
looks pretty good actually. So what we'll do
is just screenshot his face and paste it into
a new Illustrator file. Lock the layer and dim the image down to 50 per cent is good. Create a new layer on top. And we're going to start
drawing his face here. So we'll create a
new layer for head, a sub layer called face. And then we'll create a few
more layers on the head for like nose, eyes, and hair. But let's start
with phase first. Now I'll be going for speed
here instead of accuracy, but I'll attach the Illustrator
files that I created of Christian Hornet
and Toto Wolff from my itchy, scratchy animation. So we'll start by
grabbing the pencil tool and we'll start with
a black outline. And let's go for
no fill for now. And then in the face layer, we'll just start drawing
an outline off his head. So let's just go there. Foster exit, good ones. And white that
looks pretty good. Next ones, Let's do his ears. So it's very left
ear. Right ear. Probably want these
sitting behind the face. So we'll start with
the right ear. Probably got
something like that. We can just close that off. And then for the left ear, right next we'll do the nose. Then we'll do the hair. Again going for speed
here instead of accuracy. Then we'll do the eyes. So go left. I create a sub layer for the eyeball and then
a Jairus layer. Underneath the eyeball. The eyeball and zoom in a
little bit more and who just trace around
his eyes there. And then the RS. It looks like he's
got greenish eyes. See if we can just color
match something like this. Yeah, that looks good enough. Give it a black outline and then just to
complete the local, add a little white
speck inside it. Now we can make that white. Okay. I know it looks kind
of silly for now, but bear with me, trust me, it'll look decent afterwards. The next thing we will have
to create is the mosque, because if we move the
RSP on the eyeball, it's going to look funny. So let's create a
mask at the bottom. Use the rectangle
tool and we'll draw a mask on top of
the eye like that. Make a copy of the eyeball, and then select the
eyeball copy and the mask, go to Pathfinder and
choose Minus Front. These two layers got merged so the bottom one is empty now, so we'll delete that, rename this as mask. Get rid of the border and let's just see
what skin tone he has faded it more lighter,
something like that. Then we will move
the mask on top. And that's made the
eyeball thinner. So we'll select the mask, go to object, go to path, and we'll offset path by one pixel and
delete the old one, delete the old mask
that we've created. And I think one
pixel is too much, so maybe it was half a
pixel that we need instead. So select that path again, Object Path, and we'll
offset by half a pixel. We will keep the new mask
and delete the old one. And perfect, yep, we've
got a perfect mask. There. Will twirl up the left eyes, select it, hold Alt and
drag it underneath. And we'll call this
the right eye. Lock, the left I select
the right eye layer, drag it across and we'll
reflect it by going to Object Transform,
Reflect are okay. And that looks pretty good. Then just to round things out. So it looks a bit more
decent or select the face, we'll click the eyedropper. And let's make it the
same color as he'll say, Hey, we'll give them the
same color as the eyes. Probably need to
complete the shape here so we can do this. Cool. He is on top of the hair. I'm always like to make the use a darker color than the face. So will I drop the face and just go a little
bit darker for the ears? Select the other ear. I drop it. Let's add a stroke to
our ears and face. It's pretty good. And then finally, we can copy our mouth disease
from the last video. Don't forget to paste. Remember layers. Mouth is too big so
we'll make it smaller. Something like that. The final result that
I used in the video, it looks something like this. So yeah, I think this looks
much better than that one, but the same techniques were used thing I just spent a
little bit more time with his face and possibly use a different reference
image as well. In any case, I'll
attach this face and total wolf's face to the
project files of this video. So you can just use
this one instead. And that's pretty much how
you'd draw a celebrity said.
34. 5.18 Draw Body: On to the last drawing section, which is the body. We're going to
download it from free pic.com and make adjustments. It's just easier and faster
compared to drawing our own. So we'll open our browser, go to free pic.com,
type in character. And we want to filter
by vectors and free. And after having a look at
all the search results, the one I like is this one here. You can grab the URL up
there if that helps. You've got the description of the vector and the
artist there as well. And I like this one because
it's a front-facing view. The body looks pretty simple. It's got some additional
hand gestures and a three-quarter
view as well. So we'll download it, open up the file, and let's extract it. Will open the Illustrator file. And we'll start by
copying this body without the skeleton
and the background. So we'll use our
direct selection tool. Remove this background, and
remove the skeletons as well. When you select on one
of these components, you have to click Delete twice. Perfect. And then what
we're going to do is copy this across with pace. Remember layers. Going to copy this across
into our Christian on a file. We'll rename this as body. Delete the head group, which is that one there. I would probably want
to keep the neck. So direct selection
and delete that. Let's keep the neck and make
that the same color as that. Perfect. Then all we have to do is probably just
scoured this accordingly. Move the head at the top. And that looks pretty good. Remember that HE is quite small so we can even scale this
just a little bit more. So it looks like a kid. And that's most of our
work done actually, we want to be particular. We can probably just drag
the shorts to be a little bit lower so that
they become parents. Yep. Then the arms can
probably just make these the same
color as the torso. And let's start
rearranging our layers. So what we've got
here is the neck. We've got the left arm. This looks to be the torso. That's the right leg. Left leg. And this will be the waist. Next thing we want to do is just sort of spread out the arms. So they're like wings. And so we'll rotate the arms
so they're out like that. Maybe just bent a little bit. And then the right man will do the same thing there as well. This is just going to
make our animation a little bit easier, right? We've got a little bit more
work to do with the layering. And so we just need to split the arm up into
our arm and hand. So it looks like
this would be the we can probably just drag that layer up and we'll do the same thing for the
right arm as well. And move that up. And then let's do the
same thing for feet. Let's just call that the
leg and this one the foot. But we don't need
the limb for that one so we can delete that
and just keep the shoe. And we'll do the same
thing for the left leg. So this would be
the leg, the foot. And we'll delete that, Lynn. And we don't really
need this group, so let's just drag it
to the layer above. And you should have a hierarchy
that's exactly like this. And we don't need
this group, group. So let's just drag this
to be at the body level. All right, that
looks pretty good, but we need him
to look more like itchy because it
she's blue and short. So what we'll do is just
look up what HE looks like. And let's look for a good
reference image here. Think that one of the
top was pretty good. Yeah, so let's just
screenshot this. Create a new layer,
put it at the bottom. I forgot to turn off pace, remember layers,
but that's alright. We'll put that at the bottom, lock it and probably
moved to the side first before we lock it due
to the side walk. And Jim this down
to say 30 per cent. So we can see itchy is
predominantly blue with a orange jacket and a lighter
blue tummy in the middle. So this looks relatively
straightforward to copy. So we just select all the limbs, press I for the eyedropper tool and make him completely blew. The only thing we will
probably need to make is the stomach and the jacket. So what we can do is
just free hand this, Let's create a new layer on top of the left arm
but below the neck. And we'll call this jacket. Let's go for
something like this. And then we'll make that orange. Then we'll copy this, paste it, Object,
Transform and Reflect. And we'll put it on the
other side as well. You probably just
need to play with the anchor points a little bit. But I think that
looks pretty good. Next we need to
create his belly. Sorry, that's just going to be another layer
underneath the jacket. And we'll draw an oval shape. And let's I dropped one there. I think he has a belly
button in the middle, so we'll just draw
something in there as well. And that's pretty much done. I mean, you could
probably stop here, but if you're being pedantic, you'll notice that our face has a black outline here
was our body doesn't. So it just kinda looks like two random art styles
at the moment. So we can either remove the strokes on our
character's face so that they suit the body or add black outlines around the
body to suit the face. It's up to you which
style you want to choose. I prefer to have black
outlines on my art work, so I'm going to modify the
body to have black outlines. So all we're going to do
is select the entire body and increase the
stroke to one point. And let's see what
that looks like. That looks pretty decent. Not a whole lot of
work left to do to make this look good. So what we'll have to tidy
up are these legs here. We just want this to
be all one blue piece. And what we need for
that is outlined stroke. So let's start by
clicking on the torso, go to Object, Path
Outline Stroke. And then we'll click on the fill pot and just
add a few anchor points. Click Direct Selection, and then just drag This underneath. Cool, That's got rid of a
lot of the lines there. This pipeline is still showing. So let's double-check that the fill is on top
of the stroke. It isn't. So all we do
is just move this there. And yep, that looks pretty good. By doing this though,
it looks like we've thinned out the
outline of the torso. So we'll use offset path to
make it look normal again. So we'll go Object Path, Offset Path, and will offset it by a one
negative one pixel. Will delete the old path here. This one in the middle. I think we've offset
it by too much. So let's undo that twice. Object and offset path. Let's try half a
pixel this time. See how that looks. Delete the old one. That looks much better. There you go. We've got our HE, Christian Horner completed. We can delete the
reference image below. Then you're pretty
much going to repeat the same process for Toto Wolff, like your download this image, delete the skeleton and
the background and just change the color scheme
to be more like scratchy. So a dark gray and a
light gray in the middle. You won't need to put
a jacket on scratchy. And we're pretty much done
to make life a bit easier. I'll include the finished
products of itchy, scratchy into this video file. Now that you've got the basics, I'll leave it to you
to draw scratchy or feel free to even start
drawing your own characters. Now.
35. 5.19 Draw Body (Update): Just a quick update
before we go into the character animating
part of the course, I've updated this puppet so it's much easier to do
the animation with. You'll notice that
the layer names from the previous videos were quite unorganized and a bit
all over the shop. So I've just tidy this up
so you can easily identify the parts of the face so the eyebrows are a
bit easier to find. The mouth is a bit easier. The wrinkles, the
eyes and so forth. And so these layer names are
just going to look a little bit different from what was
in the previous videos. I've also updated the jacket to remove the sleeves because
when we get to animating, the slaves are
technically part of the arm and not
part of the torso. I've split the
jacket slaves into the arm layers and they're no
longer part of the jacket. I've also tidied up
his face a little bit, given him a slightly
different beard. This B, it's just going to
be a bit more easier to manage when we get to the
animation previously, I've drawn every single
strand of hair on his face, but this time around
I've just used the pen tool to draw
a beard on him. Just thought I'd let you
know, don't panic or don't be alarmed if things have
changed in the body here. And we'll be using
this updated character for our animations. In any case, you can download these characters from the
attachments in the video.
36. 6.0 Character Animation: In this section, you
will specifically learn how to animate
characters in Adobe character animator will go through a tour
of the software, how to import your character
from Illustrator rigging, which is adding bones or a skeleton to a character
to control them. Automating lip sinking
and mouth animations, adding triggers and swaps it to switch between
different hands and feet, how to make a character walk, and a few other features. There's heaps of
other things you can do in character animator, but we just don't have time
to go through all of them. And if you're just starting out, I don't want to
inundate you with advanced features that
you probably won't use. The stuff we'll be
covering in this section. Pretty much the fundamentals. If you're wondering why we
aren't using Adobe Animate or even Adobe After Effects
to animate our character. The short answer is, I think it's a staple
learning curve to use those programs to specifically animate characters competitor using
character animator. The long answer is, character animator
automates a lot of the work for us with things
cold behaviors. So if we want our
character to walk, we can just drag
in a walk behavior and have our
character walking in seconds versus
manually animating a walk cycle in Animate
and After Effects, which is way more tedious. I want this course to focus on bringing your ideas to life quickly rather than being about manually animating things. Alright, I hope you're looking
forward to this section because you're going to be bringing your
characters to life, which is really cool. I remember the
first time I wrote and animated my first character, I was just amazed at how
quick and easy it was. And just a very personally
satisfying moment. It was just a wow moment. And I hope I can share that
with you in this section.
37. 6.1 Install Character Animator: To get started with
animating characters, the first thing
we're going to do is install Adobe
character animator. I'm going to go ahead and assume you've already
got Creative Cloud installed because
you needed that to install Adobe Illustrator. If you don't have
Creative Cloud installed, then follow the
steps in video 3.4, 0.1, installing Adobe
Creative Cloud. So I opened it up and then
search for character animator. Then click on the card
and click Install. This is going to
take a few minutes, so I'm just going to
fast-forward to completion. It will also install Adobe Media Encoder
in the background, which you'll need to
export your videos to mp4 or other video formats. When it's finished
downloading, open it up. And you'll be graded
with the welcome screen. That's it for installing
character animator. Next we'll go through
a quick interface tour of character animator.
38. 6.2 Quick Tour and Importing Your Character: So this is Adobe
character animator, the place where
you'll be bringing your character to life. This is the home screen and it might have opened
up in pro mode, which is this view here. Or it might've opened
up in start-up mode, which is this view.
It doesn't matter. This will be the first
thing that will pop up when you want to put in
the program in the middle, we have some sample puppets
created by the Adobe team that are either face
only are full body. And I think being
in beginner mode, these are more beginner puppets. And if we go to promo code, we've got more
professional puppeteer. Each character you import into character animator is
referred to as a puppet. So when we import, our character will be calling it a puppet. We wouldn't be using
these puppets here, but you can explore
them later if you want. What I'd like you to do is
go into professional mode. So if you are in Stata, you can switch to Pro and
then click on New Project. For some reason at the
time of recording, if you go File New Project
that wasn't working. So just New Project button here and save a new
character animator project. Let's call it itchy, scratchy. When you do that, you'll
be brought to the screen, which is called
the record screen. You've also got a rig screen which will be using
in the next video, and a stream screen which is out of scope
for this course, will be alternating between
the rig and record screen. The record screen
is way we'll do the actual animation
of our puppet, like moving its arms and legs, making them walk
and all that stuff. The rig screen is
where we set up our puppet to give them a skeleton and all
that sort of stuff. I'll teach you how to do
that in the next video. For now, let's start by
importing our Puppet by double-clicking on
this project window here, the project window exists for both the rig and record screen. So it doesn't matter
where you import from, but let's just use
the rig screen because we need to rig
our character anyway. So double-click on it, open the Adobe Illustrator file
where we saved our character. For me, it's in this photo, but for you it might be in your downloads folder.
Double-click on it. Cool. Now we see the name of our file in the project window. If you don't see your puppet
appear in the main screen, just double-click on the puppet in the project window
and it should pop up. Now, before we start
any sort of animation, we have to rig our character, which means putting a skeleton and bones inside their body. So their arms, legs,
torso, head, etc. And the animated and we do
that inside the rig screen. To get to the rig screen, if you're in Record mode, you can double-click on the
puppet in the project pane, and that'll bring you
back to the rig screen. Or you can just click
on rig at the top. So let's just do a quick
tour of the rig screen, starting with the
project window. On the top-left, we
have the name of our puppet with three little
buttons at the bottom, just going from right to left. This button opens
up our puppet in Adobe Illustrator so you
can make changes to it. So any updates you
make in Illustrator automatically gets updated
in character animator. So if I move this hand e.g. and save it and then go
back to character animator. You'll see it's been automatically
updated here as well. But let's go back and undo that. Save it. And again, it's
automatically updated. The next button here creates a new folder in
our project pane. And you can call it a folder or whatever you want to rename it. You can right-click
and rename or just select it and press Enter, and then onto the last button. So click on your puppet again. And this last button
here Create a new scene for our puppet and brings
us into record mode. Again. This is the
screen where it will be dragging and moving the
limbs of our character, making them walk and animating
them against the timeline, which is at the bottom here. We'll come back to
this in a later video. For now, let's just
jump back into rig. At the bottom left here we have this thing called triggers, which we will cover off
in a later section. Don't worry about this for now, but triggers are what we use to swap between different hands, feet, and other
parts of the body, like a trigger might be. If we press number
one on our keyboard, the hand switches to a fist. If we press number two, the eyes blink and so forth. The middle left side here is where we have our
illustrator layers, which we'll be using a lot in
the next video on rigging, we'll be using this panel a
lot to create our skeleton. The middle section here shows our character from Illustrator, and this is where we will
be tagging our skeleton, bones and joints to the puppet. On the right side is where
we have puppet properties, starting with the
puppet drop-down. This panel just tells us
the location of our puppet, whether or not we want
automatic synchronization. So if we leave this
ticked every time you make updates in
Illustrator and save them, the changes also
get automatically updated in character
animator, like we just did, if you untick this than the
artwork will no longer Sync, will leave this ticked. This option is
rendered as vector. And if we take this, it means we don't
lose any quality of our puppet when we
re-size and transform it. If we own ticket are public, gets rendered as a bitmap, which means our puppet will get pixelated if we
re-size and transform. Let's leave this ticked. Since we went through
all that effort of using Illustrator, which also renders as a vector. The only gotcha is that this
doesn't work with live pink. So if any part of our
Puppet use the live paint, it just won't render
in character animator, like it won't be visible moving onto the puppet
Mesh struck down. This isn't something you'll
have to worry about. You can leave these
settings as they are. The last and most important
one is behaviors. Behaviors are like features or functions you can
give to your puppet. If you look at the
default behavior is here, drag your lists, you move
the limbs off your puppet. When we get into record mode, eye gaze lets you control
the eye movements. Face lets you control
the nose, mouth, head movements file your webcam, lip-sync enables mouth
or visiting swapping. Physics introduces
gravity, and there's heaps more behaviors you
can add to your puppet, like walk, which automates
a character walk. And we'll be using that later. We'll go through
several behaviors in more detail throughout
this section. But basically, behaviors
are the powerful feature of character animator
that let's you drag and drop features to bring
your puppet to life. Alright, that was a quick
tour of character animator. In the next video, we'll go through the rigging process in more detail and record
mode in more detail. See you there.
