Transcripts
1. Class Trailer: Have you ever wanted to
learn how to animate dynamic morphing
loops like this ones? Maybe you want to know how to transform one object
into another one, or how to create a smooth
and liquid transition. Or simply you need
a cool animated GIF for your social media? Then this class is for you. Hi, my name is
Giulia Martinelli, and I'm a full-time artist, animator and illustrator
based in Zurich, Switzerland. I work with a various range of clients and studios worldwide, balancing commission
with personal projects. Over the years, I
learn how to make quirky animated loops and
to play with morphing. I use this technique often in my practice for
transitions to add some magic effect
or to simply create funny animated stickers
for social media. In today's class we'll focus on 2D, frame-by-frame
morphing animation. In a few lessons, I will teach you how to create your own morphing loop
from start to finish. I'll be sharing tips and tricks I've gained along my
personal journey. I will guide you
through every step. We'll start with a
warm-up exercise and then move to the design and the
actual animation process. If you have any
animation software, that's awesome, but also
pen and paper could work. This class is for you, if you are a creative
of any level who wants to learn how
to play with morphing. At the end, you'll
leave this class with your own original
morphing loop, and with the tools
to push it forward. Whether you want to explore this animation technique or you want a new creative talent, I cannot wait to see what
you're going to come up with. See you in class [MUSIC]
2. Introduction: [MUSIC] Welcome to the class. Morphing is a special effect in motion pictures
and animation that changes or morphs one image or shape into another through
a seamless transition. What we're focusing
on today is a 2D and drawn morphing
created frame by frame. As you can see, a
morphing is a sequence of drawings to go from one
initial image to another one. For the final project, you will create your
own personal design and together we will go through all the steps to animate
the morphing loop. The ingredients for this kind of loops are too many images, one for the beginning, one for the end, and a quick animation
in-between the two which is a
sequence of drawings. For this to be a
loop, of course, not only A will turn into B but then also B
we'll go back to A. Let me show you some examples to better explain what I mean. In this loop, I made for an
animated lesson of TED Ed. I needed to show all the
insect's mouthparts. The animation moves from one
structure to the next one. This one is an animated portrait I made for a VR exhibition. I first designed four faces that represent myself
and my passions, and then more of the
transition from one to the other animating the movement
as a rotating sphere. In those examples, we don't have only two poses A and
B but some more. However, in our project, we'll focus only on two key poses to keep the
exercise quick and easy. For the purpose of this class, I created a bunch of
useful resources for you. Pause this video and go to the resource section
to download them. There you will find some bonus material
and some worksheets. I would refer to those
in the next lessons. Talking about tools
for the animation. I'm going to use
Animate CC from Adobe. But it's not necessary to have
this specific software or any animation software at all to follow and
understand this class. No matter what tools
you have on hand the skills I'm going to
teach you work in any case, and you can apply them
to your situation. Finally, a quick
note about style. Keep in mind that
not every morphing is going to look the same. Actually, one thing I love about morphing is that it's
a very free technique. Don't hesitate to be flexible
with your process and remember you can
always go back to these essential tips
and techniques. During this class, I'm going to create my own
project together with you and I'm going to break down the process step-by-step. Up next, a little bit of useful terminology we're going
to be using in this class. [MUSIC]
3. Basics & Terminology: [MUSIC] Without even trying to teach all the
basics of animation into a three-minutes video, I thought I'd make this
quick section about the terminology that we will
need in the next lessons. Here are some
important words and concepts we will
use in the class. If you're already
comfortable with those, feel free to skip this lesson. Let's start with a
very basic concept, animation is a
sequence of images. What we're doing
is called frame by frame animation
because we're actually drawing every single
frame without using some computer-created
interpolation. For our project we
will be focusing on two main key poses, A and B. The in-between images
will be our animation, the journey to transform
objects A into object B. Key poses are the most important
poses of an animation. In our case, they are the frames in which our two
objects are depicted. Timing and spacing are two very crucial concepts and fundamental principle
in animation. Typically in animation, one second is created
by 24 frames. If we want to move from
A to B in one second, we might want to fill the
in-between frames with images. Timing is the amount of frames it takes for an
