Transcripts
1. Learn to Animate: Classical two D hand
drawn animation is the most exciting and the
most creative way to bring your ideas to life. It's the foundation that sets you up for life as an animator. My name is Shevorne.
I'm an artist and illustrator and a top
teacher here on Skillshare. I've got over 15
years experience working as an artist in
the animation industry. This class is a complete guide on learning how to
animate from scratch. This class will teach you everything that you need
to know to get started animating and will provide a solid foundation on which to build an exciting
career as an animator. That foundation is
encapsulated in the 12 principles of animation that you
hear so much about. This class will not only
teach you those principles, but will give you three
projects where you can put those principles
to use and which will give you the actual
hands on experience of why these principles are so powerful as a framework to
animate anything. If you're a complete beginner, this class is perfect for you. But I've also
designed this class. If you're somebody who has a fair idea of
animation already, if you've maybe been using
software to move stuff around, but you want a
deeper understanding of the core principles
and techniques. We'll be working inside
Adobe animate for this class in order to learn classical frame
by frame animation. I'm going to guide
you through the UI, through all of the tools
and the properties. I'll show you how to make simple animations that you
can progressively build up in order to create motion that has character, appeal,
and personality. You're going to learn how to
add ease to your animation, when to use it, how to
apply it for effect. You'll learn all about the
bouncing ball project, why it's so important. I'm also going to show you a really easy and
simple tool that will help you to make
an animation like this correctly right
on the first pass. From there, you're
going to apply the same principles to
a character jumping. This project will give
you an opportunity to animate a complex character
with moving parts. By the end of the
class, you'll have three standout projects
for your portfolio. You will have gone from not knowing how to
animate something to being completely versed in the principles that will help
you to animate anything. Learning to animate is complex. It can be a bit confusing. My goal in this
class is to help you navigate through the
complexity to share shortcuts and insights that
I learned as a professional so that you have an easy and
direct path to your goals. If you're ready to dive in and develop an exciting
new skill set today, then let's get started. Okay.
2. Welcome to the Class: In this introductory lesson, I'm going to give you
a brief overview of the class so that you have an idea of how you're
going to progress. And I wanted to talk to you about your three class projects. So there are three main
sections of the class. The first covers the
basics of setting up. I'm gonna walk you through
the Adobe Animate UI and show you how to set up your workspace specifically
for Animation. In the next section, we'll
start to unpack some of the more technical
aspects of animation, like keyframes, in-betweens
and breakdown drawings. Understanding these is going to provide you with a
clear system for animating and a really easy way to tackle complex animations. Then we'll start to look at how the principles are
applied to animation. Will look at animating in Arcs
using timing and spacing, as well as easing in key frames. The last section, we'll complete the final two projects
for the class, the Bouncing Ball and
the Character Jump. Now these two projects are
the cornerstone projects for any beginner Animation
student in any curriculum. These are the projects that you learned in your first year. And they're really
important to know and to have in your portfolio. Finally, I'm going to show
you how to render and Export Your Animation so that you
can share it with the world. And by world, I mean the
project section of this class. Be sure to check that out. Check out your fellow
students projects, and leave feedback on
their work as well. If you have any questions or need any help with your work, be sure to leave me a comment
in the discussion tab. I've left some
resources for you to download for each
of the projects. So you'll find those over in the Projects
and Resources tab. You can access them from your desktop and
save the message and have a look at my
animations in more detail. So the software that we're using in this class is Adobe Animate. And there are two
reasons why we use this. The first is that it
is industry standard. So if you can demonstrate
to prospective studios that you know how to work with
software like Adobe Animate, That in itself will
be very impressive. The second reason is that Adobe Animate is really
straightforward to animation. It's literally Drawing
and making keyframes. So once you know exactly
how the UI works, it's really easy and
straightforward. So head over to adobe.com and check out the
downloads there. You can certainly
get a free trial, run that for a few weeks
and see how you like it. The other thing that
you might need as a graphics tablet and a stylus. Although I will say this is
not completely required, I do have a lot of students
who have managed to do the projects by
just using a mouse. This is my setup that I use. It's a welcome into us Pro. And I've used it for years and it's definitely the
one that I will recommend. Okay, so in the next lesson, let's open up Adobe Animate
and take a look around
3. Introduction to Adobe Animate: When you first open
up Adobe Animate, what you're going
to want to do first is click on Creation. This will open up
this little window, which gives you quite a lot of options for making different
types of documents. If you're creating
animations for social platforms or
games or the web, there are a bunch of
templates for those. But since we want to be
creating character animation, just go with this option here. Full HD is fine. I usually leave the width
and height at 19:20 by ten 80 because that's a
standard size for screens. And the only other thing
that I want you to check or to change if it isn't like this is
the frame rate. Make sure that you're on 24. I'm going to explain why later, but for now, just
set that to 24. These ones here, you don't have to worry
about this option. Leave that as it is,
and then click Create. And now you're in. So
welcome to the animate UI. What I'm going to do is give you a brief walk through
here of everything. If it looks a bit confusing
or overwhelming, don't worry. None of this makes any sense until you actually
start working with it, and we will
definitely be getting very used to that in this class. But for now, let's just
take a quick look around. So I'm going to hit command and control and the minus button
and just sum out of it. This white area is
called the stage. This is where you will do all of your drawing and animating. You can think of this area as the screen where the final
animation gets played out, or is the camera view that's
capturing the action. Basically what you see on the stage is what
the camera captures. Anything that's off to
the side of the stage will not be exported
in your final movie, but you can certainly
make use of this area if you wanted to have objects
or things you know, move on screen or
move off screen. Down here, you've got your
timeline where you'll be defining the length of time that you want to
set for your animation. Over here on the left, are all the drawing and painting
and creating tools. You've got a pen tool, you've got some shape tools. If you've worked with any other drawing or painting
software before, then these tools will be
very familiar to you. But just bear in mind that
everything you're working with here inside of animate
is a vector graphic. Unlike photoshop, if you paint
a brush stroke like this, you can actually
go in and change the nature or change up the shape of that of
that brush stroke. Over here on the
selection tools, you'll see that there's
a regular selection tool and a sub selection tool. This selection tool allows
you to select the object, where the sub selection tool will allow you to actually grab the individual
vector points that make up any shape and move them, edit them, and adjust
them how you want to. I'm going to hit V, I'm
going to click and drag over all of these and just hit
backspace to delete them. Underneath the drawing
and painting tools, there is your color swatches. You have color swatches
for your fill and stroke. Over here on the right
is the properties tab. You can have properties
for your document. You can have properties
for the tool that you're using or the object
that you're creating. Let's say I choose the
brush tool over here, the properties for that
tool will appear here. Again, over here,
you can also adjust the color and you can adjust the size and
things like that. Okay, that's a basic overview. In the next esson,
I'm going to talk in more detail about the
stage and the timeline and how these two parts
of your workspace relate to the two cornerstone
concepts of animation, namely time and space. When you're ready, I'll see
you in the next lesson.