39. 6.3 Rigging - Head: Now it's time to break
out puppet aka assignment some limbs and bones so that when we get
into record mode, will be able to move the head, arms, and legs around. By the end of this video, you'll have rigged
to your puppet head. At the moment,
character animator has no idea which
body parts are which, which is why in Record mode. So we'll click on our puppet
and create a new scene. In Record mode, our
puppet doesn't move at the moment no matter where
we drag, nothing happens. So we need to go
in read mode and specify which layers
are the head, the arms, and the legs. So let's first start
off by rigging the head so we can move the eyes and
then we'll do the body. In the next couple of videos, we'll jump back
into rig mode here, and let's explore
the lions pane here, it seems character
animator has expanded, or the layers and
subways for us. So let's just 12 this up. And to the left here we've
got a visibility button. And when you trigger this, it makes the layer
disappear or reappear. And we've got this crown thing which is called independent. I'll touch on this in a sec. And then we've got these
three little icons here, which I'll touch on in
a future video as well. Don't worry about these for now. Let's focus on this crown
because it's quite important. This crown means
that this layer will move independently
of other layers. So by default, character
animator has made the head and body layers
independent of each other. And it knows to do that because
when you open a puppet, it looks for certain
keywords like head, body, pupil, mouth. And if you name
everything correctly, character animator will
automatically make those layers independent to show you what this independent
stuff looks like, I want you to click on the head layer and then in the preview
pane in the middle, say this knob here.
Click on that. And for now, I want you to just click this draggable modifier, which will let you
drag the layer around with your
mouse in Record mode. When we tick that, you can
see that that nub has been updated with a draggable
modifier or a draggable tag. So our head layer has a head
tag and a draggable tag. If we open our scene again, which brings us to record mode, and we drag the head. We can see we can move
it around now, granted, it's not moving or
pivoting with the body, but we'll fix that in a sec. Let's jump back into rig mode and uncheck
the independent option, and then go back
into record mode. And now when we drag the head, we can see that the heads
actually moving with the entire body because it's no longer independent
from the body. If that's what you're
after, then fantastic, but for our purposes
that's not what we want. So we'll go back into rig
mode and make sure that our head remains
independent from the body. Alright, let's start
rigging our head now. Now when you click
on the head layer, notice that a stick figure pops up underneath this
section called tags. This is called tagging. And it's way we have to tell character animator which
layer is the head, the eyebrows, the eye, the pupil, the nose, the mouth, the jaw, neck, shoulder, elbow,
wrist, waist, hip, etc. You don't have to tag
every single one of them. We're just going to tag
the ones that we need. So we can see here
that the head has been tagged for us because
it's highlighted in blue. And if you check
the preview pane, you can see the head tag there. If we uncheck the blue pot, you'll see that the head tag has been removed in
the preview pane. And to add it back in, we just click on the Puppet head or the
stick figures head. Now we want to animate the eyes, specifically moving the pupils. Now, other character
animator does its best job to tag the eyebrows
for us and the pupils. So this particular puppet, it hasn't tagged correctly. So what we'll do is start
fresh and starting with head. I want you to delete
these eyebrow tags here. Click on the nub
and press Delete, and that will delete those tags. And we'll just go down
the layers to see if it has added any AI or
eyebrow tags to it. So if the left eyebrow, what we'll do is go to the stick figure and tag
it with the correct tag. And then the right
eyebrow here is this one. Now you will notice,
although with cold this right eyebrow, and this looks to be at the
right position eyebrow, I'm character animator has
called it the left eyebrow. And that's because it looks the position of things from the perspective of the puppet, not from the perspective
of your screen. From our perspective. Obviously
this is the right side, but from the puppets
perspective, it's left. You can easily change these
left and right positions. In Illustrator, it won't impact the outcome
of our Puppet. It won't impact our
puppet in any way. It's really just to
keep things tidy. It won't impact our puppet if we've got the left and
right parts mixed up, just as long as we're
consistent with it, it's going to be okay. Then we'll go to
write I and we can see that's been incorrectly
tagged there as well. So we'll delete that. Right blink. That's not correct either, so we'll remove that tag. Right. Mask has nothing in it
which is good pupil size. Let's delete that
for now, right? Pupil or range will delete that. Delete everything here as well. Delete, delete, delete. Let's just double-check this
note I tags here as well. Perfect. Alright, so
to get the eye moving, what we'll do is go to
the right pupil and then tag the correct position
pupil in the stick figure, go to the left pupil and
tag that one there as well. So if we jumped into record mode and we want to move our pupils, what we'll do is open the eye gaze behavior and
will enable keyboard input. That when we press the left and right position
on our keyboard, the eyes should move. But at the moment, it's just
kinda warping our face. And that's because we haven't tagged the pupils
as independent. We want these to move independently
from our head, right? So we'll put an independent
tag there and here as well. So when we go back into
record mode and move our left and right keys
are character's eyes. Move along with it. That's pretty cool. Now, if your artwork has more circular eyes where
they're not confined. Now, if your artwork has more circular eyes and
they're not confined to. Now, if your outlook
has more circular eyes, what you would
normally do is tag the eyeball with the
left I tag here, and this eyeball
with the tag here. And what that will do
is restrict the pupil to move within the
confines of the eyeball. But because our eyes
for the specific puppet is already confined
to this eyeball here, like you can see, the pupil is already touching
against the eyeball. If we were to do this, we'll get some pretty
unexpected results. So we can go right
either and tag that one. And if we go back
into record mode, like we can't move our
eyeball up and down because it's already
clashing with the eyeball. So if you've got
more circular eyes and more room to move, then you can tag
these as the eye. But for our Puppet, because it's already touching on the edges of the eyeball. It won't be a good idea for
us to tag these as eyes. Alright, so that's
the eyes done. Let's move on to the mouth. And if you follow the same
naming conventions as I have, character animator
should automatically apply the correct
tags to the mouth. So if we expand on mouth, you can see that neutral
has been tagged here. Smile has been tagged. There are sounds here, D, E, F, L, and R, S. And it's going to be
the same thing for our sad looking mouth as well. If you haven't followed
that naming convention, then you need to manually
go through each one of these layers and tag
it to the correct tag. The last thing I want
to show you is if we jump back into record mode, if you've got a web camera, you can click this icon
here and it'll enable face tracking so that you can use your webcam to control
head movement. And later, I'll show you how
to do body tracking two, so that your puppet
moves with your body. If you find that your head is
off-center from the puppet, you can just click the
calibrate button and it will move the character's
head back into position. At the moment, our heads kind of not pivoting properly
from the next. So let's go and change that. We'll jump back into rig
mode, click on the head. And at the moment, the head
is positioned at the center. And we want to drag that and bring that down
towards the neck. Let's go back into record mode. And when we move our head, yep, it's pivoting
from the neck, but it's kinda got this
weird thing where it can float away from the
neck to fix that. So we'll go back into rig mode and then click on
the Puppet at the top here, the name of the puppet, expand the face behavior and set the head position
strength to zero. This stops the head moving
wildly from left to right. So when we go back into record
mode and we move our neck, we can see that our puppet
is moving its head properly. The webcam can also
detect a blinks. So if we jump back
into rig mode, and I think we've made
our blinks invisible, so it will enable that. And we haven't tagged them yet. So for our blink, there will tag that blink. And then for left
blink or tag that one. And in Record mode, if I close my eyes, you can see that the blink
seems to be working properly. The eyebrows don't
seem to be moving. They're walking our face. So let's have a look at that. So we just need to make
these independent. And there we go. Eyebrows are moving
independently. And if you want the eyebrows to move separately
instead of together, you can expand the
phase behavior and untick this move
eyebrows together. So if you can move one
eyebrow by itself, like the rock, it makes the puppet look
a bit more playful. I like to move the
eyebrows together, so I'll leave that ticked. And that's pretty
much our head rigged. Feel free to play around
with the eye gaze and face settings to see what sort of behaviors that can
make the puppet do. But these are the
settings that I use for most of my animations.
40. 6.4 Rigging - Body: In this video,
we're going to rig our puppets body so we can
move their arms and legs. In reg mode. Click on buddy, and let's
start by taking which limbs we want to be independent from
the body or the torso. Now, it's important to follow the rigging steps as I'm doing, because missing one step can result in your puppet
doing weird things. Let's start by making the arms and legs independent
from the body. So we'll tag the left arm here, the right arm, the right leg, and the left leg. So in the middle of
the preview pane, you should see just the outline of your torso by itself there. By making these independent, it's sort of detaches itself
from the rest of the body. Alright, let's start by
tagging the left arm. So we want the left arm to
pivot from this position here. So we'll grab this
little nub and drag it to somewhere here so that
it's connected to the body. You will see it turned green, which means we've
connected our arm to the torso, a joint. The next thing we'll do is add more joints to our arm so we can pivot at the
elbow and the wrist. So what we'll do is go
down here and click on the handle tool and we'll add a hand or somewhere
near the elbow, which is probably about there. You can see a little
bend in the arm here, and we'll add a
wrist there as well. Then we'll click on
this handle here. And we'll tag this
as the right elbow, or click on that, and we'll
tag that as the right wrist. Remember that character
animator sees the left and right from the puppets
perspective, not ours. So what should be left
is actually right. Then we'll add some bones to the puppets arm by going down here and clicking
on the stick tool. And then to zoom in,
we'll hold Alt and move our scroll wheel up. Japan. We just press down on the scroll wheel
and move our mouse. And so starting from the
shoulder will drag a stick to our elbow and then drag another stick from our
elbow to our wrist. The stick doesn't need
to touch each handle. If anything, you just want
to leave it a little bit of space so that it's a
bit more flexible. And the last thing we have to
do this to make our risk to draggable so that when
we go into record mode, we can drag the
arm by the wrist. Alright, let's see what it
looks like in Record mode. So if we click on the
wrist here and drag it, there we go with the arms moving around. That's pretty cool. The only problem is the
jacket isn't moving with the arm and that's because
it's in its own layer. So I'll fix this up in the
Adobe Illustrator file that's linked in the videos. But to fix this,
all we'd have to do is open this up
in Illustrator. And then for the jacket, will probably just
move these back here. Move these points back there. Delete that, join these here. Then for this arm will probably draw an additional spot for it. Like here. I dropped that as orange. Go, Object, Path,
Outline Stroke, click on the Fill, move the fill on top, and then just push this out. And then to reduce the thinning
will click on the fill, go to Object Path, Offset Path, and
will offset it by, let's go by half a pixel
and see how that looks like. That looks pretty good. Then we'll do the same
thing for the right side. Alright, let's see what it
looks like in Record mode. And if we drag the arm around, look at that,
that's pretty cool. We've got a working on. And now we're going to do the same thing for
the right arm. So I'll go a little
bit quicker this time. So we'll move the arm towards the torso so it's pivoting
from this position. Add a couple of handles. One for the elbow, which is about there. You can see that's
where it bends. Another handle for the wrist that will tag are risks there. Tag the elbow here, add a couple of sticks
or bones to it. So one between the
shoulder and the elbow, and one between the
elbow and the wrist. And lastly, tag the wrist
with a tractable modifier. Go back to record. And if we drag
this one, perfect, We've got two working arms. Now, let's do the legs, which will be a pretty
similar process. So we'll start by
moving the leg towards the hip because that's where
we want it to pivot from. Then we'll add a
couple of handles. So the nice I know
somewhere about there. And then the ankle about that. Then it looks like we've got
some additional tags here, the heel and the toe. For a front-facing, we sort
of hack our way through this. Obviously, if your toe is
facing towards the right, like an L, then you just follow the stick
figures position on. But we'll sort of fake
this a little bit. So we'll just go maybe the heel is there and the
total was there. And then we'll assign it
the appropriate tags. So this one is the knee, this one is the ankle. That one the heel. And this one is the toe. Will add some sticks
or bones tort. And for this one, we don't really
need to add bones like this long story short. You can just add a
bone like down here and then we'll repeat the same
process for the other leg. So drag this, whoops, grab this knob and drag
it all the way up here. So what pivots from the torso out a few handles for the knee, the ankle, the
heel, and the toe. Tag it. So we'll
click on this nub. This will be the knee, the ankle, the heel, and toe. Then we'll add some
sticks or bones to it. Let's make the ankle draggable. And that ankle draggable. If we go into record mode, Let's see what happens. Here. We go. We've got two moving
knees or to moving legs. The last thing we have
to do is tag the neck, the shoulders here, and
the hips and waste. And we do this in
the parent layer, which is the body. So where are these
green dots are? Here in the preview pane? That's where our arms and
legs are pivoting from. What we'll do is add a
few new handles for them. So we'll click on the
handle toward the bottom. Place a handle on top
of that green dot. And we'll tag this as
the right shoulder. Place a handle on
top of that dark, call it the left shoulder. This one will be the hip. The last two things
we have to do, the neck and waste the neck that's currently
tagged to delete that and add a new candle that's aligned with
the shoulders. Add a new handle there
and call that Nick. And then for the waste, delete that waste there, put a handle that's
slightly above the hip and call that the waste. And if we go back into
record mode and just see that and just check that
everything's working fine. Yeah, that looks pretty good. Anyway, that's our
rigging process done. The only kind of weird
things left is that the arms can stretch to the unrealistic
sizes and portions. But I'll show you how to
fix that in the next video, which is touching on the limb IK behavior,
I'll see you there.
41. 6.5 Limb IK: Okay, So we've finished rigging out puppets head and body. But just to put some
icing on the cake, we just want to fix these
kind of funny issues with it, where we can stretch the limbs to unrealistic proportions. And the legs aren't
bending in a natural way. Like they just look kinda funny. And we're going to fix
that in this video by looking at a behavior
called limb IK. So what we'll do is jump
back into a rig mode, click on the Puppet
at the top here. And in the behaviors, we're going to add a
behavior called limb IK. Ik stands for inverse
kinematics and long story short limb IK adds more natural movements
too, your limbs. So add that in and we'll leave these default
settings for now. And let's jump back into record. And when we move the feet, we've got a little
bit of an issue here where they're not moving. So let's go and fix that. What we're going to do
is delete the left heel because I think that's what's causing our puppet to
stick to the ground. And we just moved the
toe into the middle. And we'll do the same
thing for the left leg. Delete the heel and move
the toe to the center. When we go back to record, we're getting a
little bit of funny behavior with our feet. So what we'll do is go into
the limb IK Settings and turn off because ground detection so that the feet
looked back to normal. Now we can move our legs again, but the movements still
looks a bit unrealistic. So what we can do is then tick this reverse leg bend
left and leg bend right. So that this looks a little
bit more natural now, like if they were to do a kick, that would look better
this time around. And we've solved that
stretchy problem by limiting the stretching
us to only ten per cent. If we move it to 100%, we can see that we can stretch this to something kinda funny. But if we put up to 10%, It's the amount of stretching
that the arm can do. That's true problem-solve. The last problem is that when we move the arm above the head, you get this
unrealistic movement. It looks like his
arms kinda broken. That's not natural at all, depending on the style of
movement that you're after, you need to tweak
the limb IK settings accordingly so there's no
one size fits all solution. It's a bit of
tinkering around to see what works for your puppet. For this particular puppet, what works well
is if we turn off auto armed end and reduce
the bench strength to zero. So when we put his hand on his hips and then move
it above his head, this Ben's a bit more
naturally than before. We can even turn these settings
on and see what happens. Not much has changed there
because we've probably reduced the bench
strength to nothing. So let's just take those. And then the last
setting to show you is in certain cases
you only want the inverse kinematics
or apply to the arms only or to the legs. So you've got that option to do arms or legs only
for our puppet. We want both arms and legs. That covers it for
limb IK, again, depending on your puppet, you'll probably end up using different settings to
what I've used here. But just know that if you
need to make any changes, this menu here is where
you will do that.
42. 6.6 Camera Body Tracking: In this video,
we'll go over using camera body tracking to
control your puppet. So right now, we've
finished rigging our puppet and we've added the
limb IK behavior. If we jump into record
mode and turn on our webcam here and
press Calibrate. We have face tracking, which we've covered in
the head rigging video. But if we click on this
human-looking icon, which is body tracking, it looks like nothing's
happening here. It won't let us
use body tracking. And that's because
we need to add the body behavior to our Puppet. It's not included by
default because I think it consumes quite
a lot of resources. So let's jump into rig mode, and we'll select our
puppet in the layers pane. And we'll add the body behavior, will expand tract handles and will basically
take everything. We want to track the handles of all these limbs on our body. Then we'll jump back into record mode and click
on the body tracker, which seems to be working now. And look at that. It's already put some
trackers on our wrists, elbows, and shoulders.