action to take place. More drawings between poses give the viewer a slow
and smooth action, while fewer drawings give the viewer a faster and
crisper action. Spacing is the
distance an object moves within a defined
time for that action. It is also the distance it moves for every frame
of that action. Spacing always
works along an arc and denotes acceleration
or deceleration. Smear frames in animation are those that create an
illusion of motion blur. They are actually very quick, usually one frame long. Very fun and quirky to create. They can be very useful
for our morphing, moving from one
pose to the other. This is an example from my
latest short film, Marea. The characters move very
quickly towards each other. In this action, some
smear frames were necessary to convey
the fast movement. Follow through is the idea that loosely connected
parts of a body or an object will continue moving after the
character has stopped. Overlapping action is a similar
idea in that it describes how different parts of a body or objects tend to move
at different rates. We will use this when
reaching the key pose to soften the
arrival movement. For instance, in this loop, you can see how the
plants are still moving while the head already
arrived into position. We can say that some elements for example
in this case the plants, arrive into position
with a delay. Those are the most important
and specific terms we're going to use
in this class. Now, enough with the theory. In the next lesson we're
finally starting to draw, so get your tools ready
and see you there. [MUSIC]
4. Warm-Up: Let's start to warm up our animation muscle
with an exercise. This is a good way to get
your creative juices flowing. You can do it on
paper or digitally. Go get your warm-up worksheet in the resource section
and follow along. As you can see on
this worksheet, we have different columns. On the left is the
initial image A, and on the right is
the final one B. Those boxes in between are where our
morphing will happen. A is the image we're
starting with, and B is the image
we want to end with. Our goal is to
fill up the spaces in-between and morph A into B. Now, how to start filling
those boxes, you might ask. On the top right corner
is the timing chart. This provides essential
information for us to know how to proceed
with the animation. Timing charts are tools to show how many
drawings go between each key-frame and shows in a simple way how each drawing
related to the other. Remember, the closer the drawings the slower
the movement. This timing chart has
a slower beginning, a fast movement
in the middle and then it is slowing down
towards the final key pose. We'll start with
the middle image and move towards the key poses. The trick is always drawing the middle image and refer back to the
chart if you get lost. The middle pose
between A and B is four and we will
start with that. What is in the middle
between A and four, three, and then between A and three it's two and
so on like that. Of course, the more we're
getting close to the key pose, the more similar the image
will look to the final pose. The great Roman numbers are showing the order we'll
follow to draw the frames. I am bringing the worksheet on my animation software to
work on it digitally. But you can also go on on paper. I want to retrace the
initial and final frames A and B and position
them in the timeline. I'm also drawing
the timing chart on top to make this
process clearer. This is the first drawing so I draw a circle around number 1, and here is our final pose so the star will turn into
a moon with the nose. Use the onion skin
and make sure that the two key poses are
overlapping. Here you go. Our key poses are already in place and we can
start animating. As you can see, this
is the middle frame 4, and I'm going to start here
drawing the in-between image, activating the onion skin I can see the previous and
the following frame. If you're working on paper, a light table or a
window could be useful, especially for a more
complicated design. I'm drawing the
first in-between. I need to imagine how the star
will morph into the moon. What I'm doing here is
to find the middle point for every vertex for
a linear animation. For each vertex,
I'm drawing a point which is in-between the
A pose and the B pose. This is my first in-between. Don't worry if it looks weird, I think it's supposed to. Of course, the more we'll
approach the key pose, the more the drawing
will resemble it. Now we move on doing
the same process. I want to draw the
next in-between, between A number 1 and 4
that we just drew is three. This one is going
to look a little more like a star and again, I look for the middle position, starting with the
vertex of the star. Done. Now, I do the same
thing for the other side. Number 5, between 4 and 7. This one, of course, we will look more
like a moon instead. I played through quickly to see what is the
current situation. Now I draw the last
two in-betweens. Here it is. First thing I
notice is that it is very fast. In fact, at the moment, the initial and final poses last only one frame like
every other drawing. I'm going to make the
initial and final pose longer, like three frames. Then color the frames to
better see the morphing. Of course, for