4. Time and Space - the timeline and the stage: In this lesson, I'm going to explain the two
foundational concepts of animation and how they relate or how they are represented
in this workspace. Those two concepts
are time and space. In order to animate anything, you need to have both
of those elements. You need space for the
animation to unfold or to move around and you need time in order to define the
action of that animation. Within this workspace
or this interface here, time and space are
represented or controlled in the timeline down here
and in the stage up here. Now, as I explained previously, the stage is where you will draw and create your characters, and the timeline
is where you will set the key frames in
order to animate them. So if we've got a very
simple stick figure, he could be walking
around or waving, whatever that animation is
that's happening up here, we need to have the
time defined down here. Okay, so I'll just
drag this up a little bit so we can see
it a bit more clearly. And using the space bar, I can move around
the stage as well. So at the moment, my
drawing is on frame one. If I had no drawing
up on the stage, then that frame would be empty. There'd be this empty
circle in that frame. As soon as you draw
something on the stage, that becomes a black dot, and that means
that the action or the drawing on the stage is recorded down here
in the timeline. As you can see,
your frames are all numbered out and
above these frames, you can even see that the
seconds are numbered as well. So 24 frames equals
1 second of time. If the timeline, by
the way, is too small, simply drag this slider up and down here to
scale it up or down. I'll just leave mine like
this for the moment. Now the next thing
that I want to point out is that
this button here, this is the one that
says Insert keyframe. Essentially, that is a key frame because it has a drawing on it. If I were to go forwards in the timeline and
let's say click on frame 20 and then come up and just click on
Insert keyframe, that's going to create
another key frame of that drawing right there. So now we've got two drawings. A drawing on frame one and
a drawing on frame 20, and all of these are frames
of that first drawing. In this case, it's the
exact same drawing, so there's no animation. There's no change. What I'm going to do
though is quickly make some difference
or some change here. So I'm going to use
the lasso tool, which is L on my keyboard
and just select this arm. Then I'm going to press
Q on my keyboard, which brings up
the transform tool and just rotate that arm down. And now, because there's
a change in the pose, you have an animation. But you'll notice
that if I click and hold on this button,
there are other options. What we'll be working
with are lank key frames, key frames, and frames. Now, as I mentioned, all these gray parts of the timeline,
these are frames. They're known as, you know, just a regular frame. There's no new drawing, so it's the same drawing that's held for all
of these frames. If I click anywhere on
this timeline and choose, insert blank key frame, what's going to happen
is it essentially starts a blank page
for me to draw on. It gives me the opportunity
to make a new drawing here. So what you could do is either redraw the character
with a slight change. But just for the
sake of fastness, I'm going to copy
the first drawing, paste it into this blank frame here and make a
slight change now. So now there are three poses. There's more to the animation. We're building up our
animation slowly. So with that simple
concept in mind, let's take an example
of this ball. I'm going to go down to 1
second, that's frame 24. I'm going to insert a key frame. The drawing is now
set at that point, and on the stage up here, I'm going to change
its position. I'm going to hold down shift and drag it across the stage. Now I've got a ball that
goes from here to there. But as you can see, as before, even though it's a new drawing and it's in a new position, there's no real
animation taking place. It just hops from one
position to the other. So in Adobe Animate, just like any other
animation software, you have the option to
automate your animation. All you need to do is click anywhere in the timeline
between these two drawings, right click and choose
Create Classic Tween. I just want to show
you this process so that you know what it is. And also, I want to explain why it's not really that
useful for our purposes. So I'm going to
just choose that. Immediately, I'll get this
message that says, you know, the selected frames need to
be converted to symbols. You can just click for
now, and there you go. You've got a very smooth
motion of the ball moving across the
screen. That's great. That's all well and good, but there are a
couple of things that I want to point out about
that kind of animating. One is that you still don't really know how to in
between your animation. And as an animator, creating your own in betweens is where
you will get to have total control over the quality or the character
of your animation. You get to decide exactly how the action is going to play
out or how it gets created. You get to decide, is
it going to be a flat, even monotonous motion, or is it going to have
some nuance to it? So that's one thing that
animating with tweens, right out of the gate
is not really ideal. The other thing is that in
order for anything to between, as you saw earlier, you need to have everything
converted to symbols. And what I want to teach you in this class is frame by frame, hand drawn animation, so we're not yet working
with symbols and tweens. I want you to learn the craft of animation yourself
and get really to a point where you
fully understand the principles of
classical two D animation. This way is the best way
to learn those principles. In the next essen, I'm going to explain the 12 principles. I'll explain where
they came from and how you can prioritize
them in your animation.
5. The 12 Principles of Animation: In this lesson, I'm
going to give you a very brief introduction to the beloved 12
principles of animation. This is something that
you will hear a lot about on your animation journey. The principles of animation,
I mentioned everywhere. And it's very important to know what these principles are and how you know how to apply them to your work and how
to prioritize them. So very quick history lesson. These principles were
first formulated in the really early days of
the animation industry. At the time of the
Walt Disney Studio. Back then, animators, or
only developing their craft. And they needed to come up with a set of guidelines or
a set of principles. So they could easily
pass on a standard of practice to the
new animators. Coming up. A group of animators at
the Disney Studios called the nine old men came up
with these 12 principles. All of these principles
together form a really solid and
fundamental approach to animating characters and for telling compelling stories
through animation. They encompass things like how to draw appealing
characters. How to present your
action clearly, how to have dynamic action, how to have natural
and believable motion. And above all, these
principles help you to achieve a sense of character and personality in anything
that your animation. For our purposes in this class, we're only going
to be focusing on six out of these 12 principles. And those six that I want you to look at and to really get to know how to animate
pose to pose. So that means making keyframes, adding breakdowns
and in-betweens, and approaching any animation
in a methodical way. Then I want you to get to
know all about timing. That's how to adjust the
keyframes in order to make sure that the action
is, is realistic. Along with this principle, I'm also going to be adding in a principle called spacing. That means how you can adjust the speed and velocity
of your action. You will also learn how to apply easing to your animation so that it doesn't look
mechanical and so that it has that sense of life. You'll learn how to change
the shape of an object in order to indicate
speed or impact. And lastly, you'll
learn all about how to use anticipation to give any action and much more realistic and much more
appealing quality. Hopefully, by the
end of the class, you can come back to
this list and you can fully understand how each of these
principles fit together to form a cohesive framework. And more importantly, how you
can integrate them all into your own approach for making your characters and your
stories come to life
6. The Drawing Tools in Adobe Animate: In the next few lessons, I wanted to cover some
of the technical aspects of Adobe Animate that I
think are very important for you to know about before
we move into working with the classical
Animation Principles and applying them
to our projects. The first of these
technical aspects or the drawing and
painting Tools. And then I'm going to
explain frame Rates and why frame Rates are so important to know about when it
comes to animation. As I said before, these are all your drawing
and painting Tools. I've got my more or less grouped into
categories like this. These are the selection tools. These are the shape tools
and the Drawing Tools. I've got the paint bucket down here and the eraser
and things like that. Now, if you don't see any of the tools that I have
on your toolbar. All you need to do is come down to these
three little dots. Click on this button. That will bring up a
whole nother panel where you might find some of the tools
that you're missing. Or you need to do is click
on them and drive them over. The main Drawing
Tools that I work with are the pen tool for one. If you've worked with this
tool before in Photoshop, than it pretty much
works the same way. You click and drag out
these vector points. And you can make some
really nice fluid shapes. This is going to create
an outline that you can then use the bucket tool
to fill with color. I personally also
like to work with the line tool to create shapes. Just like this. The pencil tool is great for drawing lines. And just note that when
you draw the pencil tool, you can make use of the sub selection tool to click on the individual
vector points. You can change and affect
your line that way. Whereas when you make a
line with a paintbrush, the vector points
are gonna be all around the boundaries