And that's pretty cool. We can already move our
arms on the puppet to do the full body will
need to stand a bit further away from our webcam. And so what, what's
going to happen is that I'll press
this calibrate button. It'll count down 5 s. And that'll give us
an opportunity to stand in a neutral position so that our Puppet can mimic that neutral
position as well. The neutral position is kind of like a reference
point for the puppet. So we'll press
Calibrate count down 5 s for a neutral position, and then we can move
however we want. Alright, so I can move the neck, I can move the arms, which is pretty cool. And I can even move the legs. The legs are a little bit
unnatural like you can see when I do this kick
it, kind of flips. If you get unexpected
behavior like that, you would just need to tweak the limb IK settings to make
it look a bit more natural. But the arms were pretty well. That looks pretty good. You'll find if you try
and do like movements like this where the arms are
a close-up of mine at work, 100% natural or jittering, glitchy motion like that. When you're doing body tracking, you sort of need to exaggerate
or do for movements. So if you want the arms
to be close to the body, you can't just go
from this position, this auto position, and
just bring your arms up. You need to sort of guard
the long way like that. And obviously, if
you do that quickly, it looks quite normal. The settings that works
really well for me. We're putting the bench
strength to 85 per cent ticking reverse leg bend and only
applying limb IK to the legs. Having brown detection and initial foot pinning turned off. And I think that's about it. So if we calibrate, again, everything should
look pretty good. Yeah. So that's fixed. The legs has been doing really nicely as well or quite natural. Perfect. The only thing I'll add is
that sometimes you might get this unexpected
behavior where it's like you move one here, which is on my left side. But then when you go and try to move the limb on the other side, it might not respond that well. I can't seem to
replicate the bug here. But sometimes you'll, you'll
move this leg and it's fine. Then you'll go and
move the other one, but it just it just won't move. I'm in instances like that, you just need to close character animator
and open it again. And everything should
be back to normal. If you're still
getting that issue, don't forget the Refresh
button here as well. You can refresh the scene, refresh the puppet,
and re-calibrate. And hopefully that
fixes everything. If his legs for
some reason I like dental the time you
can maybe just stand on your tippy toes a little bit and
that'll straighten out the legs into a little dance. Yeah. Hello, get ready to fight. But that's pretty much
it for body tracking.
43. 6.7 Recording: At the moment we're
just moving our Puppet, but we're not
recording anything, which means we can't
play it back, right? Well, in this video, I'll
show you how to record your puppets movements
so you can play it back. So if we jump into record mode, you'll notice that we have this timeline at
the bottom here, and it's ranging 0-30 s. If you want to change
any of those settings, you can click on the scene
in your project pane at the top-left and then to the right here we can change
things like frame rate. So if you want a
smoother frame rate, you can bump this up to 60. So the animations
are very fluid. It's not my style of things, so I'll bump that down to 24. We can change the
duration of the timeline, so we only want a
10-second animation. We can change that there, but I'll leave that as 30. And you can adjust the width
and height of the scene. So instead of 1920 by 1080, we can do 1080 by
1080 if we want, but I'll leave it
as 1920 by 1080, then smart replays isn't something we'll cover
in this course, but you can leave this ticked. So coming back to our timeline, if you want to zoom
in on the timeline, you can hold Alt and zoom
in with your mouse wheel. So just move the mouse
wheel up and down. Or you can just use the
slider at the bottom here to ensure that we're
animating our puppet. Make sure you click
on the Puppet on the timelines so that
the timeline turns blue. When it's not blue, it means the puppet
isn't actively selected. Now, there's several ways
to record our puppet. And the first one
we're going to go over the dragon behavior. So turn off your webcam and basically you can
just drag the arms, the legs to whatever
position you want. And then we'll press
Control E on our keyboard. And control two is the keyboard shortcut for
recording a to frame take, which you can find in
the timeline menu here, record to frame take. What this basically
does is record the animation that we just did over two frames on the timeline. If we zoom in here, we can see that two frames were added To the left ankle, left wrist, right ankle, and write risk because
that's where we added the draggable
behaviors in RIG mode. So if we just go back a little bit and go a few frames back, we can play the animation
back by pressing Spacebar and stopping
it with space bar. If you want to make that
animation a little bit smoother, what you can do is highlight all the handles and
animate it may be over, let's say ten frames. So we got, That's 345-67-8910. And then hover over
this square shape on the top left and top
right off the timeline. Drag this one out and drag
this one out as well. If I scrub the timeline, you will see that the animation plays back a little
bit more smoothly. So what we've done here is
smoothed out the animation over 1234 frames instead of previously just everything
happening in one frame. And then holds that
position 41234 frames, and then transitions
out 1-3 frames again. So what we're doing
here is essentially blending between
the two positions. I personally like to use two frames when blending
between positions. I think two looks quite
professional when you do things over like ten frames, it kinda looks a bit funny
or less professional. The second way we
can animate is by pressing the Record
button here and then dragging our puppet
around and then stopping the recording
when we want. So it will look
something like this. If we just delete
these recordings here. And then go back to
frame zero and will turn off the audio because
it'll record that too. And let's just animate
our character putting his hand on his hips.
Just like that. Press Stop. And if we
drag ourselves back to position zero and
press space bar, you'll see the animation
is played back, and then we'll do the
other arm as well. So we'll bring it back
to a position zero. Press record and put
this on his hips. So we'll play it back now. And you can see that I think I was a little bit faster with the left arm here compared
to the right arm. But you get the idea. Now, you'll notice that when you scrub through the timeline, you can see what your
puppet is doing. But the moment you
let go of your mouse, that puppet defaults back
to its original position, which can be a little bit annoying if you want to
see what the puppet is doing at that exact frame without having to
scrub the timeline. So what you can do is click on this record icon next to
your puppet on the timeline. And what that will do is stop or recordings for your puppet. And that'll let
you see what it's doing at that exact frame. This makes it a
little bit easier to sink the arms and hips together. So if we were that
looks pretty even. Then when we're done, we can
re-enable recording using the Record button is
great when you want to do more freehand animations, I think it looks a little
bit more human or fluid and less robotic than the
first way I showed you. But the drawback,
as you saw is that it's not great with accuracy. If you need to arms to be on
the hips at the same time. The last recording
method I want to show you is body tracking. So if you enable your webcam again and enable
body tracking here, and we'll delete the recording. We just did bring this back to zero and we can press
the Record button here. And that'll give us,
I think three or 5 s to do our Starfish
neutral pose. And then we can do
whatever movement we want. And character animator will
record that movement for us. So we'll press the
record button. Starfish position. And then we can do
a little dance, do a fighting pose. And when we're done, we can just stop the recording. And you can see
that's added a lot of stuff to our timeline, right? And that's because in
our body behavior, we've added all
these handles to it. 123-45-6789, 10
111-213-1415 handles. So that's all 15 handles
on our timeline here. So if we play it back, I think that's pretty cool and that's pretty much
it for recording. At the end of this section, we will record our character
to make that HE and scratchy introduction using
the drag the handles. And that'll involve moving
multiple limbs around.
44. 6.8 Walking: In this video, I'm
going to show you how to animate your
character to walk. It's relatively
straightforward to do. There's a little
bit of tweaking, but let's start off by
going into rig mode, selecting our puppets
and the layer pain, and then adding a
walk behavior to it. If we leave the default
mode to immediate, the moment we enter
a recording mode, our Puppet, we'll just start
automatically walking. That's not what we want. We want them to only walk
when we press the left or right arrow keys
on our keyboard. If I press the left key,
it looks like that. And if I press the right
key, it looks like that. Obviously this walk
looks a bit funny. There's something
wrong with the feet. The arms look quite unnatural. So there's a little
bit of tweaking that we need to do to it. For starters, I think the legs on bending
correctly and that's because of the limb
IK setting we've got here for reverse leg bend. So what we'll do is turn that off and that looks a little
bit more natural now. But you can see that the feet
still kinda look a little bit wobbly and the head
is not moving as well. So we'll need to fix our rigging a little bit and
we'll actually need to go back into
Illustrator to change the layer positions of our arms to really
sell the walk cycle. Let's start with the
easy stuff first. By fixing the head, we'll go into rig mode. And what we'll do is turn the independent feature
off for the body. And for our head, we'll drag it so that it's
connected to the torso. Now, when we go back
into record mode, the head's moving with the body. Cool. Alright, so that's
one thing fixed. The next easy thing to fix
his arms look kind of funny because technically this arm here should be behind the body. Looks kinda weird that both arms are in front when he's walking. So we'll click on our puppet
here in the project pane and open it up in
Adobe Illustrator. So what we'll have to do is move the left arm
behind the torso. So we'll drag this and move
it underneath the torso. Let's save that. Go back to a character
animator and yeah, that looks a little bit better. The only last thing we
have to do is the feet. It doesn't look
right, but the feet are facing frontwards, but the character is
walking to the left. So let's go back into
character animator. And what we're going
to do is go back to the file that we
downloaded from free pig. And we're going to grab the character's shoes
that are facing sideways. So I found it here, this layer here, and
that layer there. And we're just
going to copy that. Go back to our
character and paste it. So we've got our two shoes there and let's just make them
a little bit bigger. See if we can get them
roughly the same size as our shoes that
are there currently, that looks pretty good, I think. And then we'll add
some stroke to it and we want them
facing the other way. So it's Object,
Transform, Reflect. And now we just have to put them into the appropriate layers. What I normally like to do is to put them inside the foot. So for this one which
is the left leg, I'll drag this inside the left
leg foot and then turn off the front-facing foot and
then drag this one into the right and turn off that
front-facing one as well. And we'll reposition this here. We'll save that and see what it looks like in
character animator. That looks a little bit better, but the leg stool kind of funny. I think it's to do
with our rigging. So let's go back into rig mode and update our right
leg and left leg here. So now that we
know our character is actually going to walk left, what we can do is
update the feet so that it reflects better
on the stick figure. So the left toe is over here. Now, we need to make a
longer stick for this. So that's going to be
the whole thing there. And then we'll add another
handle for our heal. And to add a little
bit of rigidity between the ankle and the heel, will add a stick there and
add a stick to the toe. Then we'll go to
the left leg and the toes technically
over here now, we'll need to extend the stick, the hallway to give
some rigidity there. At the heel here. And then a little bit
of rigidity here. And let's test this out and
see what it looks like now. That looks way better. And then you go just
with a few tweaks. We've been able to
create a walk cycle or get our character walking and
just a couple of minutes. So now we can record
our puppet moving. So we'll go back to 0 s, press record and
move our puppet. Before we finish up, I
just want to quickly point out that you've probably noticed that although
our puppet is doing the walking animation, they're actually not moving. And that's because
we're going to physically move the puppet when we get to after effects
or the compiling phase, I know it seems kind of weird
to not move the puppet now, but trust me, when
I say it makes life easier to do it
in After Effects. Anyway, that's it for walking. Next up, we will animate mouth
movements by automatically lip sinking our puppet
to some audio and text.
45. 6.9 Lip Sync: Let's move on to
automatic lip sinking. One of the most tedious parts of animation is
animating the mouth, which normally
involves manually key framing the mouth to
match its movement. And that takes hours. But luckily with
character animator, we can automate that
before we lip sync, Let's just double-check
that we've rigged our puppets
mouth properly. So we'll go into rig and open sad mouth because our
character is just always said, I've decided to
use the sad mouth, but feel free to
use the Happy Math. If you want to use that
with either mouth, just make sure that
the math tag and mouth croup have been applied to it. I've made my regular
Happy Mouth invisible. So this puppet will be
using the sad mouth. And we'll just make
sure that we've got all the teams tagged here. So we've got M, we've got S, D, E are all Wu, f, l, smile and neutral. We don't really need surprised. These ones will do. Everything. Looks like
it's in order here. If yours is different
than make sure your names and tags match mine. Because we did this back
in the head rigging video. Anyway, let's jump
back into record mode. So to lip sync against
some audio dialogue start by importing the audio
into your project pane. So double-click here and let's import the lip-sync
MP3 cause file. Then we'll drag it
onto our timeline. And then select both the
MP3 file and your puppet. Then goto timeline
at the top and click Compute lip-sync
from seeing audio, it'll take a few
seconds to process. And when we press Space
bar on our timeline, we have our visit names
sink to the audio. If you finish in first position, you will win the race. A Formula One car has
four wheels every 60 s, and then it passes
in Formula One. And how good is that? In a matter of seconds, we've got lip sinking
done to our audio. Now, you'll notice that
for some parts the mouth visiting teams don't
seem to match the audio. Like I think when he
says four wheels, a Formula One car
has four wheels. He says wheels, but it's not really matching up to the audio. So when you say wheels
there should be working, you should be like
an L sound here. So let's have a look at that. So what we could manually do is right-click there
and say we need like an L sound Delic
wheels has four wheels. Wheels, that looks a
little bit better, but it's quite tedious
to go through all your audio and manually
add vms in-between, right? So if this still
isn't good enough for you and you want
absolute perfection, there is a second
way to lip sync, but it's a little bit more work. And that's using the compute lip-sync take from
audio and transcript. So on top of your audio, you can actually import
subtitles off your audio. And it will use both the
subtitles and the audio. To compute your lip-sync, you click on the MP3 file, press Import, find
the subtitle file, and then it'll just paste it
into this transcript here. So what we'll do
now is just delete our lip-sync audio and then select the MP3
again and our puppet. And this time go compute lip-sync take from
audio and transcript. And if we play this back again, if you finish in first position, you will win the race. A Formula One car has
four wheels every 60 s, and then it pauses
in Formula One. And to me that
looks bang on like almost 100% perfect
match with the lip sync. But the question is like
petty create subtitles. So the fastest way to
generate subtitles for your audio is with
Adobe Premiere Pro. So if you download
Premier Pro with the Creative Cloud Desktop
and you open that up, you can start a new
project on the top-left, give it a project
name if you want. I'll just leave it as untitled, put it into an appropriate
project location, and click Create. Now you'll Premiere Pro is
going to be different to mine, but I'll show you all the panels that you need to open up. So if you go to Window, go projects and enable the untitled project
that you just created, you should see this
project panel open up and double-click in this empty
window to import some media. And you'll want to import the MP3 file from
the project window, drag that into your timeline. And then the next window
you'll want is text, like it might appear as a separate window
like it did for me. You can easily drag this text to be maybe somewhere
on the left here. And then all we're
going to do is click, Create, Transcription
and transcribe. And then you can see here the text has been
created for us. So let's just have a look. If you finish in first position, you will win the race. A Formula One car has
four wheels every 60 s, and then it passes
in Formula One. Alright, so that's perfect. I think the only thing we
need to do is just add a full stop there
and awesome, right, the next thing we'll
do is then press the create captions button and we can leave everything
as default here. I've liked to have all my subtitles on a single
line instead of double. Then we'll click
create captions. And let's just check that the subtitles line up
against our audio again. If you finish in first position, you will win the race. A Formula One car has
four wheels every 60 s, and then it passes
in the formula one. That looks perfect. The only
thing you might want to do is make sure that when
the audio finishes, that the subtitle finishes
along with it as well. So this one, he's only
saying a Formula One car. And then the second part
is has four wheels. So to split this up, we'll
click on this and go Split Caption and change
this to be a Formula One. Formula One car. Formula One car has four
wheels as the second part. So that finishes there. And starts again at about there. For you. Every 60 s. That looks
much better now, when we're happy
with the timings and the wordings, like
everything's correct. Well then click on the
three ellipses here. Go to Export and export to SRT, and just call it
the same name as L MP3 file lip-sync.
Don't see R2. I've already saved it. So
I won't save it again. And then once you've
created the SRT, you will just click on the MP3 file in your
project pane and character animator click Import on the right and
then select the SRT. And that's pretty much perfect. In some cases, if your
audio isn't clear enough, you might get these
compute errors that appear on the
timeline here. They haven't appeared
in this instance, but it can happen
and your visitors won't load properly
if you get instances like that where it says compute lip-sync era and these
victims don't appear. I think the shortest
and fastest way is to just compute lip-sync
from scene audio. So what you might have
to end up doing is, let's just say this part. Let's just say this part
didn't compute properly. You'll have to split the
audio up by pressing Control Shift D to
split the timeline. Then just click this
particular audio, clip timeline and go compute lip-sync take from scene audio. It won't be 100% perfect, but we're going for speed
here instead of accuracy. Anyway, that's it
for lip sinking.