this to be a loop, the moon will need to
go back to the star. Because we drew a
very linear morphing and the shape is very simple it will be enough to copy the same drawing's
going back to the star. I made a second warm-up exercise and this time I'm going
to show it faster. We're morphing this
vase into a doughnut. The first thing I notice
is that both images have a round shape in them and that the doughnut has
a hole in the middle. During the morphing, we will
need to create this hole, the height of the two
objects is the same, which is something
to keep in mind, and a good reference that will help us during the
animation process. For my morphing, I imagined the round shape of
the vase to expand, incorporating the upper part while the hole opens
from the middle. [MUSIC] Here we go. Lastly, here is an idea for
making the exercise harder. Use your initials or any
other letter and morph them. I want to show you
this exercise I did. G and M are very
different shapes. The first one is very round and the second very pointy morphing can allow us to cheat
a little bit sometime. In this case, I twisted the G and pop it into
the next position, improvising in the
in-between frames. [MUSIC] Bottom line here is try it out, experiment, and have fun with morphing in order to
find creative solutions. Here they are. Our
warm-up exercises are done so have fun and
morph basic shapes. I even made an empty
warm-up worksheet if you want to draw
your own key poses. If you liked this exercise and you think you
could do some more, try again with another
couple of shapes, maybe two letters or
maybe even a word. You can push it forward. You can add some details. You can add color. Go ahead and share in the project section
your warm-up exercises. When you're satisfied
with your warm-up, we can move to the
actual project. In the next lesson,
we're going to start designing our key poses. [MUSIC]
5. Design: [MUSIC] We are now ready to tackle our class project and learn how to animate
a full morphing loop. This is the time to brainstorm, design our two objects, the initial and the final one. It is an important
phase of the project because we define the
shape, the colors, and we can start thinking
about the character of our design and how it will move. These are the steps that
we're going to follow. First, we're going
to brainstorm and design the two main
objects, our key frames. Then we will have to choose the colors and I will tell
you why less is more. Finally, we will be planning
the movement from A to B, and then again from B to A for a loop effect. Let's do it. Here are some tips
from me then you could keep in mind while
designing your key frames. To brainstorm, you
can mind-mapping, pulling references, or
just start doodling. What we have to do
is to transform Object A into Object B. Now, we have to decide
what's going to be the protagonist
of our animation. It's time for your personal
creative decisions. The two key frames are going to transform one into the other. They could be two
random objects, but I think it's more fun if
they are somehow related. Maybe there are too opposites like a balloon and a cactus, or maybe they are part
of the same process like a caterpillar
and a butterfly. Try to give them more or
less the same volume. This is going to make the
animation process easier. Draw with a minimal
palette in mind, two or three colors top. Try not to add too many details. Try to avoid human
figure and anatomy, with the exception of faces, which actually work pretty
good in my experience. Start doodling and
follow your free-flow. Don't be too precious, don't worry about the outcome. Depending how
comfortable you feel, start with a simple
object transformation, maybe a text or a face. Starting a level you
feel comfortable with, you can always take
the exercise a second time and challenge
yourself a little more. Let's talk about color palette. Why does it have to be minimal? In traditional animation, the easier the design the more
efficient the production. Even more for morphing, it is crucial to have
a minimal palette. The colors are going
to guide the eye and help our transformation
to look smoother. For this reason,
it is important to be aware of the volumes and use blocks of colors which move consistently
throughout the frames. In the resource section, you will find some
color palette, tips, and inputs in case you
don't know where to start. For my project, I'm going
to animate two heads. In particular, after
a lot of doodling, I came up with this idea. I thought it could
be fun to transform the big bad wolf into the
little red riding hood. To play with this duality, like the bad and the good, male and female
and all that jazz. I start doodling to define how the two heads of my
characters will look like. You can see that they work around the same round
shape to give them the same core and volume [MUSIC]. I am playing with
complimentary shapes and composition and I try to
keep the design simple, but adding some details. I like that the two characters are facing different
directions here. In this way, she looks
naive and unaware, and this creates more contrast. I noticed how the hood and the mouth of the wolf can
have a similar shape. [MUSIC] I try out different
character design ideas, compare them, and then