of that shape. You can actually really make a creative shape if you wanted to affect the
brush tool like dash. But the main thing
to know is that because you're
working with vectors, the shapes are the lines
that you create a much more versatile than if you were
working with bitmaps. You can chop and change them. And it gives you a lot of flexibility when it comes
to creating artwork. For the shape tool though, it's important to note that when you create a shape like
this, for example, if you click and
drag out a circle, then that creates both
a fill and stroke. In other words, a
color and an outline. Now if I wanted to grab the
shape and move it around, you have to be careful that
you're not just grabbing the inside and leaving
the outline behind. If I double-click
on the very edge, you can see that's
where the liners, in order to select the
whole entire object, what you need to do is
either click and drag, ran the whole shape or
double-click in the middle. And that will select everything. Obviously to select
and move things. V is the go-to selection tool. That's the quickest,
easiest one to use. But you can also use
the transform tool. So hit Q on your keyboard. That brings up this
free transform tool. Once you select something, you'll see that it creates
this boundary box around it. So this tool, you
can use it to move, you can use it to rotate, but also to Squash and
Stretch your object. And we'll be talking more about squash and stretch later on. Okay, so we've
covered the pen tool, the brush and shape tools, and the pencil tools. Let me know if you
have any questions about these or any
of the other tools. What I would recommend though, is that maybe pause the videos and just take a few minutes
to practice working with drawing and painting and using this shapes inside
of Adobe animation. See what you can come up with. Get familiar with
how these tools work and get a feeling for the potential and the
possibilities that they offer for creation cool
characters when you're ready, then meet me in the next lesson and I'm going to explain
what frame Rates are
7. Frame Rates for Animation: In this lesson, I'm going
to break down frames and frame rates because it's a really important
part of animation. But it's also an area that
can be a bit confusing. A frame rate is the
frequency or the rate at which consecutive images or
frames appear on the screen. You've probably heard of terms like for K at
60 frames per second, or four K at 120
frames per second. That sounds complicated,
but essentially, a higher frame rate
means smooth or Motion. A higher resolution means more
detail within that image. Now you've heard me
talk all along in this class about 24
frames per second. That might sound a bit boring. When technically
60 or 120 frames sounds a lot more exciting, especially if it makes
everything look smoother. You might be wondering
why on earth are we working with 24 frames? Well, 60 frames per second, or 120 frames per second, is generally used for high
action film or gaming. A lot of the way that we
animate for cartoons or TV shows is done in
24 frames per second, not in 60 or 120. For the most part, 24 frames
is a standard frame rate. It's been standard since
really the beginning of film. Back in the day when we were
shooting film on celluloid, you'd have 24 of these little frames
per 1 s of film strip. It was decided on 24
frames per second because that's what the I can easily
read to recognize Motion. Now the point that I want you
to be really clear about is that not only as 24
frames per second, the standard across
the industry, but this is very important. 24 frames per second is the easiest frame rate to work in if you want
to animate on twos. Now, animating on twos
means that you'll only ever need to place a Drawing
on every second frame. Animating on ones means that you'll have
to animate or draw a picture Omega Drawing on
every single frame, 1-24. But by making a drawing
on every second frame, it works because even though
you just have 12 drawings, you will still be able to read the motion exactly the same. And therefore, as animator is, that gives us the opportunity
to cut workload and half. For example, on a TV show, if you're trying to put
out an episode per week, being able to cut your work time down in
half is quite a big deal. Working in any other frame
rate will really start to make animating on twos very
complicated and a bit messy. You'll wind up having to animate on one's
for a lot of it. Since you're just learning animation and getting to
know about the principles I'm going to teach
you in this course is frame-by-frame
animating on twos. Now I highly recommend
that you follow along and work in 24
frames per second. Then later on, when you're
much more advanced in Your Animation and you're making complex
character animation. And you're much more comfortable
with the principles, then I would encourage you to
experiment and try working at a different frame rate
or animating on ones. But for now, that's
the logic and that's how we'll work as we move forward through the Class
8. How to Use Keys, Breakdowns and Inbetweens: In this lesson, I'm going to explain the different
terms that you need to know about when
creating hand-drawn animation. Those are key-frames, breakdown drawings,
and in-betweens. I'm going to take some
time now to explain these. And one reason being that inside Adobe Animate is often feels like everything
is called a keyframe. Toward keyframe refers to any of these frames down here
that has a drawing in it. But knowing the
difference between a keyframe, a breakdown, and an in-between will
literally help you to plan and execute your animation
faster and way more easily. So a good way to think about keyframes is to think
about key poses. So take this really
simple example. Here's an animation of a little puppy doing
a very simple action. He's sort of tilting
his head up. On our timeline. All of these frames
with the black dots inside animation are
called keyframes. But think about the poses. In this action. The puppy moves his
head from here to here. So he changes his pose from
this pose to this pose. That's where key poses come in. So a key pose is like the
defining pose in an action. It's often the start and
the end of an action. A key pose will mark a major change in action
or change in direction. And the action that goes
from here to here is completed or filled
out by in-betweens. These are all the
drawings that come in-between the key poses. So it'll become much more clear when we do
start animating. But I wanted to illustrate
the fact that if it's helpful to think of the term key pose instead of keyframe. When you're building your
action, then that's fine. Because as I said, in Adobe Animate, every frame with a drawing is a keyframe. Now, the way that I want
you to animate is to think about key
poses or key-frames. First. Then secondly, add a breakdown drawing and
then thirdly add in-betweens. Let's do a very simple,
very easy example. I'm gonna go ahead and create
a simple ball on the stage. And on my timeline here, I have a keyframe indicated
by this black dash. I'm going to go forward in
the timeline to frame 24. Then I'm going to click
on Insert Keyframe. And now I'm going to drag the ball to a new
position over here. So I've essentially now
got two keyframes are two key poses for the action of the ball going from
one side to the other. If I go into the middle, I'm going to create
a new keyframe here. I can now define that
part or that motion that the ball travels from a to b
by placing a middle drawing. Now to see the trajectory, you need to see the frame
where you're coming from, the frame that you're going to. And to do that, you need
to turn on onion skin, and that is this
little button here. So onion skin allows you
to see a ghosted image of the previous frames and
the subsequent frames. And that's going to allow
you to easily place your current frame where
you want it to be. Now what I've done is
created a breakdown drawing. That breakdown drawing is a
drawing that will indicate how the action develops
between point a and point B. Think of it as
defining the direction in this animation of the ball traveling
from left to right. That breakdown
drawing will tell you that it's just going
in a straight line. But you could also
have a breakdown drawing that say up here, and suddenly it's a very
different path of action. Or you could place your
breakdown drawing down here. And again, you've got a
very different action. So the breakdown is often overlooked or not
really discussed. But it's a really
important concept or it's an important parts of your animation because it
defines the direction. And it's also a great way to literally break down your
animation into easy parts. It gives you a roadmap. With a breakdown drawing. You can now animate the
first half very easily. And then animate the
second half very easily. And you'll have
nice smooth motion and you're not animation
without a plan. So that's my advice, is to use this plan
for animating. Make your starting pose, make your end pose. Then add a breakdown drawing. Then add your in-betweens on one side and then your
in-betweens on the other side. So because we're
animating on twos, what you would do is just animate or place an in-between
on every second frame. You step ahead two frames, insert a keyframe there. Turn on onion skin
so you can see the previous frame
and the subsequent one and drag the ball across. Now if you scrub
through the timeline, you can get a sense of how
your emotion is going. Then repeat that process, go forward to insert a keyframe. Use onion skin and drag your drawing across
Ford's two spaces. Insert a keyframe. Drag the drawing across, go forward two spaces, insert a keyframe all the way
into this breakdown pose. Then once you get
to the breakdown, just repeat the process for the second half
of the animation. And that's how you can achieve easy animation is very
smooth and evenly paced. And that's our formula to
animate anything really. Key poses or extreme poses. Your breakdown drawing,
and then your in-betweens. Now, in the next lesson, we're going to start
to add layers of finesse or nuance onto this. The first thing that
I want to talk about is how to work with arcs. That's one of the most
important components that will make your
animation look natural. When you're ready, I'll see
you in the next lesson.