46. 6.10 Triggers and Swap Sets: Triggers and swaps it, what you're going to use
when you need to e.g. switch between
different hands like switch between an open palm, a thumbs up, or a fist, or switch between a
smile and a sad mouth. The main cases that I use
triggers and swaps it's for, but there's heaps of other uses. A swap set is a
set of layers from your Illustrator file
that you're going to swap between the open palm, a thumbs up and a fist, and a trigger is
going to be pressing a key on your keyboard to
swap between the layers. So a trigger will be like if you press number one
on your keyboard, the puppet will
have an open hand. If you press too, they'll have a thumbs up
and if you press three, they'll have a fist. So when combined together, a swap set has your
list of layers and your trigger is how you
control which layer to show. Anyway, let's start
with the hand movement. Now, when you put your
hands on your hips, thumb is closest to
the body, right? And that's what our
puppet is doing. But when we raise our
hands in the air, how thumb is closest
to our head. But for our puppet, the thumb is the most
furthest away from our body, and that's not right. And we can solve this with
swap sets and triggers. So we'll have a swappable set of hands and in other words, as swaps it and the
hands will swap when we press something
on our keyboard. In order to do this,
we need to go back to Illustrator to create the hand where the thumb is
over here towards the right. So let's click on our puppet
and open Illustrator. The easiest way to do this
is to select the hand, press Alt and drag it down. And then go to object
transform, reflect. And we'll reflect horizontally. Rotate this. And that looks pretty aligned. And if we expand the left arm, we want this new head to sit inside the hand here so
we can call this one. This will be the default, and we'll call this one
maybe this is a foot tanned. Then we'll go to the right side. Hold Alt to duplicate,
drag it down, go to Object, Transform,
Reflect Horizontal, press. Okay, just rotate this so it
fits well with the arm here. Expand the right
arm and you want your flipped hand to
sit inside one layer. So this is the foot one. And the default one is
the one that says group. Alright, so we're done with
our updates in Illustrator. Let's go back to
character animator. And you can see our
Puppet has to hand here, but we only want one to
appear at a time, right? So let's go back into rig
mode and we're now going to make use of this
triggers pain here. So what we'll do is
create a new, swaps it. And we'll call this
something like hands. And we'll click this Add
button again, create trigger. And let's just call this may be like maybe like a risking. These are our resting hands. Then we'll drag our two hands into this resting piece here. And you can see in the
layers that we've got our left and right hands
inside this trigger. And we want this to
be the default hand. So tick default. And let's give this a
trigger off number one. So when we press one on our
keyboard, it'll show resting. And then we'll click
on hands again. Our hand swaps it. Click Create, Create, Trigger. And we'll call this flipped. Then we'll control click flipped to select both of them and
drag them into this trigger. Will select latch
so that when we press number two
on our keyboard, that it remains latch or a
stays with the flipped hand. If we don't take latched and we press number two and then
let go of number two. It will automatically go
back to our resting hand. So we'll click latched. Then we'll go back
into record mode. And you can see that we
now have one set of hands. So when they're resting
here, That's perfect. Then when we move them up, we'll press number
two on our keyboard. You can see the
thumbs are the ones that are closer to the face. So if we do a quick
little animation here, let's just say at frame zero, we want our character with
their hands by their sides. So then we'll press Control
to take a two frame take, and we'll just expand this out. Then maybe at this point here, we want them with
their hands up there. Then we'll do control to, to take a two frame, take. And we'll maybe try and
blend these together. We don't need that audio. So we can probably disable this. Select both of the handles. And then let's blend this over 12345 frames just so we can
see what's going on here. And then we'll blend this, will expand this out
and maybe blend this over 123456 or so. Alright, so somewhere
in-between the hand on the hips to the hands
close to the head, we need to swap the hands
out or flip them around. So I'd say that
somewhere around. Maybe here is where we will
maybe press number two, then press Control two. We can see that
the trigger hands appears on the timeline. And we'll drag this out to
about here towards the end. And if we play this back, we can see the hands have been swapped over
to the flipped ones. Because the animation
is happening so fast, the hand swaps, it
is quite seamless. You can't even tell
that it's been swapped. And that's pretty much it
for triggers and swaps it. But just to round things out, I wanted to show you how to
create a mouth swaps it. Sometimes you'll want
your puppet to switch between a happy mouth Vizio, and maybe they received
some bad news. So then we need to swap
them over to a sad mouth. So we'll do the
exact same process as we did with our hands. I'll go a little
faster this time. So we'll jump back
into rig mode. And assuming you've already
got I'm your mouth, happy mouth and sad mouth. Museums created. What you'll do is go to Create, swaps it and name this mount. Create a trigger. And let's just say this will
be our Happy Mouth set. Click on mouth, create trigger, and this will be
our sad mouth set, will give these keys 3.4. And we want the
happy one to latch, and we want the sad
one to be our default because our character just
seems sad by default. Then all we'll do is
drag the parent layer, the sad mouth into sad and
the regular mouth into happy. I think that will do it. So now if we press three, look, he's happy again. And if I'm recording stuff, this is the Happy Mouth set. And if I let go of three, then he goes back to
the SAT math set. And that's how you swap between a happy and sad looking mouth. That pretty much covers it
for triggers and swap sets.
47. 6.11 Motion Library: At the time of recording this, a relatively new
behavior was added into character animator called
the motion library, which basically
contains hundreds of cookie cutter animations
like walking, dancing, fighting,
jumping, and a few others. It's not something I used
at all in my animations, which I'll explain in a tick. But I think it's
still worth showing. So to use the motion library, we'll hop back into rig mode
and then select our puppets in the layer pain and add
the motion library behavior. Then we'll jump back
into record mode. And at the bottom here will
12 down the motion library. And we can select from hundreds of cookie cutter animations. So if we try break
dance one, there we go. We've got our puppet break
dancing. Just like that. We can try. Let's see the sidewalk animation
that looks kinda weird. And do happy. Has an idol. Dizzy. You can tweak some of these parameters as well
to make it look better. But you get the gist
of what's happening. I didn't use this much in my
animations because a lot of my animations were dialogue and didn't have a lot
of body movement. The other difficult
thing I found was that some of these presets, off or side profile puppets, only the majority of my
puppets or front-facing. So when you go to
add these motions, like it just didn't
look right at all. Sorry. Yeah, between body
capture and the drag, their behavior, I could make
all my animations with that. But the option is
there if you do want to use the motion library, play around with it
and see if there's an animation that
fits your use case. One thing I will quickly mentioned as well as
I believe you'll need to add the body tracker before
you use motion library, or at least have everything
rigged up properly. In this view. Otherwise
the motion library won't work at all.
48. 6.12 Extra Tips: I just wanted to use
this video to cover a few extra tips for
character animator. The first thing, and I sort of touched on this in
The Walking video. But you want to avoid
bulking your pop it up with too many angles or
too many layers. What I mean by that
is it's tempting to add a pub with
multiple head angle, so a front, a
three-quarter and aside. So we can do everything
in one puppet, right? That gets really complicated. And if you do need to
do multiple angles, I think it's better to just
have separate puppets. So you have a puppet
here for a front angle, a second puppet for
a three-quarter, and a third puppet
for a side view. Another handy thing you can do is if you're happy
with the way your frog jaw puppet and you want to
reuse it for another project, what you can do
is right-click on the puppet and go Export. Save it. And if you want to
reuse it again, you can import this puppet file. And it's got all the rigging
done for you already. So this is a really
good time-saver. And then you can open
the file in Illustrator, make any edits you need, and it'll auto sync with
character animator. So this is a great way to streamline and automate
a lot of work. If all the characters in your cartoon have
the same height, the same face height, and the body height
and everything. But you're just
tweaking the eyes, the nose, and the mouth to
create a different character. You save yourself a lot of time from rigging multiple puppets. You just rig one puppet, change a couple of
features and you can quickly animate again
in character animator.
49. 6.13 Itchy and Scratchy Intro Pt 1: Now it's time to put everything we've learned into practice by creating the introduction of
our itchy, scratchy cartoon. So the workflow for this
is import and rig itchy, import and rig scratchy, itchy and animate scratchy. To save a bit of time, I've included the itchy and
scratchy Illustrator file is where they're holding
the bat to this video. So you can just
download them and import them into
character animator. Soh CAH bat is itchy, and TW bet is scratchy. Alright, so we've imported
both of our characters. Now it's time to rig itchy. So the first thing we'll
do is start with the face. And again, we're going to delete all the tags for our eyes. Because character animator might have added some additional
tags that we didn't need. That tag, delete, blink. Like pupils, range. Don't need that.
Don't need that. Perfect. Then starting
with the left eyebrow will tag the appropriate eyebrow
in these stick figure. And we'll make them
independent because we want them to move independently
from the head. The next thing we'll do is tag the pupils and make
that independent. And just to make sure we've
done everything correctly, let's add a new scene for itchy and update the eye
gaze to have keyboard input. So we, when we move
left and right, we can see the eyes
are moving correctly. Perfect. Then we'll double-check that the mounts are correct. I think for this scenario, we'll use the happy mouth. And it looks like everything has been tagged correctly here. Perfect. So the neutral there is the smile that's
just a faint small, but I want a big ones. Let's untag neutral for this one and make the smile layer, but the neutral
and the small tag. So he's constantly grinning. Yep, Perfect. Then if we decide that we want a bit of body tracking or head
movement with this, what we'll do is go
into face and reduce the head position strength to zero so that when you are
pivoting from the neck, it doesn't wildly go
away from the neck. It's sort of pivots from the
central point of the neck. And speaking of which, let's drag our head down towards the neck
and the head tag. That is correct. Alright. I think we're done
with rigging the head. Now it's time to
move on to the body. Let's start by making the arms and legs independent
from the bodies. So we'll tag the left
arm is independent, right arm as independent, right leg and left
leg as independent. And so when you go
back to the body or you're left with is the neck and the torso separated
from the arms and legs. Then starting with the arms, we're going to move the pivoting position of that armed closer
towards the body. And then we're going to zoom
in and add two handles. One for the elbow here, which bends at
around this place, and one for the wrist there. Then we'll tag this as a right
wrist, make a draggable, and then tag the elbow
and add a couple of bones there to give
it a bit of rigidity. I'm just noticing here that I haven't rendered as a vector. So let's tick that. Perfect. That looks
good for the arm. Let's move on to the right arm. And this one's a little
bit special because I've included the bat onto
the right arm of Ichi, but the pivoting
position doesn't change. Let's drag that
nub onto the body, so pivots from that position. And then we'll add an elbow and add a wrist,
make it draggable. And if I remember correctly, what we'll do for the arm here is add a bone all
the way up there. So we'll give a bit of
rigidity, give the backbone. And then we'll add a
handle or at the top. And we'll make that
draggable as well. So that's the arms done. If we go into character
animator and have a look, yep, we've got the
arm moving there. And we've got that moving there. And we can move the bat as well. Perfect. There's a little bit of an issue with the arm there, but we'll fix that in
Judah course with limb IK. Then onto the legs will
do the same thing. Again. I don't think
my computer's handling rendering as vector and recording at the
same time very well. So I'm going to untick this
for now to speed things up. So it will zoom in
here and we'll make the right leg pivot from
the waist or the hip. So somewhere about there. And then we'll add a
few more handlers. So one for the knee and one for the ankle,
one for the toe. We don't need the
heel in this case. So knee, ankle and make a draggable from
this spot and a toe. And then to keep the
foot little bit rigid, we'll add a stick or a
bone at the bottom there. And we'll also add a
few bones to the lake. Then we'll do the same
thing for the left leg. So I move it up there so
it pivots from the hip and the ankle handle a
there and the sorry, the knee handle of it and
the ankle handler here. So right ankle draggable and knee and a toe
at the bottom. Give it a couple of bones. And at the bottom bone
for a bit of rigidity. I think that's correct. So
let's go into record mode and have a look. That's
looking good. It's bending a little bit funny, but we'll fix that
again with limb IK. Next we'll go back
to the parent layer, which is the body. And we'll add the
shoulders, neck, and hips. So where you see the green dots, what we're going to do is
add a handle on top of that. So that's a shoulder, the shoulder there and the neck tag that belongs
to the neck layer. We're going to
remove that Nick tag and add a new neck tag that's pretty pretty aligned on the same horizontal line as
the right and left shoulder. It just works better when the
next in the same position, when it's up there, you do
get some funny movements. So we keep the neck horizontally aligned with the
shoulders, the waste. We can untag that and create a new handler and
tag that as waste. The way should always be
slightly on top of the hips. So we'll add our head tags that I think that's our
rigging pretty much done. So everything looks like
it's working pretty well. I think now let's add limb IK to the puppet so that it moves
a bit more naturally. And the settings that worked
really well for me in the previous video was to only
apply limb IK to the legs, reduce the bench strength to 85%, removed ground detection. And let's see how this looks. Still getting a funny bend. So let's try reversing the legs. And that looks much better. This is going to be important because in the
introduction of itchy, scratchy, they are bending their legs up and
down like this. And so we do need to have
limb IK enabled for this. Let's have a look
at the arms and see if we can adjust that. It's still curving
a little bit funny. Let's have a look. We forgot to add bones to this, so let's add that in and see if we added
it to the left arm. We did. Perfect. Alright, so let's
have a look now. Still bending a
little bit funny, but I think this works. I think what we need
to use limb IK on the arms as well and see if we can disable auto unbind and
reverse then the left hip. So that's looking good. And we can hold that thought up there and move this out here. So it looks like he's
holding the bat. Maybe squeeze this in
a little bit more. Perfect. That's a pretty
convincing pose for itchy there. So this is going to be our
opening pose for itchy. And so now would
be a perfect time to do a record to frame, take with control
to or by going to the timeline and clicking
on record to frame take. We'll go control to and I'm not sure if
the introduction goes for the full 30
s, but that's okay. We can make it do the full 30. And let's just drag this pose all the way to
the end of our timeline. Alright, now we're
going to import the audio for the
itchy, scratchy intro. Again, for copyright purposes, I can't upload the
original audio, so I've played it on
guitar very poorly, but I've sync the
audio on my guitar to match the audio timing
of the original song. So that when you do get to
using the audio on TikTok. Um, it's going to sink properly because when it says
they fight and fight, and fight and fight and fight. Every time you hear that fight, that's when the weapon
drops onto each character. So by sinking the guitar
playing with the actual music, you'll be able to know when to drop the bat onto
the other character. So now that we've
imported our audio or drag it onto our timeline. And this animation is only
going to go for about 10 s, 10 s, and ten milliseconds. So maybe it will make our
timeline 11 s instead, just to make it a bit
easier to navigate. So 11 s, and we can move
these three handles on our timeline back to 11 s. Proplus makes it
easier to work with. So let's play the audio and
see what this looks like. Okay, so you will
notice that for the first second here
there's no audio. And that's where you're hearing the introduction of the itchy, scratchy song where it's like
did it, it, it, it, it, it, it an dentin, dentin. Dentin, dentin, dentin. So this section here is the did it it, it, it,
it, it, it, it, it, and that's where
they had zooming in from the middle
of the screen. I'm zooming in and becoming larger to this position that you say it in
this section here, we're going to probably
re-size our character. So they'll start off as
0% at position zero. And then at about this mock where the audio is
about to start, they'd become 100%, which
is what we have here. So let's start off in
this position here, what we can do is go to
Transform down here, and we'll put a keyframe here
for scale at position zero, and we'll make itchy
zero per cent. And then at about here, we'll make it 100%. And while they're
zooming in the feet, if you watch the animation, the introduction on YouTube, you'll see that the feet are constantly moving up and down like this in a very fast way
to match the digital data. To do. So, let's animate that as well. I know we put a 1% keyframe
Fourier transform here. But just to make things
easier to animate, let's maybe put in those 50 per cent so we can still
see him moving. Did it it, it, it, it, it,
and so it's pretty fast. I reckon every two frames he moves one leg and then on the fourth frame he
moves the other leg. So let's try this wall on
frame two will raise the leg. Record a two frame
take with control to. And because the animation
is moving so fast, we don't really need to
blend the animation, right? Like there's only two frames that we have to animate the leg. And then on the next frame, we want this leg to move up. It should look
something like this, but the ankle is staying
in that position. And that's because we didn't set a default ankle position
for our character. So let's just sort of wiggle
his feet there a little bit and make that his
default position. Cool. So now we've
got a baseline or a reference position
for the ankles. And we'll move that to the
ten second mark as well. Alright, perfect.
That's what we need. So he's got 50 per cent. So he sought to 012. And we're going to
move this leg up to a two frame take up. And then at frame three, he brings his leg back down. Perfect. And then we'll move that one up. And then what we
can do is just copy these two animations
and paste them again. So 2345678. And that should bring
us here pretty close to where the animation
actually starts. So let's check him out. Arc, and that looks pretty good. We could probably tweak
it a little bit more, but in the interest of time, I guess we're going
for speed again, not so much accuracy that it did it, it,
it, it, it, it, it in. Cool. So that's the first
part of the animation done. And what we'll do is go
back to our zero position, click on the keyframe
and change that, scale back to zero and
see what it looks like. That's pretty close
to the original ICI and scratchy animation. All right, the next part
we're going to animate is him hitting scratchy
with the bass. So they fight and fight
and flight and fight. And 5555555. Okay. So it's when
you hear the vein that's when the bat comes down and hits the
other character. And I think it's actually Deci, who's the first
one to get hit in the itchy, scratchy
introductions. So the first one here. Fight. This part here. That's itchy, going
to get squashed. So he's not going to
lower the back there. So about here because you can
see this peak in the audio. It's about here where
he will lower the bat. And it's again, a
pretty quick take. So what we'll do is just
lower the bat to about here. This isn't going
to look perfect, but all sort of
try and cover this up so that this hands on top, that looks pretty good. You can't see the other
hand sort of bending unnaturally there because
this hands covering it. The animation is
happening so fast. You wouldn't be
able to notice it. So what we'll do is to a
control to record, to frame, take this one, we maybe,
let's have a look. So we play one off,
just hold this for a couple of more seconds. Maybe we do want to blend this, but only one frame. That looks pretty good
AREC in one frame to blend in and then no blending
on the way out. For this section
here we're not going to squash itchy because it's actually kind
of difficult to squash characters in
character animator. We're going to save that for the compilation stage
in After Effects. So don't worry about
squashing HIM here. We just need to do
him with the bat. They find, they find them. So here is the second time
that HE will though, his bat. So we'll just copy
this and paste it. Paste it in this section. Gets hit, he hits,
gets hit, hit, hit, hit, hit, hit here. And then the second one
is probably about there. And then what's wonder? Then it gets squashed. And
that's pretty much it. You will notice that
we've only done one hand or one arm there and the other
arm is staying idle. So what we'll do is just go back to our other handle here, which is the left wrist. And we'll copy that
and just move it into the same position as
as are other handle. Again, I feel it's just
better to go limb by limb than it is to do
everything in one pose. So sticking to that mantra here, instead of doing four frames, we need to do three. None on the way out. So 121 there, one there, and one here. So right wrist. Let's copy that and see. Do I need a copy of
this one as well? Yeah, I do. So we
need to copy these two and copy them into
the same position. And replicate these. Alright, cool. So if we play this, did it,
it, it, it, it, it, it in. Perfect. Alright, so that's itchy animated for
the introduction. Now we have to go and do the
same thing for scratchy. This video is
already quite long. So what am I do is split
this up into two videos. In the next video, we're
going to pretty much go through the same workflow that we did for itchy Justin, but for scratchy this time. So I'll see you in
the next video.