start thinking about color. I start by using this
dark green and pink, and I carefully try to include both colors in both designs. One is going to be
mainly pink with some dark details and the other one is going
to be the opposite, mainly dark with
some pink details [MUSIC]. I make the nose of the
wolf bigger than I usually do to have more
pink in the design. At first, I thought about adding some pink also inside his ears, but then discarded this idea
as I develop the design. Now that we're designing, we see the key
poses side-by-side. But for the animation, I will overlay them so that
they are in the same spot. I'm cleaning up my designs now. I use a clean basic
brush because I'm animating inanimate where there is not a big choice for brushes. [MUSIC] During this cleanup phase, I decide the black works better. This is also the step in
which I decide the details, especially for the facial
expression of the girl, I drew many options trying to make her face more interesting. I also decide to get rid of the wolf's teeth [MUSIC]. In the end, I came up with a
couple of different options, especially for the
face of the girl, I had slightly
different designs. I'd recommend if you have the time to go for
a break or leave the design until
the following day and come back to it
with fresh eyes. Here are our final designs
for our animation. Those are going to be
the two key frames. Can you imagine how A
will transform into B? For this phase, take
all the time you need. My process was sped up, but it can take some time
to find your final designs. Go ahead and show your key
frames in the project section. [MUSIC] Let's now go on and think about the movement
for the animation. [MUSIC]
6. Plan the Movement: [MUSIC] This is the phase in which we plan what kind of movement we want to
have in our morphing, and how exactly A is
going to turn into B. In fact, there are infinite
ways to create a morphing. First of all, a morphing
could happen on the spot, so the two key frames, A and B, morph into each other
in the same place. Or the morphing could move to
another part of the frame. This is going to
be your decision. I'm going to animate
on the spot, meaning that A, red riding hood, will transform into B, the wolf, remaining in the same
spot of the screen. Secondly, how exactly can the key poses move
and transform? A morphing can be
completely abstract, where colors and shapes can morph and change to
the final position. Or we can think about an action that our object or
character can do. For example, a face can rotate, a mouth or a box can
open, a flower can bloom. In my particular exercise, I want red riding
hood to turn into the wolf and then the wolf to
turn into red riding hood. I like the idea that
the wolf can open the mouth and red riding hood could come out of the mouth. I also like the idea
that it's completely the opposite of what
happens in the story, so instead of getting into
the mouth, she gets out. Now you can think about it, you can sketch
what idea you have on paper or just brainstorm
about the movement. But when you feel ready, we could start to
go into a timeline. First thing to do is to put your two keyframes
into the timeline, and if the animation
is on the spot, we want to overlay them. The first thing I'm doing is to retrace our designs in
the animation software. Especially if you plan to
animate the colors separately, it is useful to have
them on separate layers. With the help of the onion
skin, I can check if the two key poses are perfectly
on top of each other. Regarding the timing,
just to start off, we can start with one
second fix the image. Image A, one second is
the animation loop, and then one second
again still image, but this time it's
the final one, B. Of course, if we want
to animate a loop, we'll still going to have to add another one second of
morphing from B to A. We could play it back and check if the timing is working, and maybe seeing our two images with this timing could also start helping us imagine how
we want the animation to be. A little reminder about
our timing chart. I'm going to follow
this structure and plan as low movement
at the beginning, then a rapid middle phase, and a deceleration approach
in the second keyframe. Remember that the more far
apart the drawings are, the fastest the
animation will be. The closer the drawings are, the slower the
animation will look. What we want to do is to have an animation that
goes from A to B, and start slow, goes
faster in the middle, and then slow down
again when reaching B. After checking the timing
and imagining the movement, maybe you want to make some
loose sketch or rough. This step is totally optional, especially if your
design is quite simple, maybe you don't need to
go through a rough stage, but I actually always
like to do this. My rough are very
bad and quite ugly, but this helps me to understand what kind of
movement I can plan, so as you can see, I'm just testing things
out and I'm going to do many many roughs before I finally find the
movement I like. If you feel more
confident with animation, you can plan a more dynamic
movement or an action. For example, what I'm doing
with the mouth of the wolf. If you're starting
out with animation, it might be enough to animate a linear transformation
of the shape. Play more with colors instead of with the