9. Animating in Arcs: The last lesson was all
about how to animate with Keys, Breakdowns
and in-betweens. And in this lesson,
we're going to cover the next important concept
and that's animating in Arcs. The basic idea here
is that any motion or action that is natural
will happen in an ark. Things that move
in a straight line are usually mechanical. And things that travel in arcs are more natural movements. Even something as simple
as lifting your arm up. That motion follows an ark. When you run, your feet, follow a little arcs. When you walk, your arms
swing at your side in arcs. And we can use this as
a really helpful way to create guides for anything
that we want to animation. Arcs are going to help us plan
and define our animation. I'm going to demo this by building up on the
animation that we've just done with the
ball going from a to B. This is a really
simple application, but it's one that you can easily do if you follow along with me. Okay? So with onions
getting turned on, you can see that
our Ball goes in a straight line from
start to finish. If you wanted this to move in a nice smooth and
natural motion though, you just need to add an ARC. I'm gonna make a new
layer in the timeline. And on this layer I'm
gonna draw an ark. And what I want to do is just
simply use this as a guide. I'm going to literally follow this line for the Animation. So you can use a line tool and adjust it into a
nice curved line. So now make sure that
you lock that ARQ layer. And then on the timeline
of the Animation, simply start to drag each of the drawings down to the ark. Click on the keyframe
in the timeline so that the Drawing gets selected
and drag it down. Click on the next
keyframe, drag it down. Click on the keyframe, drag the drawing down
all the way to the end. And that is how you can make
a very nice smooth Arc. Now, this might
seem overly simple, but it has huge
implications for animating. Anything that you will ever do really is a cornerstone to
Your Animation skill set. You're going to use
the idea of an Arc as a guide in much more complex
character animation. And a pro tip is if you
ever animate something and you look back at
it and you think it just really looks off,
doesn't feel right. There's something not working. The very first thing
that you should check is your arcs is the motion
that you've just animated, travelling along an ark. Chances are that it's not. There might be just one Drawing that's out of alignment
with the ark. And by simply changing
that one Drawing, you're animation
will look, Rajesh. Have a go at creating
this yourself. It only takes a few moments and it's a really
good exercise to get used to playing around with
this idea of using a guide, using arcs and moving your keyframes in the next
S. And I want to progress with this one step further
and show you how to space out the drawings in
order to make it look even more realistic. So when you're ready, meet
me in the next lesson.
10. How to Space Inbetweens: Timing and spacing are the two components that
you have control over. If you want to make unique
and creative animation. In this lesson, I'm
going to show you the basic concept of spacing
out your in-betweens. And I want to explain
why it's so important. So the timeline is
where you get to define the length of time that
you're animation takes. You set your keyframes, and that establishes how
long something takes. In our case, here
in this example, it's 1 s. Using an Arc, you can create natural motion, one that looks fluid and
doesn't look mechanical. But in and of itself, emotion in an ARC is not really enough to give
it that sense of life. There is a more important
components that actually distinguishes natural motion
from mechanical motion. And that is the speed. You can control the speed of your Motion by the way that you space out the drawings on your
stage or your in-betweens. Now this is going to
enable you to give character and personality
to your motion. It's the most creative part of the whole animation process. So let's imagine, for example, that this motion here is a
pendulum or something similar. It's not just a flat
circle moving from a to B. There is a way that you
can animate this to make it look like a
pendulum swinging. So what do you suppose would
define the movement of a pendulum as being different from what we have right now? Well, the answer is
that it would swing slowly at the start
and at the end. And it would speed
up in the middle. You would get that sense
of slow at the top. Fast in the middle,
slow at the end. Right now, this swings in
one monotonous even motion. The speed is pretty much
constant throughout. And we can see that
as well visually. We can see more or
less the spacing between all of the in-betweens
is the exact same. So the breakdown drawing, we determined that that are halfway point between
our two key Poses. What I'm gonna do now is adjust the first half of this animation so that it starts off slow. And to do that, I'm
going to select each one of these drawings
and drag them back a little bit so that they're
more closer together and sort of bunched up at the
beginning of the Animation. When you have drawings
that are close together, that will always
create a slow speed. And when you have Drawing
set are far apart, That's going to
create a fast speed. So I'm sort of nudging them and making sure that they squeezed
up into the first drawing. But I'm making them slightly more spaced out as they
reach the breakdown. On the other side
of the breakdown, drawing the second
half of the animation, I'm going to Space everything up towards the end key pose. And that way it will slow down as it comes into that final key. If you can see, the
animation starts slow and then it speeds
up through here, and then it slows in
to the final pose. So just to recap, drawings or in-betweens
that are spaced close together are going to make
your animation appear slow. And drawings that are spaced far apart are going to make
the animation appear fast. This simple idea is crucial
to making any Animation. And then the next lesson, you will see how
this works exactly. And you'll get to animate
and ease out and an ease in. Plus, I'm going to
explain exactly when you would use any of those. So when you're ready, I'll
see you in the next lesson.
11. Adding Ease to Your Animation: In this lesson, we're
going to break down the concept of spacing your
animation a bit further, and I'm going to
explain what easing is. Here I've got an animation of a ball with completely
even spacing, and the corresponding
drawing is evenly spaced between the previous drawing
and the subsequent drawing. The timing here in the
timeline is 1 second. I've got 1 second
with even speed. Now I want to show you how by using the exact same timing, you can make a completely
different animation just by spacing
out your drawings. The reason you want to do this is because
you might want to give some character or some
life to your animations. You don't want to have
a constant even motion. It'll look really
dull and lifeless. If you have all
of these drawings bunched up at the beginning, it's going to make the
animation slow out of that first pose and then
shoot into the end pose. Or if you have all of these drawings squished
up at the end here, it's going to make it look
like it shoots out of the start and then
slows into a stop. There's a particular
way of doing this, which I'm going to
show you right now. I'm going to start
off on a new layer. I'm going to copy this frame, and I'm going to
go over along in the timeline and make
the exact same timing, make a key frame over here, drag my drawing across. I'll just turn off
this layer for now. In this example, what I'm going to do is
animate and ease in. I'm going to have this ball
travel really fast out of the first pose and slow
into the end pose. So the first thing
that I want to do is determine where the midpoint is or where my
breakdown drawing is. On my stage, that's going to be halfway roughly between
these two keys. But on my timeline, what I'm going to do is
place the key frame for that drawing at the beginning
right after the first pose. I'm going to make
a keyframe there, and then on my stage, drag the ball to more or
less that halfway area or just before halfway. So now if I scrub through, you can already
get an idea or get a sense that we're going to be speeding out of that first pose. Okay. So the next
drawing on my time line, I'll make the next key frame
here, two frames ahead. But on my spacing,
I want it to be. I want it to be halfway
between that one and that one. So I'm working in
halves continuously. Every in between is placed way exactly between the one that's gone before and the
one that's after. So I'll drag that
to the halfway. Then go forwards two frames, create a keyframe, and drag my drawing
halfway between there. Then I'll go forwards, key frame it, and drag my
drawing across halfway. And you can already see or get that feeling of the motion. So I'm going to keep
going, keyframe it, move it halfway, Now, I'm judging the
halfway points all the time by just eyeballing the
outer lines of the circle, trying to find it halfway
between those two edges. Now, for the very last
two or three frames, I'm really just nudging it across using the arrow
keys on my keyboard, just to nudge it over one step. So now you can see the
quality of the animation. It speeds out and
then it slows in. But it's the exact same timing
as the first animation. Even though this one looks
like it arrives first, it still arrives at the end
point at the exact same time. So this is called a slow in. Now, let's animate a slow out. The process is going
to be the exact same. But instead of starting
at the beginning, we're going to start at the
end and work backwards. I do this because this is the easiest way to keep track
of those halfway points. So coming down to the
end of the timeline, make a keyframe here at the end, but then drag your drawing to the halfway point
on your stage. And then working, make your key frame and
drag the drawing to the halfway point and continue on all the way to
the very end one. And now you've got an
animation that's a slow out. So you have, again,
the exact same timing, but an entirely different
feel or quality of motion. So that's what's so powerful about easing on your animation. And this is how you
can really start to affect the style of the
animation that you're doing. In this final example, let's make what's commonly
known as an easy ease. That's where you
combine the slow in and the slow out
on the same motion. So very similar to the pendulum that we just animated
in the last lesson. But now we're going to
be a little bit more precise and a little bit
more systematic about it. So the way we approach this is make your
breakdown drawing in the middle by assigning a keyframe in the
middle of the timeline. And placing the drawing in
the middle of the stage. Now we want to slow out of this first key and then
slow into the last key. We continue to work
in halfway steps. For the slow out, we'll work
backwards from this point. Make a keyframe here and drag
your drawing to the middle. Step back to frames, make a keyframe and
drag it to the middle. Step back to keyframes. Key frame it, drag a drag
it to the halfway point. And that's looking like a
really nice slow out there. So let's just do it the same on the other half and this
time work forwards. Step ahead, make a keyframe and drag your drawing
to the halfway point. Step ahead keyframe, drag
it to the halfway point. Step ahead key frame it, and drag your drawing. You get the idea all the
way into the last one. Okay, great. That now slows out, it speeds up, and then
it slows down. Awesome. Easing is the essence
of good animation. If it doesn't fully make
sense yet, don't worry. I would encourage you to try this simple exercise
out for yourself. Have a go at creating some
slow slow outs on your own, following this method
so that you really get a feeling for what the speed
does to your animation. In the next lesson, I'm
going to show you how to make a timing
chart so that you can actually plan your
in betweens and speeds before you
start animating. When you're ready, I'll see
you in the next lesson.