50. 6.14 Itchy and Scratchy Intro Pt 2: Now we have to animate
scratchy and we're going to follow the same workflow
that we did for itchy. So we'll start off
by rigging scratchy and then animating him
for the introduction. So let's start by
animating his head. And that involves going through the layers
and making sure that we have deleted the
incorrect I tags. There's nothing wrong
with the head here, but while we're here, we might as well just drag
this so it pivots on the neck. Mouth looks okay. I think we want them to
use the Happy Mouth for this animation. So it will make the
SAT math invisible. No tags there. But for the left eyebrow will tag him on the stick figure. So that's the that's the right eyebrow there and
the left eyebrow there. For the eye. We don't
want anything tagged. Blink. We want the right blink
instead, mask looks good. The left pupil, Let's delete that tag and put the
pupil one in there. And eyeball will
remove that, right? I delete that tag. Blink. This one. Mask has nothing. Pupil delete that and add the pupil tag from
the stick figure. And then for the eyeball, we don't want anything there. Face. Alright, that
looks pretty good. We do want the eyebrows
to move independently, and we want the pupils to move independently from
the head as well. So let's click on scratchy and then create a
new scene for him. Go to eye gaze and enable
the keyboard input. And I think it is eyes, yeah, they're all
moving properly. Perfect. So we'll go
back to rig mode. And I think we're pretty much
done with the head here. So we can just twirl that up. Now we move onto
rigging the body. The first thing to do
is to make the arms and legs independent from the
torso. So that's ticking. The right leg, the right arm, the left arm, and the left leg. And when we go to the
parent layer, the body, we should just have the torso
sort of outlined by itself. Starting with the right arm, we're going to move
the pivot position. So it pivots from the body. And then we'll add a
couple of handlers. So one for the elbow, one for the wrist will tag
the wrist, make a draggable, tag the elbow, and
then add a couple of bones or sticks to
give it some rigidity. And then we'll do the same
thing for the left arm. So we wanted to pivot from
the body at the elbow, handler at the wrist,
make it draggable. Had elbow at a couple
of bones or sticks. Then because he's holding
the bat in this hand, we're going to give the
back a little bit of rigidity by adding a
huge bone through here. Adding a handler at the top
and making this draggable. Next we'll move on to the legs. And we are going to pivot
from the hips here. Add a knee, had
an ankle and toe, and add a bit of rigidity
to the bottom of the foot. Next we'll tag the knee, tack the ankle, tag
the foot or the toe, and make this draggable. Then add the bones in. Then finally for left
leg pivot from the hip. The handlers tag the handles at some rigidity with bones
and make the ankle draggable. Then we'll go to the
parent body layer and we can delete
the waste tag there. And where we've got
the green dots, That's where we're going to add the shoulders and the hips. So we'll add the shoulder,
their shoulder here. The hip here. Remember the neck. It has to be on the
same horizontal area as the shoulders and the waist, slightly above the hips. Okay. I think we're
done with tagging Nick, yet we can delete
that tag there. And it looks like,
yeah, we've added all the correct number of
handles to the public. So if we go back to our
scene here and have a look. Yeah, that looks pretty good. I'm bending a little bit funny, but we'll fix all
that with limb IK. That's all bending. Not 100% correct,
but that's alright. Yes, we do have a
problem where he's not fitting within our scene. Let's see if we can
actually squeeze him in. He's already a bit too
tall. What's the bats here? Yeah, that could work if we
can squeeze them in here. Yeah. That looks pretty
good. All right. So it looks like we've
reached him correctly here. Let's go back to our
scratchy character, select them in the light of pain and add a limb IK behavior. We'll apply it to the, to the arms and legs, put the bang bench
strength to 85%, removed the order armband,
remove ground detection. Let's see if we can get his arm not it's not
bending correctly this so what we'll do is adjust
the limb IK settings and record and reverse
arm bend the right. Yep, that looks perfect. Then we'll just squeeze
him in like that. Perfect. That's going to be our reference pose for scratchy. The legs still are
bending correctly, so let's reverse bend these. And that looks really good. Alright. So this is going to be our
starting pose for scratchy. And with that starting
pose or press Control to, to create a recorder
to frame take. And this is going to be a 10
s or 11 second animation. Yep, so we've updated
that already. And we'll expand that reference pose or the way to the
end of the timeline. Then just to sync the audio, I will add the audio
to this as well. Alright, cool. So we know
on this first one does, That's when HE gets hit. So for this, here will be lowering his bat this direction. But the first animation
that we need to do for scratchy is to make him zoom in. So again, we'll click on
our puppet in the timeline, go to the transform
settings and set a keyframe for scale at, it should be zero per cent. But just to make our
animations and visuals a bit easier for our workflow or
set them to 50 for now. And it's at about
here, he becomes 100%. So I will update that to 100%. And you'll see two
keyframes have been added to make him
sort of zoom in. I believe with itchy. We did every two frames. So here is probably aware
will move his leg up here, then press Control
two for two frames, and then move this other leg
up here for a two frame. Take a then we'll just copy these two to frame
takes and just paste them till we get
to the keyframe at 33. Paste, paste, paste. And yet That's perfect
with the audio again. Right? That looks pretty good. And we'll just make
this keyframe back to zero per cent. That
looks pretty good. All right, Next we
have to animate him smashing the bat onto itchy. So it's up here that
he'll hit itchy. When we scrub the timeline. Here, we can see
me still holding the butt and we're going to position the bat
so it's down here. And his arm is there as well. Yeah, that looks pretty good. So we've got that position
and we're going to go Control two for a
two frame take. And with itchy, I believe we've made this
over three frames. So that's 123. And we said we'd do a
one frame foot blending. So it will copy these three. Fight, fight, fight, fight. This is where HE hits
15555 fight, fight, fight. I'm just looking for peaks
in the audio here to know when to pace the the frames. Yeah, cool. So I think that's
pretty much bang on. And just to check that this
is all sink to properly, what we can actually do is
drag the itchy scene into here and see if
these to sync up. So just to help
with the visuals, what we could do
is just position this a bit more to the right. And when we run this, did it, it, it, it, it, it, it, I think that looks perfect. I think that's going
to sink very well when we get to after effects. So we can just delete this
scene here, the itchy scene. And let's move our scratchy back into position in
the middle of there. So awesome. I think we're done with the animating section. Actually, we're going
to grab both of these scenes in Adobe After Effects and
compile them together. And it's going to look perfect. So congratulations. You're so close to
finishing off this cartoon. So let's move on to the next
section which is compiling. I'll see you there.
51. 7.0 Compiling: Welcome to the compiling
part of the course. This is the phase of the project where we combine
all the elements of our project into one place so we can export it to a video. So we're combining any backgrounds
and inanimate objects. We drew an illustrator and any puppets we made in
character animator. And putting that altogether
in Adobe After Effects, that's the software
will be using for compiling and combining
all our elements. So what you'll be doing
in this section is learning how to install
Adobe After Effects. We'll do a quick tour of the application interface so you can learn your way around. We'll cover how to import your
character animator puppet, how to perform basic
manipulation on the puppet, like moving it around
and squashing it. How to frame and
export your video so that it looks good on your
computer and your phone. Just like what the illustrator and character animator sections. This isn't going to be a
comprehensive course on Adobe After Effects because there's just way too many
things to cover. Again, you'll be learning just enough to produce our cartoon. If you want to learn specific advanced After
Effects techniques, there's heaps of tutorials and courses online you
can search for. With that said, let's jump
into the section where in the next video we'll be
installing After Effects.
52. 7.1 Install After Effects: Let's install Adobe
After Effects. To do this, we'll open up the Creative Cloud
Desktop App and type in After
Effects at the top, click on the desktop app
and the Install button. If you get this pop-up
to install Cinema 4D, It's totally up to you
if you want to or not. I'm just going to install it. Installation is going
to take a few minutes. So I'm just going
to fast forward to completion if it's
finished installing, but the Open button
is blanked out. Just click back and then open After Effects
in the main window. When it opens up, you'll be greeted with the welcome screen. Next up, we'll go through an interface tour
of After Effects.
53. 7.2 Application Tour and Importing Puppets: Now we'll go through an application tour of
Adobe After Effects. So by the end of this video, hopefully you'll
be familiar with the interface and be able
to navigate your way around right now where in the welcome page and let's
click on New Project. On the top-left will then be
brought into a new window, which is the main application. This left pane here
is our project window where we'll be importing
our character animator, record scenes and any
other Illustrator follows that you've created. So just double-click
anywhere inside the window and import
the CH project file, which is our character
animator project file that contains the recorded scenes we created in the
previous section. You will then get another
pop up with a choice of which scene you
want to import. So we can either do the
itchy or the scratchy seen. At this point in time.
You can only import one scene at a time and
we obviously want birth. So for now we'll select the
itchy, seen them press. Okay, then do the
same thing again. But this time we'll
import scratchy. Once that's important, we can
click on it, press Enter, and rename it to
something more readable like scratchy for this one. And enter an itchy for this one. That covers importing
our characters. The bottom section here is our timeline where
we will be doing a lot of work like modifying how long the puppet
is on the screen, moving it, squashing
it, and so forth. But at the moment,
we haven't created a composition or a new scene, which is why our
timeline is disabled. To create a new scene
like we did with character animator
or composition has After Effects, calls it, click on new composition
in the middle and give it a name like comp
one or seen one. Because this will be seeing one of our H0 and
scratchy animation. You can leave the
width as 1920 by 1080. Leave the frame rate
as 29.9, 7.4 duration. I don't think our animation will be more than
thirty-seconds, so I think there should be. Okay, so press Okay. So now we've created
a blank scene or a blank composition
where we can combine or compile
all the elements and ingredients of
our cartoon together. So let's start by
simply dragging the itchy CH project file
into the composition. And since our character animator
scene was 1920 by 1080, you'll find that a perfectly snaps into position
when we've done that, you can see the
timeline at the bottom is enabled for our HE puppet, which is about 11
or ten ish seconds. And that's because
that was the length of our composition or seen that we created in
character animator. If you want to scrub
through the timeline, you will see your itchy
animation playing in the composition. If we want to hide the
layer from the timeline, we can press this button
on the left here. And if we want to disable
the sound which was imported with the
CH project file, then we can click the
speaker button here and to lock the layer
is this button here, but we want to
leave it unlocked. To zoom in and out
of the timeline, you can hold Alt, just move the mouse
wheel up or down. If you want to start your
animation a little bit earlier, you can drag the
timeline bar for that layer a bit to the
left or to the right. And you can hold Shift on your keyboard and
drag it around. And you'll see that
the timeline will snap to the current position of your pointer or to the
start of the timeline. If you need to make
a cut in your layer, you can press Control Shift D. And this is pretty handy if you need to cut another scene, e.g. and then maybe a few seconds
later, come back to it. Let's just undo that for now. And on the right side here we have some additional features, changing the settings
of the preview pane. Here in the middle, we've got adding effects, changing fonts and
text alignment. In paragraph, we will be
using them a little bit, but the timeline is where we'll be doing most of our work. And speaking of back
at the bottom here, if we want to add another
layer onto our timeline that isn't from character
animator or Illustrator. We can right-click on
an empty space and go to New and add texts
or a solid color. Let's go for solid. And let's make this
solid color a red, maybe something like this. Press Okay, press OK again. And then drag this layer so
that it's underneath itchy and look at that are itchy and scratchy intro is
looking much better already. I think the last thing to
do is to add scratchy. So let's grab scratchy from
the project pane and drag him into the middle of our screen so he's
in the composition. And if you look on the left, you'll notice that his
audio is enabled as well. And if we have both
of them enabled, the noise sounds like amplified. And we don't want that. So what I like to do is disable audio for both characters and import the audio straight
into After Effects. Then we'll add it
into the timeline. And then to see the
waveform of the audio, click on the timeline of that audio and press L
on your keyboard twice. Now when we scrub the timeline, we can see that both the
animations, our plane. But when they get hit Y here, they're not being squashed. And there's sort of a bit out
of position at the moment. And that's what we're going
to cover in the next video, moving and scaling
our characters. But before we get
to that section, I just want to quickly point out that if you're experiencing choppy performance in
your preview panel here, That's kind of normal. After Effects, uses a lot of computer resources and the
preview pane is pretty taxing. To use less resources. What you can do is go to the previous section on
the right and just click anywhere on the
timeline and change the preview resolution to half. What this does is reduce
the resolution of our preview window
here to half of 1080. So we're previewing
this at around 540 P, which still looks
really good because we've shrunk this
preview anyway. So it's not really
displaying it. The full 1080 ends. Lastly, when you see this green line across
the timeline here, it means that after Effects is ready to display your preview. It's dark blue. It means After Effects is
still processing the preview. And when you go to
play your timeline, it's going to look a
little bit choppy. To play the animation. You can just bring it back
to 0 s and press space bar. Alright, so that's a really simplified overview
of After Effects. You've learned how
to open the app, import your puppet and
Illustrator files, and add them to the timeline. Now it's time to do some
basic transformation to the characters on the screen, which we'll cover
in the next video. I'll see you there.
54. 7.3 Position, Scale, Rotation, Opacity: Moving on to doing basic transformation
on our characters, basic transformation is
like moving their position, scaling or squashing them, and changing the opacity to bring up the position
scale and opacity, or you have to do is click on the layer that you
want to transform. Let's use HE as our example. And then to bring up the
menu underneath the layout, press P on your keyboard
to adjust the position, S to adjust the scale, R to rotate, and T to
change the opacity. If you want to see all
four at the same time, hold down the Shift
key and then press P, S, T. Let's start by fixing the positions of itchy and scratches so they're not
on top of each other. So if you haven't already
press P to bring up position, and we'll just drag the
X position to the left. And itchy is not on the same
ground level as scratchy. So let's adjust the
Y position as well. That looks about right. And then we'll click scratchy
on the timeline and press P. And let's drag the X
position a bit to the right. And cool, that
looks pretty good. Let's quickly scrub the
timeline to check if they're in the wrong spot when they
both get hit with a bat. So we can probably move HE
a bit more to the left. Probably like here, here. And scratchy. Oh, that looks pretty
yeah. Just about there. That looks pretty good. Now let's move on to scaling or squashing our characters
when they get hit. So to animate this, what we'll do is press S to
bring up the scale menu. And let's find the
position where scratchy first gets hit, which should be about here. And then we'll click the
stopwatch next to scale. And what that's going
to do is create a keyframe at the position of where our time indicator is. Next, we'll drag this scaling
percentage down something to maybe like nine per cent
and itchy or squash now, but he squashed from the
center and not the bottom. So to change that, Let's undo the scaling
first and then go to View and make sure Show
Layer Controls is ticked. So you get this box
around scratchy. Then we'll go up here and change the cursor to pan behind. Then grab the center
point of scratchy, which is this little
cross hair here, and drag it to scratch his
feet in the middle down here. If you want to bring the center
point back to the middle, you can press Control Alt Home, but we want it at the
bottom in this case. So we'll drag it back down
here in-between his feet. Now, when we scale itchy
down to nine per cent, it looks like he's
being squashed Now, the last problem is
when we're scrubbing the timeline before
the keyframe, itchy is permanently
scaled down to 8%. So we need to adjust that. Let's zoom in a little
bit by holding Alt, moving the scroll wheel up. And let's move a few
frames back to when we see the bat completely
up here for itchy. So at this point is
probably where we want to add another keyframe. And we do that by clicking
on this diamond here. And we're going to scale scratchy back up
to 100 per cent. And then in-between
these two frames, it looks like we need to add a couple more keyframes
here as well. So that when the bat comes down, scratchy is kinda squashing
in sync with the bat. So at this frame here, we probably need
scratch you to be down to nine per cent as well. Now when we quickly planet, it looks like scratchy
as being squashed but being squashed
a bit too evenly. So to fix that, what we'll do is uncheck this constrained
proportions. And that'll allow
us to independently scale the x and y of scratchy. So we've reduced scratchy
down to nine per cent on the x-axis and y-axis here. So all we have to do is changed scratchy to 100% on the x-axis. So in terms of whiteness. And yeah, that looks a
little bit better now. So let's have a look here. And it looks like we need to add a couple more
keyframes to sync it. Choose bat, with
scratchy being squashed. So we'll add a keyframe here
by clicking on the diamond. And we'll probably scale scratchy down to
just under the bat. Let's go one keyframe before. Let's scale scratchy
down to maybe like here. Yeah, that looks
pretty good now, this one needs to be fixed, so let's bring scratchy
down to five per cent. 5.35, yep. And then wanting to
add another keyframe to bring scratchy
back up to 100%. So if we were to
quickly play this back, That looks pretty
good, nice and fast. This keyframe here doesn't
look correct because the bat doesn't look like it's making contact
with scratchy. But because the animation
is happening so fast, you're not going to pick
up on that anomaly. So what we can do now is just
copy these key frames and then scrub our timeline to see the next point where
scratchy gets hit. And we'll just paste
those keyframes so that it repeats the same
squashing animation. So maybe it's here. And let's have a look. So probably about there. And we'll need to add one
more keyframe here For 5%. It looks pretty good. Let's find the next position
with scratchy gets squashed. So probably starting here. Perfect. Here again. Perfect. And I think
that's the last one here. Yep, that's the end of
scratchy being squashed. Alright, now it's time to squash itchy and we're pretty much going to repeat the
same process again, just adding keyframes
along the scale timeline. So we'll go a little bit
faster this time, right? So they come in and here is where we see
the bat come down. And it comes down
all the way here. So for itchy will then
click the timer to put our first keyframe
on the timeline. So we'll undo constrained
proportions so we can scale itchy independently
in the x and y. And then don't forget to move itchy center position
down to his feet. And so now I think we can squash itchy down to five per cent we used
in the other one. Yeah, we can do 6% there, that looks pretty good. Then if we work
backwards from that, we can add another keyframe
here with the diamond and then move itchy back
up to about here. And one frame back. He looks like he's at 100%. Then maybe here we can maybe move them
up just a little bit. Squashed. Then he comes back up over here. So let's bring HE back
up to 100% there. Let's move backwards. We want to keep him at
five per cent here. So it's gonna be what we
said six for this one. Move one frame backwards. Keep him at six. Yep. So he's perfect. That looks synchronized. Then we'll copy these
keyframes with Control C. Find the next spot
where HE gets squashed, which should be
somewhere off to this. Starts there, will paste
that and just scrub the timeline to make sure
everything is in sync. Yep, Perfect. Scratchy gets hit. He should get hit here again. Paste the keyframes scrub were
a bit early with that one. I should have moved
forward. Here we go. This one's a bit funny. So we'll copy this keyframe
and paste it here. That looks better. Then we find the next spot
where HE gets squashed. Must be after these
consecutive ones here. And there we are. So we'll copy those set
of keyframes again. We'll check if this is in sync. That looks good. This one's
jumping the gun a little bit. So I think we only need
these four frames here. Or copy and paste that. Yep. Paste that again. And I think that's it. Yeah. Alright, so when we
play the full thing now, let's just save it
with controllers. And that's pretty
much our enemy, and that's pretty much
our introduction done. But if you wanted to animate
rotation and position, Let's quickly show
you how to do that. So the same thing applies. Maybe let's just go at 7 s here. We're going to undo
all this anyway. But I'll show you how to move the position,
rotation and opacity. So all we have to
do is for position start by adding a keyframe
with the stopwatch. And then we'll drag our current timeline indicator forward, add another keyframe. And on the second
keyframe with added, Let's just move the position. We can either use the numbers here again at the bottom left, or we can actually move itchy. Let's use this selection
tool instead and hold, maybe drag itchy up here. Now when we play it back, this is what it'll look like. And if you think the movement is a little bit too robotic, what you can do is click on
each keyframe and press F9. And that's going to
add some easing to the start and end
of our keyframes. So you can see that
looks a little bit more, a little smoother
and less robotic than the linear one
that we had before. If you want it to move itchy
and more of a curved line, what you can do
is right-click on the keyframe here and then go to Keyframe Interpolation
and change these spatial interpolation to Bezier curves instead of linear. Press. Okay? And you'll get this
handle that appears at the starting keyframe and you
can just drag that along. So he moves in this
curved motion. Now when we, when we play this back, kind
of looks like that. Now let's quickly
look at rotation. So again, at the
seven second mark, what we can do is click on the stopwatch and maybe
in the same spot. Again, we'll click on this diamond to add
another keyframe. And on the second keyframe, you can either add
123 rotations. And when you play that back, we go one rotation, two rotations, three rotations. If that's too many
rotations for you, what you can do is just
change the degrees, the number of degrees
that HE rotates by. So let's do 67 degrees, and there we go. And lastly, for opacity, you will do the exact
same thing again, had the first keyframe
with your stopwatch at a second keyframe with
the diamond button there. And then just reduce the
opacity. There you go. And that's pretty
much all there is to doing position scale, rotation and opacity or delete these because we don't want
them for our animation. That's pretty much
all there is to a basic transformation where we've covered off how
to update the position, scale, rotation, and
opacity of a layer.