character itself. In this sped up video, I'm testing out my
idea for the movement. I imagine what could happen. I'm planning to make
the girl come out of the mouth of the wolf
while they rotate. She will then rotate and reveal the wolf as her
hood swooshes past. I start to imagine how the
girl can turn to the left, and the wolf appears
from behind her hood. At this point, my
drawings are very rough, only helping me understand
if the idea could work. The bow of her hood can
help us giving direction. While the wolf appears,
it is important to see both characters at the same
time in the same frame, so that it is not red
riding hood anymore, but it's also not the wolf yet. Playing it through
or flipping through the frames helps checking
if the movement could work. Here, I'm trying to imagine how the wolf will
open his mouth. I had an anticipation, which is a preparation
for the main action, and movement towards
the opposite direction before the main action starts. So before the wolf goes
up with his mouth, there's going to be a couple of frames in which he goes down. I will do the same thing
for the girl later, adding a little anticipation before she starts her rotation. The frame in which
the girl comes out of the wolf's
mouth was not easy. I drew it many times
before finding a solution. During this phase, you
start to adjust the timing. We started with one
second key pose and one second morphing. But maybe as we go we realize the movement
is going to be faster. Going back to the wolf, I realized that the mouth
was opening too slowly, so I redrew the pose
of the mouth opening. I think the mouth of the wolf could open differently
and could work better. It needs to keep turning
while the kid comes out. Inside of the mouth, there could be a pink
shape that could at first look like it's
the tongue of the wolf, but then it's going
to be the red hood. The girl comes out
with closed eyes and opens them while turning
and going into position. At the end of this phase, I get an idea of
the movement and the timing I want my
animation to have. Now that you have an idea of the movement
you want to make, and you already have your key
poses in the right place. Now, you're ready to
draw all the in-between frames to bring your
morphing to life. Go ahead and share in the
project section your work in progress and the movement
you are planning to animate. See you in the next lesson, where we finally
jump into animation. [MUSIC]
7. Animation: [MUSIC] Now that
we have our plan, let's dig into animation. The rough for the first morphing works already pretty
well, so I start there. I clean up the poses
that I sketched. This is the girl
starting to turn left. The wolf will appear under
the hood as she goes. The round shape of her head stays in place while the hood, the eyes, nose,
and mouth rotate. The bow of the hood is a
very important detail. It helps us giving
sense of movement. I draw a little
smear for the cheek. It gets squashed as
she quickly turns. Also, the brows are stretched. The brush strokes help
to convey the movement. Let's draw the next in-between. You can see the previous drawing in overlay and the
following one. As she keeps turning and almost disappears look at the bow here. It really helps us feeling the rotation and giving
a sense of motion. The ball will be pink, so it will be a nice
pop-in trail of color I leftover of the girl while the wolf is
already in the frame. This will help making
the transition smoother. [MUSIC] Also, the tip of the hood
helps us convey the rotation. Now, drawing the in-betweens to bring the wolf
into his position. He will open his eyes gradually until it
reaches the key pose. We can still see a little
bit of pink behind him. Look at the hood here. We need to make it disappear. It's bushes past
and I'm going to add a little tail
in the last frame, our last little piece of hood before it
disappears completely. Here I'm adding the ears
from the wolf peeking out. It's the first frame we see
some parts of the wolf. In this way, the hood is covering the wolf and
then revealing him. It is important
to have a hint of the ears in the frame
before to trick the eye. Now, I draw the in-betweens of the wolf arriving into position. He gradually open
his eyes and turns. [MUSIC] I'm going to draw the pupils here and I'm going
to keep them fix, like if the wolf was
staring at the audience. Now the first morphing is
done and works pretty good. The second one is still a
mess, so let's get to it. This is the anticipation where the wolf goes slightly down
before opening his mouth. I'm going to make him squeeze
his eyes as it goes down. Now, let's clean up this action. The mouth needs to open much faster and rotate
at the same time. Here comes Red Riding Hood. Here she comes out of the mouth while turning and
opening her eyes. Time to clean up and
draw some in-betweens. I'm going to draw many
in-betweens here for the arrival of the girl into position to
make the action smoother. An extra in-between also for the anticipation
of the wolf. In this stage playing
the animation, you realize if some
timing adjustments are necessary and if
some extra drawings can make the actions smother. As you can see one
thing is missing. The mouth of the wolf closing and then disappearing.