12. How to Plan Your Animation with a Timing Chart: Before we start animating
our first project, which is the bouncing ball, I want to talk to
you about working with a timing chart.
A timing chart. It's a holdover from the old days of hand
drawn animation. It's a little bit analog, but it's definitely
something that can really help you to
get to grips with timing and spacing
if you're still not entirely comfortable
with the concepts or, you know, the application
of the concepts. So timing means the
rhythm of your animation. It refers to the timing of your key drawings and how long it takes for those
keys to be played out. And spacing is where you place your drawings in
relation to each other. So I'm going to go back to this very simple animation
of the pendulum. We're going to look at making a timing chart with
this animation, and I'm going to show
you how it works. So I'll make a new layer, and then I'm going to just draw my chart up
here on this layer. So I'll hit B on my keyboard. And as I explained, the timing chart comes from the olden days of animation when everything
was hand drawn, and animators used to indicate a keyframe or a
keypose with a circle, and they indicated in
betweens with a line. So the breakdown
drawing always was a longer line and the in
betweens are shorter lines. So that's just a
shorthand kind of indication of your
animation, basically. Okay. Looking at our
animation of the pendulum, we've got a slow in and
a slow out on this. So here's my first key. It's represented by the circle. I'm going to draw straight
line across random, really, the length of
it, it doesn't matter. That's not what's important, but I just want to represent the last keyframe here
with that circle. I'm going to put my breakdown
drawing in the middle, and that's just going to be
a little line like this. The slow out of
the first keyframe was all about working backwards. We find the halfway point between the breakdown
and the first key. I'm going to draw a line
there, so that's halfway. Then I'm going to draw
another one halfway between that and the first key and another one halfway
between that and so on. So those are my
first in between, represented on my timing chart. On the other side for the
slow in to that last pose, you do the same
thing, but now you're going to work
progressively forwards. So just draw a line at the halfway point to
represent that first in between and using
little halfway steps, draw lines to represent
all the other in between. Okay, and that's it. That's a very simple timing
chart that's almost like just a diagram that helps you to build out and
plan your animation. As long as you've
got something to refer to when you're
starting to animate, then it's just a
really helpful guide. When you start animating things that are a little bit
more complex, you know, it can get very confusing
and having a guide like this just
helps you so much. Well, I'm going to be using a timing chart like this to plan out my bouncing ball animation. And in the next lesson, we're going to get started
on that project and create our key frames for that action. So when you're ready, I'll
see you in the next lesson.
13. The Bouncing Ball Animation Project: In this lesson, we're
gonna get started on our major project
for the class, which is the Bouncing Ball. And if you're wondering
why on earth everyone always goes on about
the Bouncing Ball and makes such a
big deal about it. Well, it's because
of this animation is one of the most important
projects that you will do in your first
year of studying Animation in any
Animation curriculum. The Bouncing Ball is either
the first major project or definitely one of the
most important ones that you need to get
under your belt. Simply because project that demonstrates all of the
major Animation Principles. So it's one you really
need to get to grips with, but it's also a
project that you need to have in your portfolio to demonstrate to anybody
who wants to hire you as an animator that you can
do something like this. So the way we will proceed for this project is in this lesson, we'll plan out our animation. Then we're going to
add our keyframes. In the next lesson,
we'll work out our timing chart for
Spacing our in-betweens. And we'll add on some
squash and stretch planning Your Animation
is really important. It's something that you
need to be comfortable doing when you start
to animate anything. The way you plan things
out is you first of all, visualize the action that
you want to animate. So it's very
important to sort of play that out in your head and get a feeling like visually
what you want to see, then what I would suggest
you do is you make a little diagram or a little
thumbnail of that animation. So I'm just going to
hit B on the keyboard. For this Bouncing Ball. What I want to see happen is
on the ball to start there, Come down, it's going to
bounce to this position. It'll go up like this, come down and maybe up again, land, and then roll
off the screen. This is a thumbnail
representation of the final animation. And I think it's a really good practice
to always do this first. With that in mind. The next thing that I wanna do as adding a ground plane where the ball is going to
bounce off in a new layer. And the timeline, I'm just going to draw literally a
straight line going across. And that's gonna be
my ground plane. I can even come down
and double-click on the layer name,
adding ground plane. So that's good and that's
my little thumbnail sketch. The next step then is to
add in arcs that we're going to use as a guide
for the animation. So I'm going to
grab the pen tool. I'll create a new layer. And up there I'm going to just click and drag out the Arcs. The pen is great for
this because if you click and drag and hold down
shift at the same time, you can drag these
anchor points or these handles out to
make a nice curve. I'm going to hide
the thumbnail layer. I'm going to grab this
sub selection tool or you can hit a on your keyboard that allows you
to drag the anchor points. Just neaten this
up a little bit. I don't think this second
bands is going to be so high that grayish. So we have got our
thumbnail of the action. We've put in the ground plane, and we've got our arcs. And I'm just going to
double-click on that layer arcs. And I'm going to right-click. I'm going to make
that layer a guide. So that's a cool
thing that you can do inside Adobe Animate, is you can change your
layer to be a guide and you'll see that it
has a new icon there. And when you go to
Export Your Animation, that layer will
not be exploited. So that's good. Okay, So the next thing we can do
is add in our keyframes. So the key frames are gonna
be at these points here, and these are called
the contact positions. And I'm also going
to put a keyframe at the top of each of the bands. So let's make our Bouncing Ball. I'll move it into the
first position over there. The next step that you need
to do is visualize how long you want your
animation to be on the way I find,
the way I do this. I'll play the action out in my head and kinda get a
feel for the balances. There's two or three balances. I'm imagining that it's going
to take 1 s to get to there and maybe 1 s because it slows down by the time
it gets to this place. So maybe 12. So that's the kind of rhythm that I think
it's going to be. But will only know for sure once we put all
the keyframes in. But for now Let's go ahead in the
timeline to vote frame 25 and literally just drag through the timeline like this keyframe. Everything. Lock these layers so
we don't do that. And one, that means
that about frame 15 or maybe 13 keyframe there. And that can be the
first contact position. Now it's going to
contact, bounce contact. Let's go ahead to say frame
45 and key frame there. And there. And work backwards and
make a halfway mark there and place our frame there. Now let's see what that looks like and hit Enter
on my keyboard. We can't really get
a sense of it yet until we see the
balances in the air. And I'll go long to frame