55. 7.4 Add Text and Shapes: Moving on to adding text and
shapes in After Effects, which is going to make the
second scene of our animation. Let's start by creating
a new composition. And let's call it seen two. We'll add a new layer
on our timeline. So right-click on
the bottom left, New, and let's add some text. Alternatively, you can go to the Layer menu, new and text. With the new layer created, you can start typing
some text in there. So let's write the itchy
and scratchy show. You'll notice there's
two fonts for the textbook deity
and scratchy show. There's a cursive looking
font and a very bold font. Let's start with the
bold looking font. So my characters are called Christian and Toto instead
of itchy, scratchy. So I'll type in
Christian, Christian. Christian. And then we'll select the entire texts
with shift and home. And on the right
side you can adjust the text properties under
character, like the font, whether you want it
in italic or bold, the size, the tracking of the font, and a
few other things. Just make sure that your
entire Texas selected. Otherwise these changes
aren't going to be updated. You can also add a border
around the text by clicking on this outline column
and setting it to something like red and then increasing the thickness here. And then just like
the last video, we can do some basic transformation
to what by selecting the text in our timeline
and depressing position, rotation, scale, and opacity. So we start by pressing
P than holding S and T. Now the best font I
could find to match the itchy and scratchy logo was a font called
Show card Gothic. So let's find that down here. There it is, Charcot Gothic. And the color we're going for is a black border with a
little bit of thickness, but the background is black, so it's kinda hard to tell. And the color we're going for is somewhere in-between
like a pinkish red. So maybe something like that. Christian and Toto. The thickness can
maybe just gonorrhea three, something like that. And then to adjust
the alignment, we can center text in
paragraph will also give this a yellow background
so we can just see how text outline
a little bit better. So we'll click on the timeline, go New, and we'll
add a solid yellow. So I'm looking for something, maybe something like this
that looks pretty good. And we'll move that underneath our Christian and
territory texts layer. We can probably make this
outline a little bit thick us. So let's go for perfect. And then we'll do the
texts for V and show. So what we'll do is
right-click in the timeline, go new and texts. And we're just going to add
one word here which is a. And we'll just move
this off to the side. And the closest font
I could find for this one was Brush Script MT. So let's scroll
up and find that. And we want this old black. We don't need an
outline for this one. Yeah, that looks
a little better. Let's duplicate the layer
by pressing Control D, and then we'll just drag
this down so it's easier to read the Christian and
territory show or drag, show down here and
change it to this. Okay, that's our texts done. The next thing we
have to do is add this green circle in the middle. So what we'll do is right-click New and
add a shape layer. And then inside
the shape player, we'll start adding a couple
of ellipses into this layer. So sort of starting somewhere in the
middle top left here, I'll click the mouse
button and drag down and hold Shift at the
same time while I'm doing it. So I get this uniform
looking circle. I want to keep this sort of
smack bang in the middle of the composition so that
when I export this to 1080, it sort of fits in a
square resolution. So there's something about
here, looks pretty good. And the color I'm going
for here is our green, greenish blue, like this. Yeah, that looks pretty good. And then we need to create a bit of a doughnut looking shapes. So what we'll do is duplicate
this layer with Control D. And we'll scale this
down just a little bit. So let's grab one of the
edges and hold Shift. Just scale it down to
something, something like that. And we'll change the
fill to be a yellow one. Press. Okay. Awesome. We've got our
circle in the middle and we've got a white
border on the circle here. So let's change that. We change the stroke. If you want to disable
stroke for your shapes, it's up the top here
and you just hold Alt and just cycle
through these. Colors till you get this
one but the cross out. So that's our stroke gone. And then we just have to remove the stroke for this
one here as well. Perfect. And then we
can probably just make these just a little
bit bigger as well. Awesome trick I like to
do to make sure that our composition for
the main subject stays within a 1080
by 1080 frame, because TikTok videos, I think work a little bit
better in portrait or in a square mode to make sure
that all the contents of my composition stay with within
the 1,082.80 resolution. I like to create a
solid layer and just call it like 1080 composition. And I'll set the width
to 1080 by 1080, give it some obscure
color like that. I'm not going to use maybe
like a light blue press. Okay. And then drag the 1080
composition to the bottom, maybe on top of the yellow. And I'll lock that layer
so that I can edit it. And so this will let me know that the circle
I've created, yeah, that's that's
pretty center, probably something like that. And then we can even scale these two circles up a little bit more so it
fits more of the screen. Something like
there's pretty good. And once I'm happy with that, I'll just make that 1080
composition invisible. And now we can focus on moving the text
inside the circle, South Texas being covered by these two shapes
at the moment. So let's select both of them in the timeline and drag them
underneath the texts layers. And then we just have to
move out text into position. So let's start with the text and we will
start by rotating that. So click on the timeline. And let's just rotate this maybe about yeah,
negative 25 degrees. And we'll move it a bit
towards this side here. So along the green edge circle can even make this a
little bit bigger. Actually, let's maybe go for 100 and maybe 100 for the texts. Christian Antonio, let's see
what 100 looks like as well. Yeah, that looks
that looks not bad. If I'm being picky on, maybe change this to 66 stroke and we'll also tilt this was like
Christian and Toto, click are, and we'll rotate
this negative 25 as well. That looks pretty good. And then for show, we'll rotate this negative 25 and drag this
towards the bottom, maybe somewhere like here. And we'll just
move a bit closer. Show goes about
there and we have a one-hundred size
font for that. Yeah, cool. That
looks pretty good. So that's our texts done. The last two things we have
to do is just add to the head for itchy over here and add the head for scratchy down here. I think the easiest
way to do this is to open your course files and find the Illustrator
files that you created for itchy and scratchy. So I'll use CH bats and TW bat, open that up in Illustrator. And then what we'll
do is just save a copy of that and just call it. Your character's initial
was followed by face. And same thing for scratchy. Save a copy as face. Then let's delete
the body layer. Save that. Let's update the art board so the face is closer to the edges. You don't have to do this
part. It's optional. It's just me being
a bit pedantic. Perfect. Then we'll do
the same thing for itchy. So until late the body and update the art board a bit
more flush with the face. And we'll save that. We're done with Illustrator,
so we can close that now. And we should have two new
false CH face and TW phase. And then we can just
double-click on the project pane and import those two
files we just created. Next, we'll just drag their
faces onto the screen. And we'll rotate each
one just a little bit. That looks pretty good. Rotate that one
just a little bit. Perfect. That's our
second scene completed. In the next video, I'll show you how to convert all this into one layer using
something called a pre-composition.
I'll see you there.
56. 7.5 Pre-Composition: So we've just finished
adding our shapes and text to a new scene
in the last video. But I wanted to
show you an example right now where let's say we created our shapes and
text in the same scene. We've suddenly
ended up with like nine more layers in our scene. One timeline, which
is kinda making it difficult to see
what's going on here. But we can easily fix this with something called a
pre-composition. And a precomposition basically
takes all these layers and places them in their own composition
or their own scene. The end product of
this is everything is represented on a single
layer on the timeline. To create a precomposition, simply highlight
all the layers that you want inside the
precomposition. Right-click and
select pre-compose. This new window appears and you can leave all
the settings alone. And we'll give it a new
name with something like comp to itchy, scratchy. Now, look at that.
Everything is now represented in a
pre-composition layer. And if we double-click on it, we can still modify the
shapes and text as well. So that's made everything look nice and tidy on our timeline. We still get to keep the
flexibility of modifying the layers inside
our pre-composition. So it can maybe just
drag this back to zero. And if we look at our
scene one timeline, we can see it's sort
of been overrun with our pre-composition, like we can't see our
previous animation. So at this peak of
the audio here, this peak of the audio here. We'll split that up
and delete it so that we can still see our
previous animation. So it can leave it
like this for now. I guess this is acceptable. It's not the way that I like to organize and structure
my timeline though, like having two scenes
inside the onetime line, what I'd like to do instead
is have one seen on its own, a second scene on its own, and then create a third scene or a third composition
called Final. Then import scene one, scene two into it. But we'll go over that in more
detail in the next video. So that's pretty compositions
at a high level. There are pretty
powerful tool to have in After Effects and we're only really scratching
the surface here, but that's the extent of our use of pre-comps
in this course.
57. 7.6 Project and Timeline Structure: So we've got
everything we need for our H0 and scratchy
introduction. We've got the actual
opening animation and the logo at the end. Now we just need to sequence everything in order
onto our timeline. Now, since this animation
only has two compositions, we could technically just drag the second composition into sin one and then just move
it into the right spot. And finish this at the
same time, at the end. And we're done right. Now. This works fine for
just two compositions, but what I prefer to
actually do here is to create a master composition. Houses all the other scenes. Let's just quickly
rename this to seem too for consistency. And we'll just delete the same two composition
from sane one. So what I mean by all
this is what we'll do is create a new composition. And we'll call it
something like you can either call it Mazda or final. And then we'll drag sane one
into our new composition. And then drag our second one in. Then we'll position
composition too so that it lines
up with the music. Let's remove the music from sane one and press L
twice on the music layer. I've seen two starts at
about here and about 6 s. And 6 s. I will split that
up with Control Shift D, Delete seem too that's on
the left of the timeline and remove both of these
at the end of the song. There we go. We've got
our opening sequence, and then it finishes
with the logo. The reason I prefer
to do it this way is because it just makes
timeline management much easier if you have multiple compositions
because each comp is just one layer. And if you need to
edit that composition, you can just
double-click on it and go back into it and modify it. And then to keep things
tidy on the project pane, what I like to do is to
put all the contents of the project into new folders. So for compound stuff, I'll create a new
folder and call it one. And then I'll drag all
the components in there. He will go in the scratchy
will go in there. These are the character
animator files. And anything that's used
across all compositions are all things I live
in the root folder. Then we'll create another
folder for Scene two. And that'll have the face. And then create a loss
folder for compositions. And we'll put seen
one in the same two. And the final one in there. This is, I guess more
of a personal choice. It's up to you whether or
not you want to do this. If you're okay without folders, then that's totally
cool as well. I personally just like to
have a clean project pane. I know it seems overkill to
do this for two compositions, but it's good
practice to get into because you might
end up creating complex projects with
ten compositions and 30 files in
your project pane. And it will get
messy real quick and difficult to say which
file belongs where, or which layer belongs
in which timeline. This just makes
life a lot easier.
58. 7.7 Framing - Widescreen and Portrait Mode: Let's quickly talk
about framing, which is about what objects
and characters we're including and excluding
from our composition, which is going to help
your videos look good in both widescreen and
vertically on a phone. How are we going to do
this is by creating two compositions and
exporting two videos. One composition in 16 by nine, which is 1920 by
1080 resolution, and another composition, which
is a ratio of one-to-one, which is a 1080 by
1080 resolution. The problem we have right now
is if we upload this video onto TikTok in this
16 by nine ratio, it's going to look
quite small because we can only watch TikTok
in portrait mode. So what I'd like to do
is to make sure that the main contents of each composition fits
inside a square box, smack bang in the middle, so that when we upload
it onto TikTok, it'll look really good. Let me show you what I mean. If we go back into
seen one, e.g. I. Want you to create
a new solid layer and we'll give it a name of
something I know like frame. And we'll make the width
and height 1080 by 1080. And the color doesn't
matter too much, something a bit contrasting
to the red background, like blue and press Okay, then we'll press T on that layer and del the opacity
down to maybe like 30%. And we'll just move
this under itchy, scratchy so that we can see the contents a
bit more clearly. So this frame is going
to represent our 1080 by 1080 video. Now, what we need to do is to make sure that the main contents of our composition fits
inside the square. So that when we go to
upload it onto TikTok, will get a video that takes up more real estate on
the phone screen. So we can see here that itchy, scratchy or slightly off center. So let's just move them a little bit by selecting the layers. So I will unlock
scratchy and hold, Shift and click on both of them. Press P to open up
their position. And we'll just move them
a little bit closer towards the center because they're slightly to
the left right now. And I think that looks pretty good if I'm just eyeballing it. So now we can delete this
frame layout because we're done centering our characters
for this composition. Then we'll go into S2. And I think I already did
this in a previous video, but yeah, you do the
same thing again, create any solid layer. And I'll give it a name like
frame or ten AD composition. And we just want to
align all our contents so that it's in the
middle of the 1080 bucks. And yeah, something like that, I think looks pretty good. Again, when we're done with it, we can just delete it. Then to finish this off, Let's go into the final
composition and just scrub the timeline to make sure
everything is in check, which looks like it is perfect. And now what we'll do is rename our final composition
to final 16 by nine. Then duplicate this one and
call it final one-to-one. We'll open up the new final
one-to-one composition. Go to the composition
settings at the top, go to the composition settings and update the width to 1080. I remove this lock aspect ratio and make sure the width and
height are 1080 by 1080. So now we have two compositions that we're going to export. One for widescreen,
which is this one here, and one which is
a little bit more friendly to view on your phone. We'll go into more
detail about framing in the second part of
this course where we use backgrounds that are
bigger than our 1920 by 1080 resolution and how to bring characters that are
off-screen onto the screen. But for now, this is enough
to get our animation done.