Let's draw it. That's done. Now, it's time to clean
up some frames that are still rough
and then color. Good job. You did the
biggest chunk of animation. This process can be quite long. Again, I've been speeding up
my process. Take your time. If you have the chance,
leave it there for a while, go for a walk, go
for a cup of tea and come back with fresh eyes. This could help a lot. In the next lesson, we're going to polishing
up a little bit the animation and export it. [MUSIC]
8. Final Touches: Almost there. Our morphing
loop is animated, we just have to polish
it a little bit and add some final touches to make it perfect and then we
can move to export. If you haven't done it yet, this is a good time to go
ahead and color your frames. One thing that helps me
to spot mistakes and oversights is to lay a bright
color as a background. This makes the coloring
mistakes pop out, like in this case. In this phase, I played
through the animation and see if there is anything that
needs to be polished or fixed. Sometimes the timing needs
to be a little adjusted, maybe the key poses
need to stay a little longer or as me here
could be faster. I realized that the
pink nose is not working in this sequence
where the wolf disappears. During the animation phase, I drew the nose but ended up deleting it while
coloring because it didn't make any sense to make the color pink reappear
only for two frames. I can also draw some lines of movements which are
basically small smears. They add a nice touch
to your morphing. In this case, I added some pink color following
the movement of the hood. I don't get it right
at the first attempt. It is okay to try it out and delete it if
it doesn't work. I did the same thing with the opening of the wolf's mouth, adding some white lines. While the main action is
in-between the two key poses, I found it very useful to add small animations to
the poses themselves. Red riding hood and the wolf
are our main protagonist. This is the reason why their designs stay for
many frames on screen. It is important to see
them and recognize them, so the pause after the morphing
animation is important. But a nice touch is to give them a little life in their
stillness if it makes sense. I usually like to add small
actions for the key poses. For this reason, I
added a blink for the little girl and a little
sparkly effect for the wolf. For the girl, I also added a
follow-through for the bow in order to
get a smoother settle. As you can see at the moment, it is early animated. I'm going to add
some in-betweens, a follow-through,
and an overshoot. It's called overshoot when
the movement goes beyond the final position and then
comes back and settles. Here are some other examples and ideas for smaller
secondary actions. As mile, a follow-through of
some elements like earrings, a scarf, hair, plant hair, a tear, their reflection
on the sunglasses, a wink, et cetera. Another useful tip can be
to give different timing, two different
elements, offsetting, for instance, the
arrival of some effects. For example, if you want to add both a wink and a sparkle
effect to your key pose, it's better if they don't
happen with the same timing. When I'm satisfied
with my animation, what I usually do is to export my loop in different formats. Mp4 and GIF are the most
useful ones for me. Sometimes I also need a
SWF or a PNG sequence. In this way, I have all I need for all the possible
platforms and usage. In the project section
of this class, you can upload a GIF. In the next lesson, we wrap
up things and I'm going to tell you all you can do now with your animated
morphine loop.
9. Wrapping Up: [APPLAUSE] Congrats, you made it. You created your own
animated morphing. Here is a little recap
of what we learned. We learned a little
bit of a morphing, some basics of animation, we did a warm-up
exercise and then we move into the design
of our keyframes. Then we planned the movement, then we animate it, we polished the animation, we exported it, and
we just made it. High-five. [APPLAUSE] [NOISE] How to use this morphing and how to push it forward? You can use your morphing as
an animated sticker or GIF. Those are great
for social media, but also for newsletters
and presentations. Recently, many
animation festivals started to include a
GIF selection as well. This morphing could become
your next submission. Your morphing could
also be part of a transition in a bigger
animation or a short film. Take again the class, if you would like to challenge yourself and try
something harder. Practice is good to make
your morphing better. Try the exercise again and maybe challenge
yourself a little more. Try something a little
harder instead, maybe not only two key poses, but multiple ones as I
did in this example. Instead of two colors, try three or four. [MUSIC] I cannot wait to see all the
beautiful results and work in progress in the project section
so be sure to upload it. Also you could share
it on social media, tag me, and use the
hashtag morphing loops. Thanks for taking my very
first Skillshare class. It would mean a lot if you
would let me know how you liked it and if you could
recommend it to your friends. [MUSIC] Thank you for taking my class. [FOREIGN] [MUSIC]