19 and drag it up to there. Then frame at C31, maybe keyframe
there and pull up. I should drag these out
a little bit actually. And it's going to roll off. Okay, so let's play those keys. I think that works, okay. Alright, so this first
binds takes way too long. It should, it
should really drop. Maybe it lands. Here. Feels a little bit better. I'm just going to
neaten this up a little bit when you drive that back. Is that feels better. I think though, from the
last contact position, let's say at about frame 51 is Ball has an ash. So if you're following
along with me, I want you to just
double-check that your keyframes are on the
same exact Keys is mine. I've got my starting
position on frame one, my first contact
position on frame nine, the violence is on frame 17. Second contact
position on frame 25. Second balance is on frame 31. And the last, well, more or less the last
contact position on 37. And then it's either gonna do a little minivans
or just roll out. So just check that you've got
you've got the same as me. Now if you've got completely
different timing, but you think you're
timing works better. By all means, stick with
ash, that's totally fine. This is a very subjective
part of the process. You don't have to necessarily
follow my timing at all. I'm just be completely
wrong here, but I think this is
going to work for me. And as I said, if
you want to use different timing,
That's totally fine. But just put I do
want you to have, are these two layers. I want you to have Your
Ground Plane and you're arcs. So I think we can get rid of
the thumbnail drawing for now because we've got
our animation already. Flush it out. And the ground plane, and the Arcs don't
necessarily need keyframes. So I'm just going to select
all of those keyframes. Right-click and choose
clear keyframe. Now, you should have something that more or less
matches my document. Check that you have
these two layers and that you've got
your keyframes. On the next lesson,
we're going to work on the spacing of
the in-betweens
14. Inbetweens for the Bouncing Ball Animation: I'm ready to add the in-betweens
into this animation. But before I do, I do want to change this
very last bounce here because I think that this last bands should
be a lot smaller. So all I'm gonna
do is I'm going to move this keyframe over. Rabbits. Move it back in the
timeline to frame for G1. And I'm just going
to add the key or the contacts at frame 45, at 41. Obviously, this tiny, this is gonna be a tiny
bounce in the air, just a very slight
little bands like that. That's the last
tweet that I'll do. The next step is it's not
required really necessarily, but I am going to show you how to plan out your in-betweens
with a Timing Chart. If you find this a
little bit too tedious, then feel free to
skip this step and just go ahead to animating
your in-betweens. But personally, I
really find that planning it out first
makes a huge difference. So very quickly on a new layer, I'm going to plot out all of my Keys and plot
out my Breakdowns. The first of all, I'm going
to draw all the keys. So I've got a key at frame one. The first contact position
is on frame nine. Then I've got the first
bands at frame 17. Moving along. The next contact is frame 25, the next bounce is frame 31. Then I've got to keyframe. The contact position on 37, my small tiny bones on 41, my last contact key is on 45. And then the very last
Poses on frame 51. So those are all my key poses. Now I'm going to
apply the spacing on this first section is to slow out of the first key and have a fast drop
into the contact. So that means that my
breakdown will be halfway in-between and that'll be on
frame seven on the chart. I'm just going to mark the
halfway point with a number. I don't need to number
my in-betweens. I know that I just
have two in-betweens, really 1-7 and I'll just
draw little lines like this. That's one at 3.1 at five. Okay. So from that contact
position up to the bones, That's gonna be gonna
go fast by spring up the contact and slow into
that top position there. Therefore, I want the
breakdown to be on frame 11. And I've got two in-betweens
into that keyframe at 17. So that's 13.15, just
indicated like that. Then again, the ball is going to slowly come out of the top of the ark and then drop
into the next contact. For that, I really want more or less the
exact same Spacing. But just to slow out of 17, the breakdown will be at 23 and then two
in-betweens there. Okay. That's the key at
31, the key pose. And for this little
smaller bands, I've only got two in-betweens. So that means the
halfway point really is at 27 and then I've
got one in-between coming in there at 29 and the same coming
out the other side. There'll be only be one
in-between Drawing at frame 33 and Breakdowns
Drawing at frame 35. The same thing for that
last little bands. Just one Drawing or one
in-between on either side of the top of the ark like that. And then for the last rollout and just going to spread it out. And I'll make the end
pose actually at 55. I want, I want this to be a
little bit longer, I think. Okay, So that is my plan. Now as I said, this is
not essential to do. But for me it really makes all the difference
because I tend to place in-between a bit erotically if I don't have an exact plan. And that's something
that I really struggled with when I
was learning animation. I used to think Animation was quite creative and
intuitive process. But an actual
factors are large of structure to your work and a
lot of formulas to follow. Especially for an
animation like this one, when you're working
pose to pose. It's very formulaic. It needs to be
like that in order for the animation
to work seamlessly. So you can think of it as essentially following
a basic formula. And the timing chart is just a very good shortcut
to that formula. It does feel like a lot of work, but I'm now going
to show you how quickly it makes the
actual animation. So let's put our in-betweens in. I'm gonna go to frame seven, insert a keyframe, and then
drag my drawing halfway. And do the same for frames
five and then frame three Then I'll go ahead and my next
breakdown is at frame 11. So I'll make that one. And then place my two
in-betweens there. And they're making sure that they're in the halfway steps. Next, 23, insert a
keyframe, drag it over. Now I'm going to work
backwards to frame 21 to get my halfway steps
and then to 19. So already that's
looking very smooth. I don't have to fix
or change anything. Moving ahead to 27, I'm going to create that
keyframe and then I'll go forwards and create
the in-between. And on the other side, make my breakdown at frame 35 and make my
in-between app 33. Now, I just have on this
section one Drawing 37-41, the same here at frame 43. Lastly, my in-betweens for this tiny end bit of animation is just
straightforward enough. All I want you to do
is make sure that it actually slows down
into the end pose. Okay, Now let's hit
Enter and Teller. There's your Bouncing
Ball Animation and it looks pretty
smooth to me. It looks natural. It's great. And the really cool thing is, honestly, I can't stress
how great this is. The really cool thing
is that by following that formula that we
worked out beforehand, by making a plan, there was actually very little, if anything, that I
would change here. This is pretty close to
perfect for our purposes. Usually in animation, you
spend ages and ages going back in and adjusting
Keys and trying to change up the
timing and spacing, but this is smooth. This is correct, right off
the bat on the first pass. Amazing. So hopefully you
can follow this. And I do appreciate that it might seem like
a lot of tedious work, but just follow it
step-by-step and you will be able to achieve
very smooth results. You can tweak things from
here if you want to. But personally, I'm gonna
leave this as it is. And in the next lesson, I want to show you how to add on a little bit of Squash and Stretch to make this animation
a lot more cartoony. So when you're ready, I'll
see you in the next lesson.