59. 7.8 Export Video: We're basically done
with compiling. And all you have to
do now is export our video so that we can
upload it onto TikTok. And to do that, we will be exporting the
one-by-one composition. If you want to upload
onto YouTube or other social media platforms
and is 16 by nine format. You can also export the
16 by nine composition. So in the project pane, select both final
compositions by holding Control and
clicking on both. Then we'll go to File, Export and add to Adobe
Media Encoder Queue. You can use render
queue as well, but Adobe Media Encoder Queue just seems to work way better. So we'll open that up. This will pop open and it
will take a few seconds for our compositions
to appear here. And once it does appear, you can select different presets for different resolutions
and different frame rates. I usually put Match
Source Medium bit, right? Because it's just
a bit friendly on the file size and makes the uploading process
a bit better. And I don't notice any
quality difference between a medium and high
bit rate for output file, just select the
folder that you want to export your video too. So I'll maybe do
animation course here. Save and do the same
for your video. If you have a dedicated GPU, like one from Nvidia, and it should be the
same for AMD as well. You can change the renderer
settings to GPU acceleration, which uses your graphic card, just speed up the
rendering time. It's way faster than
using software. Only. Then we'll press Play to
stop the exporting process. And we'll let Media
Encoder do its thing. Depending on how fast
your computer is, rendering may take anywhere between 30 s to a
minute or even longer. I'm using a Ryzen 7,700
X and Nvidia 30, 60 TI. And our ten second clip should take about 30 s or so to render. So if your hardware
slower than that, it'll probably take
a few more seconds. And if your hardware is faster than your render,
faster than me. Brilliant, that's done. Let's double-check that
everything exported correctly. So we'll open it up in Windows Explorer and just
play back the video. Fantastic. I think
the only thing we did was probably leave our composition timeline on
for 30 s instead of 15 or 11. Cool, that looks perfect. So just to adjust the timeline or the composition settings, what we'll do for both
of these is go back into composition and change
the duration to 1,010.10, ten here as well. And then select both, go to File Export and add to
Adobe Media Encoder Queue. Let's overwrite the files
that we just created. Press play, and I'll just
fast forward to completion. And if we open it up again, goes all the way
to 10 s and stops. Awesome, That's all there
is to exporting videos. In the next section, we'll
upload our videos on TikTok.
60. 8.0 Upload: We exported our video in
the previous section, and now it's time
to learn how to upload your videos on TikTok. You'll also learn how to add text overlays and your TikToks, how to add TikTok music tracks, and how to add tags
to your video so that they'll reach
your target audience.
61. 8.1 Copy Video To Your Phone: Let's start by copying our
videos onto our phone, which we'll use to
upload onto TikTok. We can upload it by PC, but the upload feature
is a very limited. I've got an Android device, so this video will go through
copying it onto Android. If you're using an iPhone, I believe you use
iTunes to copy it to Windows or AirDrop if
you're using a Mac anyway, if you're an Android user, start by plugging your
phone into your PC. Then drag the
notification drawer down and hopefully a
notification appears saying your phone
is charging and hold tap that and change this, say File Transfer
slash android order. Then on your PC, select both of the MP4 files that we exported
in the previous section, then go to this PC and you will see your
device pop-up here. I'm using a pixel for a, but yours will obviously display whatever model phone you have. Double-click on it, open the
internal shared storage. And I like to copy my videos
to the download folder, but you can copy it
to anywhere you want. And then we'll press
Control V to paste. And that's the first step done. Next, we'll upload our
video onto TikTok.
62. 8.2 Tiktok Upload: So you've copied your video to your phone in the
previous video. Now let's upload it onto TikTok. I'm going to assume
you've already got TikTok installed
on your phone. So let's jump into the app. Tap the Add button at the
bottom, and tap Upload. Find the video which
you just created, which should be one
of the first ones, and click on and click on it. Next you'll be brought
to the editing screen. And there's two things
you want to do here. One is to replace the itchy and scratchy audio
with the TikTok version. I can't give you
the original audio because copyright and to add some text overlay to
the top and bottom of the video to fill up the
screen a little bit more. So let's start with
changing the sound. Click on Add sound at the top and tap the search
icon on the right. Then we'll look for
itchy, scratchy. And this one from geek
music is the one I use. Instead of the 10-second
intro that we're all used to, we'll actually get the
full 22 second version, but will sink and trim
the audio so that we can use the part that we
need to tap the tick. And what you should hear
on your phone now is both your original audio and the TikTok audio playing
at the same time. So we've got the TikTok track playing with our original audio, but it's out-of-sync
and it's not playing the part that we need
to fix that tap on the scissors icon and move the audio track until you
hear both tracks in sync, which is somewhere about here. And that looks pretty in-sync. So what's press done? The last thing we'll do is
mute our original audio, so it's just exclusively
the TikTok audio. So we'll tap volume at
the bottom right and reduce the original
sound to zero per cent, will leave the added
sound as 100%. And that's how TikTok track
that we just selected. So we'll press Done. The next thing to do is to add a header and footer
to the top and bottom of the video just to fill up the screen
a little bit more. I think adding a
header and footer, it makes the video look better. I don't know why,
but it just does. The next thing to do
is to add a header and footer to the top and
bottom of the video. Just to fill up the
screen a little bit more. I think adding a
header and footer, it makes the video look better. I don't know why, but
it just does to me. So tap on the text
icon on the right and write some quick Beatty
or funny caption like if Christian territory had the shirt, but makes sure it all
fits on one line, it doesn't look good to go
with multiple lines of text. So for the header, it'll just be if
Christian and Toto. And then we'll have had their
own show at the bottom. And then we'll give the
texts of background by tapping on this
icon to the left. Click it again. So you get this white
background and press Done. And we'll drag the texts
are that it's flush with the edges of our video
and smack bang in the middle. You will know what's in
the middle by getting this blue line down the
middle of your screen. Now let's add the footer, and we'll go a little
bit faster this time. So let's click Text and type in, had the urn show. Tap the a to the left twice two, we get that white background. Press Done. Drag it to the bottom, make sure it's flush with
the edges of the video. And make sure that
it's in the center. So we get that blue line
and that's pretty good. Alright, that's
the editing done, tap mixed at the bottom right. Now we'll need to give
a description about our video and
select a thumbnail. The format from my
descriptions as a one-liner about the video, usually the same text
is what we put in the header and footer
or something similar. So it would just be like Christian Horner will use their full names as time
and search for wolf. Has itchy, scratchy. Then I'll add a whole bunch of hashtags which are
relevant to the video. I personally believe
this helps get your video out to your
relevant audience because you're
telling TikTok what your video is about without
the tags that weren't noted. This is Formula One
unrelated content. So I'll add stuff like
hashtag F1, select that. And then like hashtag
F1, memes select that. And I like to use tags
that are at least in the hundreds of
thousands to billions. Formula one there again, another formula one hashtag, itchy, scratchy hashtag, Christian Honan,
hashtag, Toto Wolff. Next we'll choose a thumbnail
or cover for our video. And we can only use a
thumbnail from our video. We can upload our own. So I like to pick the
most funny part or the most shocking
part of the video as the thumbnail or
something that'll just make the user
wants to click on it. I think this itchy and
scratchy logo is pretty good. So I'll drag the slider
to the logo part. And you can choose to add a caption to your video
at the bottom here. But since we've
already captioned, I do think we need
to add another one, so let's press Save at
the top right, then, feel free to tinker with these settings here
in the middle, but I like to leave
them as they are. Then we can press post
and give it a minute or two to upload and your
video will be live. I won't actually post the video because I've already posted it. Makes sure to interact
with people who leave comments like it and
write back to them. Not only is it fun to engage with people with
similar interests, but the more interaction your
video gets through, likes, comments and shares,
the more TikTok will push your content
out to other people. All right, that's it for
uploading onto TikTok.
63. 9.0 Thank-You: You've made it this
far in the course then thank you so much for
going the distance, and I hope you've
learned a lot from it and enjoyed it at the same time. Remember, we've covered
a lot of ground here, starting from
thinking of a niche, coming up with video ideas for
Sydney SH, script writing, audio recording, drawing, animating, compiling,
and uploading. This course covered the
full end-to-end life-cycle of producing a cartoon. And you should be proud
of what you've learned. So what's next from here? Well, hopefully you feel confident enough
to stop producing your own cartoons and
uploading them onto TikTok. And if you decide to do that, the best advice I
can give to you is to be patient with yourself, be realistic with
your timelines. Your first couple of cartoons
are going to take the longest because it's
your first time doing it on your own
and starting out and doing anything for the first
time is always difficult. But once you start producing
cartoons a few more times, you'll get faster
and better at it because you would have improved
your workflow by then, like improving
character templates. Templates, you might even reuse certain
character bodies and backgrounds and
certain processes like character rigging
become muscle memory. But if you still
feel like you need a little more practice
than another avenue is to deep dive into the
second part of the course where you will
produce the next scene, the main episode of the
itchy and scratchy cartoon. So think of this as a
project that you're doing on your own instead of
a detailed tutorial. And if you need some help
and guidance along the way, you can refer to the video in the second part of this
course to see how it's done, we will be repeating the
drawing, character animation, compiling and uploading
steps for the next scene. For drawing will have to
create a new character, which will be this squirrel telling itchy and scratchy
to stop fighting. But we'll substitute the
squirrel with a box with arms and legs for
character animation. Will animate HE and scratchy
for a second scene, which will be similar
to the introduction, and we'll animate the
box with arms and legs. Then in compiling, we'll add all those elements
together into a composition and go over a couple of slightly more
advanced framing techniques. We'll be going a little faster than the second
part of the course where it will almost be like a live stream style
of the video. Like the explanations will be a little more high
level and it won't be as detailed as the first
part of the course. All in all, I want you
to keep going because this course was only the start
of your animation journey. Again, thank you so much
for doing this course, and I hope you've
really enjoyed it.
64. 10.0 Project - Produce The Next Scene: Welcome to the second
part of the course. We'll be creating the next scene of our itchy and
scratchy cartoon. So the first part of this course focused on how to create
the introduction. And the second part
of this course, we'll focus on creating
the actual episode, which looks something like this. This was inspired from one of
the Simpsons episodes where Marge lobbies for itchy and
scratchy with no violence. And the producers of
itchy scratchy then put her in the episode
as a nagging squirrel, and then itchy and
scratchy team up to hit her out of the stadium. In this section of the course, we won't be going through
the detailed explanations of how to draw animated
character or compile, because we've already covered
that in the first half. This is more of a
project-based chapter where if you feel like
taking on this project, you want a little
bit more practice, then you can use the
videos in this chapter as guidance to how to understand
to create the next scene. Think of this section as a suggested solution or
answer to the project. Specifically, we'll be covering how to extract the audio from the episode so we can use it in character animator
and After Effects. How to draw the nagging
character in Illustrator. How to animate the
nagging character and character animator, how to compile the
episode on top of the introduction and then
uploading it onto TikTok. Good luck and see you inside the second
part of the course.
65. 10.1 Capture Episode Audio: The first thing we have to do is rip or capture the audio from this episode so we can use it in character animator
and after effects. The audio we've used
until now has been my guitar recording
of the introduction. And then we swapped it out
for the real thing in TikTok. But TikTok won't have the
audio for the next scene, which is itchy, scratchy,
hitting the squirrel. So we need to get
the audio elsewhere. So to extract the audio
from the episode, let's see if we can
find it on youtube.com. So to extract the audio
from the episode, let's see if we can
find it on youtube.com. And let's type something in
like HE and scratchy March. And there's the video here. Now at about the 52nd mark
is where we need the audio. So about there, I won't play the video or audio for
copyright reasons, but I can scrub through it and it'll look
something like this. So we're at the five-second
mark and we've got itchy and scratchy
hitting each other here. Than a squirrel who is meant to be March
comes in and says, Don't do that, don't do that. There are still
hitting each other. The squirrel comes in the
middle and emphasizes again, Hey, don't do that. And then HE looks at scratchy. Itchy, decides to
hit the squirrel and the hinders squirrels head
might not be able to see it. There we go. Then the squirrels head
comes flying off and out of the stadium and itchy,
scratchy celebrate. So that's what we're
going to create. So for now, let's go back to the 49 second mark and we'll
open up Audacity and I'll show you how to
extract the audio from this video will
open up with Udacity. And the first thing you
want to do is to go to audio setup host. And you'll want to change
your host two windows. Whereas API. Then the next thing you'll do is open
recording device. And it's important which
one you choose here. If your audio is coming
out of, let's say, the optical output
of your sound card, then you need to select the digital output loop back
as your recording device. If the audio is
coming out of your 3.5 millimeter audio jack
from your sound card, then you select stereo mix. And if the audio is coming
out of your USB microphone, like it is in my case, then you will select
the speakers for your particular microphone
in loopback mode. So I'll select this one, but yours might be slightly different than what
you need to do next is press the Record button
here to stop recording and then minimize this
and play the video again. I won't actually do
a live recording of the video or the audio
because copyright reasons, but I'll show you what the wavelength of the wave
form format will look like. I'll show you the process, but I'm going to
mute the audio here. And that's what the recording
process looks like. If the recording was
a little bit soft, you'll need to do it
again, but this time, maybe increase the
recording volume at the top here to something a bit higher mindset to
around about negative 35 db. So increase yours up
a little bit Tool. You hear it loud and clear. Or alternatively, you can adjust the sound settings by increasing the speaker volume windows. Once you're happy
with the recording, you can export it
like we've done in the first part of the course. So that's File Export. Export As MP3, select constant 320 and stereo and
give the file name something meaningful like HE and
scratchy episode and save it. Then we can open it up
in Windows Explorer and you can double-check that
you capture the audio correctly by playing
the MP3 file. Again, I can't play the
audio Judah copyright, but you can easily
check on your end.
66. 10.2 Draw The Nagging Character: Now it's time to draw
the nagging character from the episode. I don't think we need
to draw a squirrel, so just a box with arms and
legs will do just fine. And then you can just copy and paste the math cuisines from the CH bat or the
TW that AI files. We'll start by opening adobe character
animator and creating a ten by ten AD document and
the size of our character. We want our character
to be probably around the arm height of itchy, because it's gonna be a short
character and the back is going to connect
with our character at around this height. So probably wondering
about there. Let's cut out that height
and paste it into here. And again, we're just going for a simple box with arms and legs. Let's just create a box there. Yeah, probably
something like this. Yeah. I'm working around this height. So we can delete that one. Let's give it a thicker
outline stroke, maybe like three points. And then we're going
to add some text to the middle of our box. And this is just gonna be
to poke fun at your niche. Maybe just put some sort of governing body or someone in
there who doesn't like fun. For this episode, I use the DFA, the governing body for Formula
One and the Motorsports. But if your niche
is, I don't know, maybe chess and there's a chess governing body who
makes things less fun. Maybe use them, e.g. we can probably make the
font a little bit bigger. Let's go 70 to just sort of roughly put it inside
the center of our box. Alright, the next thing is
to add the math video games. So lets just grab our itchy file and let's just copy the mouth. The mouth. Don't forget to make sure all your
sad mouth layers are visible by dragging and
clicking the visible icon. Once they're all visible, you can select the whole
mouth or the whole sad mouth. I'm going back to your file. Paste, remember layers, and then paste the
thing with Control V. Just drag it into
the bottom there. That looks kinda funny. Maybe we can drag the FIA
a bit further up years and then the mouth's bit
towards the center? Yeah. That looks a bit better. Maybe a little higher even. Yeah. That looks pretty good. And let's probably just
rename this to body. The next thing we have to do
is get some arms and legs. So going back to the original
vector that we downloaded, all we're going to do is just, you know, extract
the arms from here. Let's grab. It seems to be something
in the way there. So let's just zoom in a little
bit and select this arm. This one looks
pretty good. We need our character to be pointing. So this point here
looks perfect. And we'll paste
that inside here. And we'll just make
this bigger by holding Shift and then dragging
this out to the side. That looks pretty good
as a arm size there. Then the other arm we need is probably like a clenched fist. So let's see if
we've got that hand. If we've got that hand there. So we'll use our
direct selection tool here and just copy
the hand again. And we'll paste that over there. And it would just line
this hand out to be roughly the same
size as this one. So reflected. Yep. That looks pretty good. Maybe a little bit smaller.
Yeah. Good enough. Let's put this aside for now and we'll also need the legs. So let's bar the legs from here, and let's grab these ones. Let's select the whole thing and copy it across and expand that. And let's reflect it because we want him walking the other way. And that's probably a
little bit too big. Let's go for
something like that. Cool. We don't need to
waste, so delete that. And then what we'll do is
split this out into two legs. Let's just say this is
the right of screen, so this is the right leg. This is the left leg. We won't need to worry too
much about the layers here, but I guess just to
keep things tidy, Let's just call this
the thigh or the knee. And the foot. To the same thing
here as well by n0. And will during this may
be around over here. And the left leg bit
more to the edge there. Yeah, that looks pretty good. And then let's create
the lost arm here. So this was the left will hold
Alt and drag that down and rename this to white arm and bring it across
the other side. And this is kind of interfering
with the face here. So let's maybe, can
we bend this to say, that probably looks alright. Maybe bend this a
little bit more. Yeah, that looks pretty good. We've got this one pointing and this one just holding
their arm back. Let's change this
hand to a fist. So we'll delete the hand here or they've been switched
off, move to the left arm. So let's just rename them. Accidentally, move
the wrong arm around. So if we go to the right arm
and delete the right hand, and then we can move this
hand into the right arm layer and just rotate this so
it's still a little big. Squeeze that down. Yeah, that looks pretty good. That's almost a character done. I think if, if you're being
a bit pedantic like me, you could probably just add
the strokes around the arms. So we've gone for a stroke
three for the body, maybe for the arms
as well, we can do. Number three stroke. Hand looks a bit messy. So what we'll do is just
remove the strokes for the ys. And this one here as well. We'll select the
hand in the layers. Let's do a stroke three. And it's looking kind of
messy in the middle again. So we'll use direct
selection and delete. You'll have to press Delete
twice and we'll delete key. So the inside components cool. And we've just got to
do the arm, sorry, three in the legs as well. Sorry, right leg, left leg, stroke size of three. And cool, I think that's our
character done actually. I think what we can do
is probably just add these two inside the body. So the FIN rectangle
and here we can put the FIA inside
the rectangle. So this would be
torso rectangles, the body, FIFA is the logo. And then we'll put the
left arm in here as well. Right arm, left
leg, and right leg. And let's delete this objects. Layer and remove paste. Remember layers. Let's just make the arms
and legs a white color. That looks good. I think our box in the
middle yet that's white. Let's give this
character black shoes. Dark gray. Yeah, Perfect. All righty. Maybe we'll just lift this a
couple of pixels away from the bottom so we didn't get
any weird cropping later. I think the last thing we
will do in this video is download a picture
of the stadium. So what we'll do
if you go to free pic.com and search for flat soccer football
stadium illustration, there'll be one
created by free pick. And you're just
going to download that with the free license. Open that up. So we'll open the AI
file, Illustrator file. I guess that's a stylistic
choice if you want to keep this pattern of a dark
green and light green, I think I'm personally
going to remove it, might just look a little bit too noisy when we do our animation. So using direct selection, you can just click over the
dark green and press Delete. Don't need that either. That looks pretty
good. Yeah, we've got the lighting
situation going here. We can keep with that done. Let's save that and maybe
just change the documents set up to something like 1920 by 80. And we'll expand this out. If anything, we want this to be bigger because when
we do the animation, the squirrel is
actually going to be off to the side or
off the screen here. So even though we've got 1920
by 1080 as the art board, Let's make our stadium bigger. Probably about here are reckon, just enough to see the grass and enough
to say the stadium, and plenty of space for our squirrel to be off
to the side there. Alright, that looks pretty good. And let's just save that into our course files as stadium. Okay, I think we're
pretty much done with the drawing part, actually, which is pretty good. Next, we'll move on to animating
out, nagging character.