15. The Principle of Squash and Stretch: In this S and I want to show you how to add a little bit of cartoony personality or
character to your animation. As it stands, this Bouncing
Ball feels quite solid. In its bounds. It looks like it just,
it's almost like a, maybe a ping-pong
ball or some kind of very rigid and
inflexible objects. And what we wanna do is give this a little bit
more elasticity, literally a little
bit more bounce. And the reason that we do
that is because that makes something look
much more cartoony and have a lot more life. And the way to
achieve it is to add squash and stretch on
to Your Animation. Squash and stretch is one of the main principles of good
classical 2D animation. Essentially, it refers to
specific Poses that are manipulated or changed
in some way to make them be either
squashed or stretched. Now, a stretch pose is going
to indicate fast motion. You would put a stretched pose anywhere that you want
to emphasize the speed. So we want to put a
stretched pose in here. Like if you can
imagine the ball is being stretched almost by gravity as it moves from
this point to this point. And the squashed pose, you probably guessed
is at the impact. We want to emphasize that when
the ball hits the ground, it hits it with weights, so it impacts the ground. And we want to emphasize that
by using a squashed pose. So there's really
not a lot to it. We're literally going to do
what it says on the tin. We're going to
stretch this pose. I'm gonna go, go ahead
and the timeline. I'm going to turn on my my guide so as he can see what I'm doing, make sure you're Drawing is
selected Q on your keyboard. And then I generally
hold down Shift. And I push these things in at the side like
that, not too much. And then you can also pull
up at the tops there. So that has squished the Drawing into a bit
of a stretched pose. Now I want to just
rotate it though so that it matches the curve. So it's gonna be
coming out there, it's going to start to stretch. And then this pose, we can Stretch even more. Make it quite pronounced. Then the impact pose, we're going to squash it down. So squash it like that. Make sure it's on
the ground plane. And then it will spring up. And when it springs
up in this pose here, that's also a very fast, speedy pose that we
want to emphasize. So we'll stretch that
one out, I think. And let's just kind of
taper that in a little bit. Search doesn't go, so it
reads a bit more smoothly. Okay, then let's do the
same on the other side. So go to the breakdown drawing, which is that one there. That's gonna be our fastest pose or fastest pose in this section. And stepping back one, we just want to
begin the speediness by just putting us not so much of a defined
stretch on that one, just a simple one, and then work ahead
to your impact. Now this is a small bounce. I don't imagine that there's much speed happening in here, but we might just see
what it looks like. If we affect this very slightly, we can always go back
and undo it if we, if we think it doesn't work, and I don't think we
need to do the rest of the balances because
at that point the ball has slowed down. So let's go back
to the beginning. Hit Enter and see
what that looks like. Much more cartoony. I hope, I hope you would agree
that looks a lot more quirky and interesting. That's a pretty cartoony bounce. I definitely think so. Okay, well there's one final
change that we can make, which I'm going
to show you again like before this
is not necessary. But I just want you to
be aware of the fact that there is a big gap here. And I just want, want you to know
that if you were to grab this drawing and actually drag it down
to the analysis, looks a bit extreme, but just drag that
drawing down to the contact position and maybe
Mr. Turner Arcs back on. Maybe this comes becomes
more of the halfway point. What that will do if you've got a drawing in this first
half that actually contacts the ground before
it squashes down like dash. It's going to really make it
look a lot more readable. I'm not sure if you notice that, but to me it definitely
feels a lot punchier. Have a go at that. Experiment with your
squash and stretch. See if you can make
your Ball have as much Character and
cartoonists as you can also experiment with that idea of placing your
impact drawings together. You could try and
maybe go ahead and do this one and see if
that makes a difference. This is the part where you
can start to experiment a little bit and play
around with your spacing. Once you've established a
seamless and fluid motion, you can then see if you can
make it look a little bit, a little bit more unique
or a bit more different? So now it's over to you. I want you to go ahead
and finish up your work, finish up Your Animation, and post your work in
the project section, I really want to see how you've approached this
Bouncing Ball exercise. And I'd love to see your
work. I can't wait to see it. So please send me a message if you've got any
questions whatsoever. But otherwise, I'm going
to leave this over to you to complete the Animation. Alright, see you in
the next lesson.
16. The Principle of Anticipation: In this lesson, we're gonna
go over the Principle of anticipation before we move
into the next project. I'm going to use this
very simple character. This is a sack of flour. And when we were
studying animation, we worked on this
character to try and understand how to
get a bit of life and different posing into something as ordinary
as a sack of flour. If you want it to, you could
spend a little bit of time practicing drawing
this simple shape or the simple design in different emotional
Poses or in various, in various different Poses. It's a really good practice, especially if you want to
be a character animator. But it's useful to use
this little kind of simple design
character as a way to explain anticipation,
overshoot, and settle. Anticipation means
that in order to give any character or even an object a sense of
believability or life. These three Poses of Anticipation plus
overshoot and settle. We'll add a layer of polish to your animation and give things
a much more natural field. So if you look at this
little simple animation, I've got the sack of flour jumping from this
pose to this pose. And it's a very
simple animation. And it's building right on the idea or the concepts that we covered in
the Bouncing Ball. So there's a stretch pose, moves up into the squashed pose, another stretch pose on the
way down and lands there. And for all, for all
of dash, it's fine. It's pretty wild looking
Jump, but it's a Jump. And we can all read that. However, what I want to
demonstrate to you is what happens to the
sort of feeling or the quality of this
animation when you add an anticipation
at the beginning. So at the start
of his action and an overshoot and settle
at the end of the action. Let's have a look at that now. Immediately, you can see that suddenly the
simple action of this, of this character jumping seems to have a little
bit more personality. And that's what we
want to try and achieve in our Animation. We're literally bringing
things to life. So by adding this tiny little
motion at the beginning, you're imbuing the sack of flour with character
and personality. The Anticipation,
generally speaking, always happens in the
opposite direction of the action that is
going to come next. So we're going from
starting position into this Jump or stretched
pose up here, the Anticipation will be
in the opposite direction. The Anticipation will have
the action going down first and then springing up. And the same as at
the end when you want to bring your character
into an ending pose. Let's say this is
the end pose here, the overshoot and settle will, usually, as the name implies, will overshoot this last pose. I'll actually turn
on onion skin. So you can see this on this
side a bit more clearly. So this character
comes in to land. But between the landing, the contact position
and the end position, overshoots that and then settles back into
that final pose. The basic idea, we're going
to explore this and apply this in the next lesson when
we do our Character Jump. When you're ready, meet
me in the next lesson.
17. Key Poses for the Character Jump: In this lesson, we're now
going to do our last project, which is an animation of a character jumping
over an obstacle. I want you to have
the chance to animate a somewhat complex
character with moving parts and get to use
all of the principles and the concepts that we've been working on throughout
this class. So here is our simple Plan. The very first step is
we're going to plan out the action by drawing a
very rough thumbnail. Next, we're going to create
keyframes for the action. Those are the main
drawings that will describe the entire action
from start to finish. Then we'll add in a couple
of break-down drawings. And once we have that, we can play around
with a Timing, move the keys to adjust
it until it feels right. And at this stage now, you could also make a
timing chart if you've, if you find that
helpful in order to identify the spacing
of the in-betweens. Following that, I want to identify the Ark of
the Animation and make sure that
everything is going to follow a nice even AHRQ. And lastly, we'll animate the in-betweens by creating
all of the drawings. This is a simple plan
that you can follow for absolutely any
animation that you wanna do if you are doing hand-drawn
frame-by-frame animation. So what I'm gonna do for this, for this project is really just use a very simple stick figure. I don't want it to be too
complicated because I'll be drawing this character is
for each and every frame. Okay, so he's going to be
going from this position, let's say to this position
jumping in the air. And I know that I wanted to have that all-important anticipation
pose before he jumps. So that's can be another key. And then this stretch
pose, as he comes, goes up and then comes
out with Jump on the other side because that's my thumbnail. That's my plan. Let's get started drawing
the keyframes. At frame one. This is my starting pose. That's straightforward
and all I'll do is copy it over here to the end. Then somewhere in the
middle, doesn't matter yet. I'm just going to
insert a blank keyframe and turn on onion skin and
draw the pose at the top. So if you need to, you
can definitely trace over the previous drawings
just to make sure you're getting volumes correct. Okay. Those are my three main Poses. Now I'm not going to worry too
much about the timing yet. It's okay. That's not right. All I'm trying to do is get my main action or
key Poses down. So now I'll draw the
anticipation pose. That's going to be the
pose where the character anticipates down before he
springs up into the Jump. After this is the stretch pose. Again, if you wanted, you could copy this
stretch pose since it's more or less the same
as the first one. But personally I like to draw them individually
because I think it gives a better feeling to the overall animation,
but it's up to you. Right? So that looks like it's coming together
a little bit. Lastly, I'm gonna do
the overshoot pose. That's the contact
position where he lands onto the ground and overshoots or goes
past the final and pose. Okay, so let's see if
that timing feels right. Now this part takes a
bit of playing around, adjust the keys as you
need to in the timeline. You want the timing
to feel right. But you also want the
key frames to be in logical places for
your in-betweens. For example, I think that
I'm going to need two in-betweens at the
top of the ark here. Therefore, I'm going to need to, on the other side, I want to definitely
have two in-betweens that slow into the
settle at the end. So go ahead and just
check that you've got the same as me if you're following along with
me step-by-step. From the first pose, I've got two in-betweens. Then I've got the
anticipation pose. Then that goes straight into
this breakdown drawing. But from there into
the top of the ark, there are two in-betweens, and there are two coming
out of the other side. Alright, so now we can actually create a timing chart
for our spacing. Remember, this is just
a good tool to use in order to Plan the easing
of your in-betweens. So that's my first pose of my
next key pose is at seven. And I want to slow into
that particular pose, place my two in-betweens there. Now, the next pose, as I mentioned, is
actually a breakdown. So really going from pose, from key pose numbers at
seven to a key pose at 15. So my breakdown is at nine. And then I've got to slow
ins into frame 15 like that. Then coming out on
the other side, the key is at 23 and the
breakdown is actually 21. I think we're all set. The last thing that you
can do, if you like, is just to draw a simple
Arc in order to ensure that your drawings will stay on this ark when you go to
do your in-betweens. So just, I would suggest draw a simple Arc and adjust the
keyframes now if you need to. Okay, perfect. Now, in the next lesson, we'll animate the Inbetweens
18. Inbetweens for the Character Jump: I'm going to drag this
layer over or up to the top of the stack so that you can see it a bit more clearly. I'm just going to lock all of the other layers and
we're good to start. So as I said before, I'm drawing on each
frame from scratch. And I'm using the onion skin to trace things like the
head and things like that. I want the head actually to be very consistent
throughout the animation. You could copy it each time. But I think the appeal
of hand-drawn animation is that it has these little
quirks and differences, not completely plastic,
perfect throughout. There are subtle differences
in each drawing. It's fine if you do
make little mistakes, but try to at least
draw consistently. You'll often hear people
saying that you have to keep the volume consistent
from pose to pose. And what that means is that you can certainly
change the pose. You can change the shape
of your character, squash it and stretches. But for realistic
looking animation, the volume of that shape
needs to stay the same. So in a squashed pose, you still want it
to read as being the same volume as
in a normal pose. Alright, well, here we go. That's the anticipation done and I think it's
looking really good. I'm going to go ahead
and I'm gonna do the two slow imposes between
the stretched and the top. This is where I was talking about volume becoming
really important. This pose here, or this area where these
two in-betweens are. It's very common for
beginners to lose the overall volume of the
character in this area. So just be aware of that. As I said, if the shape
gets squashed Up, say from the top to the bottom, then makes sure it's squishes
out at the sides as well. Those are technical terms. Okay, so that's perfect,
That's looking great. And it all looks quite
realistic in terms of a jump. All I need to do now is finish
off the overshoot part. And again, this part is
actually really simple. Just going to be a slow
back into that final pose. The work here is what makes
the animation come alive. The reality is, is that
at this stage, you've, if you've already planned
your work in advance, this part goes really quickly
and really efficiently. And that's what you
want to achieve in your animation and
in your workflow. The craft of animation is actually very ordered
and very methodical. But once you understand that, that's when you can
start to get creative. But I would say, stick to your plan and
formula at the beginning. And you will have lovely, smooth and successful
animations. Okay, let's play this back now and see what it looks like. I think that's great. It's a pretty springy
jump for sure. But it's lovely. It's very smooth. It reads really well, and it's got a bit
of personality. I don't think it's too floaty. I think it has an
offspring and it has enough impact
on the landing. Okay, Awesome. As a very last touch, what you could do and
what I'm gonna do now is just adding a really
simple background. I'm going to leave
this over to you. This could be anything you like. What I'm gonna do is just draw a bit of grass along the ground. So it's not just one line. So maybe he's in a field or walking through a
forest or something. I might have the thing that he's jumping over be something
like a tree stump. Okay. So he's jumping over that. But as I said, you can
draw whatever you like, leave it up to your imagination. And remember, if you are putting in a little
bit of a background, you don't have to get too
detailed or complex here. This is just a really
simple line drawing to match the stick
figure character. So keep it very, super quick, very
nice and cartoony. Over to you. I'm going to let you
have a go at this. I hope you've been following
along with me step-by-step. If you have, it's time to
finish off your projects, put your final in-betweens in your animation and add in
a background if you like. Then when you're
ready, I'll show you how to export your movie. I'll see you in the next lesson.
19. How to Export Your Animation: Now when you want
to finally export your animation from
Adobe Animate, there are a couple of options, but the best way really is
just to export a video file. So the first thing though, is I want you to make sure that your timeline is consolidated, that you don't have any
layers that you don't need or make sure that you don't have any layers
that are hidden. Only the layers that
you want to be visible in the final movie should
be in your layer stack. So for example, let's say I'll just create a layer
here and scribble on it. But if you had a layer with
a guide on it, for example, and that layer is hidden when you go to export your movie. That layer will
also be rendered in the final exports and it's going to appear in the
final animation. So if you don't want that to
happen, delete your layer. But let's just say, for example, you have a guide and
you want to keep it there in case you need
to work on it further, then what you must do is just
change this layer to guide. So right-click on the
layer and choose guide. And now that layer will not be exported in
the final render. So I'll just leave that there as you can
see what happens. But I'll just make it hidden. Now, once everything
is here is okay. Then go up to File,
choose Export. And here you'll see a
few different options. Now, you don't want to
choose Export Movie. Weirdly enough, I, I would, I would have thought that's the option that you
should go for it. But what happens is
that that will create a movie version that can only be played back inside
of Adobe Animate. So in other words, it
creates what's called a dot SWF file. And those files, you need
Adobe Animate to open them. So what you want is a
video file that can be opened by other
people who don't have Adobe Animate or
a video file that can be posted online and
shared and all of that. So choose Export Media. Then you get this settings box. The render size is fine, that should match the stage. But then this option here, ignore stage color,
generate alpha channel. That means that if you wanted
to export your animation onto a blank or a
transparent background, like say for example, you wanted to overlay your animation onto another
video or something like that, then you would check that box. But because my animation and
yours as well is a line art, it's not going to be really visible on a blank background. So I want to make sure that the the white background
gets exported. So I just leave that unchecked. Now the rest of the
defaults are fine. Youtube is likely a good option or setting here for the video. Then lastly, just choose
the folder that you want to save your video too. The only thing is just make
sure this box is checked. So this one says that essentially the render queue
will start immediately. The reason for this is that
when you click Export, what happens is is that
Adobe Animate sends the animation to a separate
video encoder sound. It makes it feel a little bit complicated, but
it's actually fine. It's just essentially
saving out your video. Okay, So then go over to your folder that you chose
in which to save it. And your file should be there, ready to go, and
there you have it. So that is well done for getting to
the end of this class. I am so proud of you. And now I want you to render out your animation and posted
up in the project section. If you count, upload the video file directly
to the project section, what you can do is
upload it to YouTube or Instagram and tag me or send
me a message with the link. I can't wait to see your work. I am so excited for you to be starting your animation journey. And don't forget that I am here to help you and to support
you along the way. If you're wondering what's next, well, that we use, take this opportunity
to plug my other class, go check that out. It's my next animation class
in this animation series. It's a direct follow-on
from this class. And it's a class that
takes you through everything that you
need to know about. Creating a character inside Adobe Animate and bringing that character to
life in a walk cycle. It's essential
next step to take. So do let me know if you join me there and make sure you let me know that you've come
from this class. I'll be looking out for you. And I can't wait
to see your work