67. 10.3 Animate The Nagging Character: Let's move on to
animating our neck and character in character animator. So we'll open up our
existing project and import our new
NAG and character. And we'll start by
recalling the body. There's no eyes to rig in
this one, just the mouth. And we just want
to make sure that that's been tagged properly. So yeah, mouth and all the same to be tagged
properly as well. That's good. The only thing we'll have
to do is break the body. So let's start by making
the arms and legs independent of the body so that we've just caught
the torso in the middle. Then we'll start
tagging the arms. That's grabbing this
origin point and just attaching that to the body. Then we'll grab a couple
of these handles, tag them as the elbow, the wrist, at a couple
of sticks to them. That looks pretty good.
And then we'll do the same for the right arm. So it will move, move
this to the body, and then add a
couple of handles. I think you get the idea by now. Let's just speed through this. And don't forget to make
the risks of draggable. Then we'll do the
same for the legs. Move that towards,
attach it to the body. Give it a knee and ankle. And since we are
probably going to use limb IK and walk this character, Let's also tag the
heels and the toes. So he was probably
just on the corner there and toe on the
corner there as well. He'll at a few sticks to give the character
some rigidity. And you just want
to make a triangle. I find the stick goes, well when it's underneath the, the handles, you can play around and see what
works well for you. The toe, heel, the
ankle, and the knee. I think that's everything
tagged properly. We'll add a few sticks. The next part will be
to make it draggable. So maybe let's make
the ankle draggable. So I've got nine handles for the right leg and
the left leg and full handles for the
left and right arm. I think the last thing
we have to do is add the shoulders and the
hips to our character. So that's going to the
main body there and adding a few more handles
where these green dots are. So this will be the shoulder. The screenshot here will
be the other shoulder. This one will be the hips. Don't think this
will impact it much, but we can probably
just move the body a bit towards the center here. Maybe even up there. The only thing we probably
have to do now is add a couple of behaviors
to our character. So let's click on the
main character in the Layer window and add
the limb IK behavior. And we'll leave the
default settings for now and see what it looks like. And we'll add the wolf behavior. And we'll set the mode to our left and right arrow
keys on your keyboard. Click on the character in the project window and
create a new scene for them. It's kind of half the thing immediately we say
problem with the mouth. The hands are a bit droopy. The legs have a bit
of a weird sort of sticky look to them. So let's go and fix it up. Let's start with the mouth. I think to fix this, we'll probably go back to our
Illustrator file and just move the mouth underneath
the body layer. So we'll click on
our puppet there. Click on the Illustrator file. And let's just move the
mouth to the top part there. Delete the head
layer or save this. And let's just double-check
that still intact. Let's have a look at what
this looks like now. That looks pretty good,
but there's still some weed movement
with the mouth there. And we can just
fix that by making the mouth independent as well. So it's still in the body,
but it's moving on its own. And that looks pretty good. Let's fix the arms now. I don't know why
they're so droopy. But if we go into walk and
let's move the arm angles. Yeah, that looks pretty good. Just got an issue
with the arm on the right side just being sort
of tucked behind the body. So let's just move the arm to the top and see
what that looks like. So still got this weird
arm movement there. So what we'll do is that since
we've made it draggable, let's just move on back here. And I think that looks
pretty good now. If that staying on point, probably somewhere about there. And then yeah, that
looks pretty good. Alright, now let's solve the
thing with the feet here, Arkin, that's just the ground
detection. And perfect. Alright, here we go. We've got out walking character. We have to do is record
it against the audio now. So let's import the
audio and this one here. Obviously the audio won't be provided because of
copyright reasons. So just import the
audio that you extracted from a
couple of videos ago. So import this. And if you've listened
to the audio, this character only says, Don't do that, don't do that. Hey, don't do that. I don't think we'll
need to go into Adobe Premiere Pro to get the subtitles and get seen audio from text and make
the subtitle file. It's a bit overkill. So let's just select the audio
and our puppet timeline, compute lip-sync
from seeing audio. And we're gonna get a
whole bunch of designs here that we don't really need. But if we zoom in, Let's just go to the part
where the character says, Hey, don't do that,
don't do that. And it's about here
that we add here. So you can see that
little spike in the audio from probably
here, this point here. So all the way back, we'll just delete the
visitor teams will select it, press delete that. And then there's
another spike in the audio here,
which is probably, Hey, Hey, don't do that, so we don't need the games. They're the audio drops there, so we probably don't need
the name for that one too. And that's the extent of the lip sinking
that we have to do. So or the themes are for
this we can delete as well. Perfect, alright, That's
our lip sinking done. The next thing we have to do now is animate the walk cycle. If you watch the
episode, I think the two things that
we have to animate when the character
first shows up here. When they say Don't do
that, don't do that. They're sort of
like pointing like, Hey, don't do that,
don't do that. Then they walked
towards Don't do that, don't to that pointing. And then this section here
is when they start walking. And then they stop for the next mouthpiece
or the vaccine. And they go, Hey, don't do that. Then at this point,
while this is playing, you also just again needs
to go pointing again. Like that's the extent
of our animation. When the character gets
hit out of the stadium, will probably animate that in After Effects because they're
going to be spinning. We're going to be scaling
the character down to like 0% because they're being
hit in the distance. Um, I think it's just much easier to do it
in After Effects. So for character
animator would just be doing the walking
and the pointing. So let's start with that. So over here, I think the
easiest way to do it will be to record events or just manually drag it
like this and go, Hey, don't do that,
don't do that. So press record
and then manually drag it and then
stop the recording. Alright, let's play that back
and see what it looks like. Cool, that looks pretty good. We've got a little
bit of the dragon animation hanging over here. So let's just delete
it Control Shift D and then delete
the excess part. And the next thing we
have to animate here is the character walking. So they say, Don't do
that, don't do that. And then they start walking. They start walking over. Again. You'll just need to
drag this onto somewhere like say, look a bit better. Then as we're holding the left
arrow key will just press the record button. And
then we stopped it. I've noticed that the character
is still talking here, but there's no visitors. So let's just quickly
fill that in. Don't do probably a Wu again. And that is a
probably a T H here. So we'll split this busy, came up with Control Shift D and then tag the, Don't do that. Cool. I think we're pretty much
done with the animation here. Let's just play it back into him and see if it looks all good. Yeah, I think that
looks pretty good. I think we're done with
animating our nagging character. Like I said, when we hit
them out of the stadium, will animate that
in After Effects. Next up, we will
animate itchy and scratchy hitting
each other again. But inside the actual
episode at this time.
68. 10.4 Animate Itchy and Scratchy: Now we have to animate
itchy and scratchy. And although we did animate them hitting each other
in the introduction, we have to create
a second set of animations for itchy scratchy
because the way they hit each other here is different
from how they hit each other in the introduction and the timings are a
little bit different, but thankfully we can
reuse the same puppets. So that saves us
having to rig it. Again, a couple of key points with timing it
against the audio. When you play the audio
and listen to the music, you're going to hear a
whoosh, whoosh, whoosh. And when you hear the wash, that's when it cheetahs being hit and when you hear the thud, That's when scratchy gets hit. Again, can't play the audio
because of copyright. But when you hear whoosh, that's itchy getting
squashed and thought in the audio is
when scratchy kept hit. So that's one set of animations
that we have to create. The next set is when itchy and scratchy look
at each other when the nagging squirrel comes up in the middle so you can see
their eyes move there. So we just need to
animate the eyes. Then they zoom in
on each other here, since we're rendering as vector, I think we can just zoom in when we get into
after effects. So we probably don't need to create another scene for this. The next animation
we have to make is itchy hitting the squirrel. This movement here, which we'll
do in character animator. And the last scene is these two celebrating and
chin shaking hands. But I think we'll just animate
them jumping in the air, which is a bit easier, saves us having to redraw
itchy and scratchy. Three or four sets of animations there. Let's get started. So what we'll do is start
by creating a new scene, by clicking on the itchy
puppet and add new scene. And to avoid confusion, let's rename it to something
a bit easier to read, maybe itchy, scratchy episode. And then we'll also drag in our scratchy puppet
into the scene as well. And there's just
quickly position grouchy, somewhere like here. And four position
HE a bit more to the left and make sure that their feet are
on the same ground level. Cool, I think that
looks pretty good. So let's start with
itchy and just getting his position already. So we'll probably just
start by moving the bat. Let's select itchy in the timeline and just
move his arm down to where the same
position that he was holding the baton in
the introduction. This isn't bending properly, so we'll probably need
to adjust something in limb IK let's turn off order on the end
and reverse. There we go. Yeah, reverse arm,
then lift and shift. That looks pretty good. And we'll just move the bat
bit further up there yet. So that's gonna be achieved
starting position. So now that we've got that, we'll press Control to
take a two frame take. And that's going to be more or less E Cheese
static position. Next we'll do scratchy
static position. So similar thing again. Just move the arm. It looks like he's holding
the back properly. Probably need to change
something in limb IK here. So this time it's gonna
be the right arm, reverse, reverse bend
to the right arm. And then maybe just
drag that a little bit. I think we can probably make
that a little bit lower. That's bending a
little awkwardly, but I think we can just mask it by putting the
hand on top of it. That looks pretty good. And that's going to be
scratchy static position. So press control to, to take your two frame take
and just expand that out. Then we'll import the audio. And then let's just drag out this static positions to
the end of the audio. Alright, so the first
thing we have to do is animate the wished thud, thud, or them
hitting each other. So we're just going to
scrub through the timeline. And when you hear whoosh, that's when scratches
that is going to go down. So about here is where
you hear the first thud. So let's position itchy so that his bat is all
the way down here. And we'll press Control to see what it looks like if we blend
it in with one frame. Just blend the one in. I
think that looks pretty good. Wishes about there actually. This time scratches
but has to go down. So we'll click on scratchy. So we'll move the
arm down there and press Control to look a
bit better this time. Yep, that looks good. And we'll just blend 11 foramen, which requires a
bit of zooming in. This one was it choose
Animation was only, I think there was
only two frames. And then all gonna do describe our timeline and find a
thought and a whoosh sound, and then paste these
animations in there. So maybe let's start with itchy. So copy these three
handles by holding Control and then clicking on the draggable handles
on the timeline, press Control C. And
then we're going to scrub and listen
for a thud sound. So there was another thud here. I think there's a
peak in the audio. This little peak fast,
That's probably the third. And then we'll click
on Scratch, itchy, and paste that in. That sounds good. Let's listen for another third. Another peak in the audio there. So about here, about
another third of it. So we'll paste that again. Another third here. And another third very, it's very hard to hear
because you've got the square root we're
talking at around here. But there is another thud. Thud about here. I think. Another third here. Fair? I think they
look at each other. Cool. So that's the first set
of HEs animations done. Let's just 12 HE up so that it's a bit
easier to see scratchy. And we're just gonna
do the same thing. So we're going to
copy these three in the timeline and listen for a swish and then paste
the animation swish. Swish about here, another
swish about the swish about, He'll swish about the cool. So that's the first set of
scratches, animations done. The next thing we will
have to do is animate the eyes when they
look at each other's, probably about here before
you hit the tendon. So if I press right
while I'm holding right, I can't press Control
to this time. Otherwise, his eyes go
back to the center. So I'm going to hold the right
key and go to Timeline and then go to record to frame take. And if we hold down HE let's see where the
eyes are. There it is. We want to expand the time
for this by a few seconds. And then after you
hear the dentin, is probably where we'll
finish the eye animation. That was perfect. Actually
aren't going around the 90-second mark is probably where we
want to finish that. And then we'll do the
same thing for scratchy. So we drag up here. He 12 down scratchy
and select scratchy on the timeline will go to the Eye Gaze enabled
keyboard input. And it looks like I haven't done the eyes properly for scratchy. So let's just have a look
what's going on here. I haven't rigged to the eyes, so let's quickly do that. Will delete all the tags for I. This looks tagged correctly, but let's just put it in
again anyway and then left. I not we don't need that. Nope. Nope. Had it in again. I think that's pretty good. Let's just check the eyes yet
the eyes look better now, scratchy doesn't look as
creepy when he's looking down. So r can, we can press lift
and down on our keyboard. And then again, because we can't press Control two
at the same time. What we'll do is click on timeline and record a two frame. Take. Cool, That's
scratchy eyes. And then we'll push this
out to nine or three. And that looks pretty good. So that's the eye
animation done. The next one we'll
do is the bat. So that's itchy, hitting
the squirrel with the bat. Scratchy enable itchy
on the timeline. And where you see this
peak in the audio around the ten second mark is where
HE hits the square root. And this one's a little
bit harder to animate. So let's see how it's done in the cartoon here,
somewhere about there. So he leans back. So that's shot number one, leans back with the bat. The next shot looks
to be holding the bag upright and then
the bats on the other side. In order to do this, I think we would need to tag the waist with a NIC for itchy. So let's go back to the
rigging process here. Go to the body. Let's make the neck and the
waste draggable. Maybe for this we won't
make the body independent. Yeah. Okay, That seems to work. So we come back here and at around this mark
is where he starts winding up for the movement. So let's move him back. Like that. It's really exaggerate
the movement. The back comes back here. And that's going to
be the first pose. And then we'll
press Control two. And we'll probably just
blend that with 11 frame. And it's a pretty
quick animation again. So the next pose after this one was him kinda
straightening up, leaning a little bit. So that's posed number two will blend that with one frame. Then we'll just drag this on top of the first pose so that it blends together.
There you go. Yeah. Then probably here is where
the kit actually happens. Probably the me move this here. Press Control to blend
this with one frame. Move it on top of the
previous two frame. Take let's see what
this looks like. Then the last one is him, whether that's on
the other side and his arm is on this side, but maybe we can just
bring it back to the let's see if we can
just put it back to the original position, maybe like back here. See what this looks like. Arguing with this one here, we can probably move that
back down a little bit more. So let's just delete
that and do it again on sort of leaning
a bit more inwards. And that's probably a bit more like this height because our
character is quite short. So probably about there. And let's see what this looks like. That looks way better. Then this section is
where in After Effects, we'll have the nagging character
head out of the stadium when we're not gonna do that in character animator.
So that's itchy. Second set of animations
done with the bat. The next one will be both
of them celebrating. So just jumping in the air about the 11 second mark is where
we want both of them to jump. So I'll just make HE jump their hands in the
air. That's up there. Let's do the feet.
Looking like that. And then we'll do a
two frame take control to just have that to
the end of the episode. And we will blend this. Let's see what it looks like. The three frames, maybe
even five frames. Yeah, that looks
really good. Then now we'll do the same for scratchy. Scratchy is much taller, it's not gonna be much
room for scratchy to junk. So what we might
have to do is go to our scene properties and change the height to
something like 2,200. That looks a little
bit better. He jumps. I don't want scratchy to
jump a little bit as well. So let's select scratchy. And I haven't made the neck
and the waste draggable. So we'll go to our
scratchy character, scratchy puppet, or untagged
the body as independent. Then inside the body will make the neck draggable and
the waste draggable. Hurtful you now, we should
be able to make him jump up. And during the year. And the legs then
boom like that. You need to jump to high. Cool, happy with that pose. Press Control to
12, scratchy down. When this over five frames. Perfect, I think we're done. We can probably just make
this a little bit longer, just in case we want
our episode to run for a second longer than normal. I think that looks really good. The last thing we'll
have to do is just split this into two different scenes because we will be squashing itchy and
scratchy in After Effects. And we can't squash them individually when they're
in the same scene. So we'll just duplicate
this episode with Control D and double-click
on the first one. And we'll rename this one too, just like HE episode. And for this one, we'll only keep HE in this
particular scene. So we'll delete scratchy
and then in the duplicate one will keep her
scratchy, itchy. Actually just so that
we don't lose anything. Let's do duplicate the third one and keep both of the
characters in there. And we'll just name this one
itchy and scratchy backup. And we'll rename this episode
to as scratchy episode. Then we'll delete
it g from this. And perfect, we're done. Alright, in the next episode, we'll compile the episodes. So that's squashing
itchy and scratchy, making our nagging
character walk from outer frame into the frame and hitting our
nagging character out of the stadium.
I'll see you there.
69. 10.5 Compile The Ep